tag:blogger.com,1999:blog-90671640614460370322024-02-19T17:59:29.905-06:00Polar Bear Dreams and Stranger ThingsBeing the demented ramblings of a crazy person.Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.comBlogger148125tag:blogger.com,1999:blog-9067164061446037032.post-29199349156531370992019-11-13T14:49:00.000-06:002019-11-13T14:51:16.115-06:00Wargaming Wednesday: Blood Cross ChapterWell, I'm a month behind already. ~sigh~ I'll just have to get better. As usual, Amazon affiliate links at the end.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqt087jSE1zUEKoEdYa0xFJoIpHYeFjasjQoVtk8d5eVDSW7eOQTYLjRIqYeGuDXdjS86b7FrXYUgEHTyZ9mx6-hezszjhqQX3FcsCFc_7vTSWb97iw_ITDopio24Sxl9UgTAyJHMzkZj-/s1600/Brother+Marine+armed.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="500" data-original-width="400" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqt087jSE1zUEKoEdYa0xFJoIpHYeFjasjQoVtk8d5eVDSW7eOQTYLjRIqYeGuDXdjS86b7FrXYUgEHTyZ9mx6-hezszjhqQX3FcsCFc_7vTSWb97iw_ITDopio24Sxl9UgTAyJHMzkZj-/s320/Brother+Marine+armed.jpg" width="256" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Tactical Battle Brother of the Blood Cross</td></tr>
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This Wednesday we're looking back in time to my DIY Space Marine Chapter for Warhammer 40K, the <a href="http://isungr.blogspot.com/2013/06/warhammer-40k-wednesday-blood-cross.html" target="_blank">Blood Cross</a>. After not playing a game of 40K since 1995 or so, I finally sallied forth once more due to a local "slow grow" campaign that started two weeks ago. We started at 350 points and are currently in Cycle Two (the cycles advance every two weeks culminating in a mega-fight after Cycle 5 ends). We're currently in Cycle two at 500 points.<br />
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<b><span style="font-size: large;">Task Force Habbyana (350 points):</span></b><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4gu_hyQ4tHjZ_LByf7-hFt7vi79m44v8LMdXuQskh45P3u_JO77_DUmvZbTiXe129NVybhxgvOGNmOXoh9qAXc4ZM3sTJE9Z-kGEotboYKQxZA_3mS_Z5FEr4lWRQn_lwty6RVl2Wowb3/s1600/Chapter+Master+Farad%2527n+Corrino+%2526++Eternal+Brother+Ramuel.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="640" data-original-width="713" height="357" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4gu_hyQ4tHjZ_LByf7-hFt7vi79m44v8LMdXuQskh45P3u_JO77_DUmvZbTiXe129NVybhxgvOGNmOXoh9qAXc4ZM3sTJE9Z-kGEotboYKQxZA_3mS_Z5FEr4lWRQn_lwty6RVl2Wowb3/s400/Chapter+Master+Farad%2527n+Corrino+%2526++Eternal+Brother+Ramuel.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Chapter Master Farad'n Corrino & Eternal Brother Ramuel (Assault on Black Reach Dreadnought with a Templar Banner added and a AOBR Terminator Sgt.)</td></tr>
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Chapter Master Farad'n Corrino. Captain in Terminator Armor. Relic Blade, Storm Bolter, Stratagem: Chapter Master, 106 pts.<br />
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Tactical Space Marine Squad. 1st Squad, 3rd Company "The Ridge-Runners," 140 pts.<br />
--Sgt. Monterey Gordon. SM Sargent. Boltgun, Power Sword, frag & krak grenades, 16 pts.<br />
--Space Marine with Heavy Weapon. Heavy bolter, bolt pistol, frag & krak grenades, 22 pts.<br />
--Space Marine with Special Weapon. Flamer, bolt pistol, frag & krak grenades, 18 pts.<br />
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Eternal Brother Samuel. Dreadnought. Dreadnought combat weapon with storm bolter, multi-melta, 104 pts.<br />
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That's puts us right at 350 pts. For Cycle Two, I added:<br />
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Brother Librarian Harq al-Ada Corrino. Primaris Librarian in Phobos Armor. Bolt pistol, power sword, camo cloak, frag & krak grenades, smite, mind raid, tenebrous curse, 101 points.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUodRkLxuTfBfy2uvI1oDJylBvCHjFTVQuzvc06qrwdFJy9DOp_JT1ZMOeBE_OAmGBltMgfH0_btEakuhFCfTc79XZRsea3fTzMpeNLv3ef-8TTZ0G6Rca-I2R7L4u8Ag__JwtlYksQIAW/s1600/Brother+Librarian+Harq+al-Ada+Corrino.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="767" data-original-width="876" height="350" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUodRkLxuTfBfy2uvI1oDJylBvCHjFTVQuzvc06qrwdFJy9DOp_JT1ZMOeBE_OAmGBltMgfH0_btEakuhFCfTc79XZRsea3fTzMpeNLv3ef-8TTZ0G6Rca-I2R7L4u8Ag__JwtlYksQIAW/s400/Brother+Librarian+Harq+al-Ada+Corrino.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brother Librarian Harq al-Ada Corrino</td></tr>
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Brother-Medico Antoninus. Apothecary. Bolt pistol, chainsword, frag & krak grenades, 50 points.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3n33Ns2sD7NGgrNv0m8HEIdVKEMiW5CXKQ8s9UY3Jo6x6kH_ddS8t3KA6nJ2oVUoeDDzlBFqHuwmRjzOgtnQuj3t940imb3R1Em4iqqmwbhwmoogLIHPXqVIE_3RCchazPGXlCgkmm-5i/s1600/Brother-Medico+Antoninus.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="584" data-original-width="417" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3n33Ns2sD7NGgrNv0m8HEIdVKEMiW5CXKQ8s9UY3Jo6x6kH_ddS8t3KA6nJ2oVUoeDDzlBFqHuwmRjzOgtnQuj3t940imb3R1Em4iqqmwbhwmoogLIHPXqVIE_3RCchazPGXlCgkmm-5i/s320/Brother-Medico+Antoninus.PNG" width="228" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brother-Medico Antoninus</td></tr>
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And that puts us at 501 points exactly for Cycle Two.<br />
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Our first two games went well. I won the first game and lost the second by 1 Victory Point; my opponent broke the plane for linebreaker by about 1/16th of an inch. Stupid Eldar!<br />
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If you need some rule books and accessories:<br />
Warhammer 40K, 8th Ed. Rulebook: <a href="https://amzn.to/2XaQVaO">https://amzn.to/2XaQVaO</a><br />
Space Marine Codex: <a href="https://amzn.to/2NKxYbV">https://amzn.to/2NKxYbV</a><br />
Space Marine Datacards: <a href="https://amzn.to/2qawLBM">https://amzn.to/2qawLBM</a><br />
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If you want to build up a similar space marine force, I suggest the following selections:<br />
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Start Collecting! Space Marines: <a href="https://amzn.to/2QfSeDT">https://amzn.to/2QfSeDT</a><br />
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This set will actually put you over about 20 points depending on the tactical squad load-out since the included Dreadnought is a Venerable model.<br />
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Space Marine Primaris Librarian in Phobos Armor: <a href="https://amzn.to/33Lbg9f">https://amzn.to/33Lbg9f</a><br />
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Space Marine Command Squad: <a href="https://amzn.to/2NHn32C">https://amzn.to/2NHn32C</a><br />
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This box will give you the sprues to build 5 models: Space Marine Veteran Sergeant, Company Champion, Apothecary, Standard Bearer, and a Space Marine with assault weapon.<br />
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If you live in (North) East Texas (that's the Longview-Tyler area), check us out on FaceBook at: <a href="https://www.facebook.com/groups/WaaaghNET/">https://www.facebook.com/groups/WaaaghNET/</a><br />
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Until Fantasy Friday, may all your brushes stay pointy and your colors not dry out!<br />
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-5440651733624793032019-10-16T12:44:00.000-05:002019-10-16T12:44:00.330-05:00Wargaming Wednesday: We're Back (for the Motherland!)<br />
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Well...it's been a loooooong time since we've posted on the old blog. Too long, in fact. Something like almost three years since a serious post, not merely a book review reposted from Goodreads. So, due to one of those "life events," I find some spare time on my hands so I'm going to resurrect this bad boy. I'm also considering starting up a real YouTube channel, but we'll see.</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Therefore, this blog will begin to have regular posts again. Yay. The format is a minimum of three posts a week. Monday is Media Monday; I will discuss books, movies, shows, whatever happens to catch my interest over the previous week.</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Wednesday is Wargaming Wednesday. Today, I'm discussing my miniature table top hobby and anything pertaining to it.</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Friday is Fantasy Friday, a day on which I will talk mostly about tabletop RPGs. This might also include computer gaming as well. This is fantasy in the broad sense of fantastical fiction, not just elves and wizards. </span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Also, I'm monetizing the blog with Amazon links, so if you see something you like, please feel free to click-and-buy! :)</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">On to today.</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Let's look at Bolt Action, a WW2 skirmish game, which I've been neglecting for the past month. Life. Sigh.</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">I picked up 2 more boxes of Soviet assault engineers to round out my force. Once they're finished, I'll be able to field up to 3 full squads of engineers or tank riders in body armor. Just have to leave the flamethrower at home for the танковый десант. There are two offerings from Warlord for these. Both are metal and all wear body armor. One box retails for $24.95 and consists of 10 figures: 8 SMG gunners, 1 DP-28 LMG gunner, and one chap with a couple of panzerfausts. One fellow is also carrying a land mine, and another is throwing a grenade. These are one-piece figures.</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;">This Week's Haul</td></tr>
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<span style="font-family: Times New Roman, serif;"><br /><span style="font-size: 18px;">The second box retails for $19.25 and consists of 8 soldiers, several in the same poses as box #1: 5 SMG gunners, 1 DP-28 LMG gunner, the guy with the panzerfausts, and a flamethrower operator. These are castings with separate heads so you have to glue on the heads. Normally, this is minor, but their poses are such that's it's hard to get a good angle on them. On the plus side, I was able to use a female head from another Warlord kit to add a female engineer. One of the joys of the RKKA (the Workers' and Peasants' Red Army) is that there were women in the ranks as well. </span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">In a Soviet Army Army List, a full squad of fully decked out assault engineers consists of:</span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">1 </span></span><span style="font-family: "Times New Roman", serif; font-size: 18px;">NCO with SMG</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">8 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">Infantry with SMG</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">1 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">Infantry with Light Machine gun (requires loader)</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">1 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">Flamethrower (infantry) team</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Entire squad equipped with body armour</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Entire squad equipped with anti-tank grenades</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Entire squad equipped with mine clearing gear</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">2 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">men have Panzerfaust in addition to other weapons</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">....for a grand total of 308 points. Ouch! On the flip side, veterans with body armor, so they die on a 6. Keep a medic nearby for more sustainability!</span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">A full tank riders squad with body armor consists of:</span></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">1 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">NCO with SMG</span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">9 </span></span><span style="font-family: "Times New Roman", serif; font-size: 18px;">Infantry with SMG</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">1 </span><span style="font-family: "Times New Roman", serif; font-size: 18px;">Infantry with Light Machine Gun (requires loader)</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Tank Riders</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Entire squad equipped with body armour</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">Entire squad equipped with anti-tank grenades</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">....for a grand total of 240 points regular or 273 points for vets. I recommend a T-34 for the host vehicle or, for more punch, a KV-2 early war, IS-2 late war.</span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Here are the affiliate links to Amazon for the squads for your collection:</span></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">10 man: <a href="https://amzn.to/32nhsU2">https://amzn.to/32nhsU2</a></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">8 man: <a href="https://amzn.to/2MJP6Ne">https://amzn.to/2MJP6Ne</a></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">What about tanks?</span></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">T-34/76: <a href="https://amzn.to/2OTciex">https://amzn.to/2OTciex</a></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">T-34/85: <a href="https://amzn.to/2MjL4fE">https://amzn.to/2MjL4fE</a></span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">KV-2: <a href="https://amzn.to/2MN6pNy">https://amzn.to/2MN6pNy</a> (This kit has two turrets so you can have a KV-1 or a KV-2 depending on your list and/or whim.)</span></div>
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<span style="font-family: "Times New Roman", serif; font-size: 18px;">IS-2: <a href="https://amzn.to/2IUBvkY">https://amzn.to/2IUBvkY</a></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">If you want a medic, you'll need the command group consisting of 1 medic and 2 officers: <a href="https://amzn.to/35FJ6he">https://amzn.to/35FJ6he</a></span></span></div>
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<span style="font-family: Times New Roman, serif;"><span style="font-size: 18px;">Well, I guess this is a good place to wrap it up for today. I'll have a longer post next time. Until then remember:</span></span></div>
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<span style="font-family: Times New Roman, serif; font-size: x-large;">За Родину! За Сталина!</span></div>
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<tr><td class="tr-caption" style="text-align: center;">Your baby-faced blogger as a Soviet Guardsman!</td></tr>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com2tag:blogger.com,1999:blog-9067164061446037032.post-69762933704065812272019-01-25T13:36:00.002-06:002019-01-25T13:36:34.193-06:00Book Review -- Mechwarrior Dark Age: Pandora's Gambit<a href="https://www.goodreads.com/book/show/1131485.Pandora_s_Gambit" style="float: left; padding-right: 20px;"><img alt="Pandora's Gambit" border="0" src="https://images.gr-assets.com/books/1291341158m/1131485.jpg" /></a><a href="https://www.goodreads.com/book/show/1131485.Pandora_s_Gambit">Pandora's Gambit</a> by <a href="https://www.goodreads.com/author/show/229681.Randall_N_Bills">Randall N. Bills</a><br />
My rating: <a href="https://www.goodreads.com/review/show/2688889324">3 of 5 stars</a><br /><br />
A short review of this one. Like a lot of genre fiction, this one just goes through its paces. It's pretty pedantic and even boring. It does give some insight into the power struggles going on in the Dark Age between the different Marik factions, but that's not enough to recommend. What little action there is is tedious and not exciting. I do give it three stars, because it's not that bad and the information is useful to some extent; it's just not great.<br />
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-27350339030108896592019-01-25T11:16:00.002-06:002019-01-25T11:16:55.631-06:00Book Review: Lustrum by Robert Harris (Cicero #2)<a href="https://www.goodreads.com/book/show/3588825-lustrum" style="float: left; padding-right: 20px;"><img alt="Lustrum (Cicero, #2)" border="0" src="https://images.gr-assets.com/books/1295465776m/3588825.jpg" /></a><a href="https://www.goodreads.com/book/show/3588825-lustrum">Lustrum</a> by <a href="https://www.goodreads.com/author/show/575.Robert_Harris">Robert Harris</a><br />
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<i>Lustrum</i> is the second novel in Robert Harris's Cicero trilogy. Please see my previous review of <i>Imperium</i> for some details on my thoughts concerning Cicero and Caesar. <br /><br />This novel literally picks up where the first leaves off: it is the morning of the day that Cicero is to sworn in as consul and it starts with a bang: a mutilated corpse part of some ritual sacrifice and ceremony! Bad omen!<br /><br />This novels highlights the fact that there are some pretty unpleasant people in Ancient Rome. Once again, the narrator is Tiro, Cicero's scribe and slave. Even Cicero is not immune to the miasma that is the politics of Late Republican Rome. Seen as the savior of Rome in a tumultuous time, he is awarded the title <i>pater patriae</i>, father of his country; this was the first time in Roman history that it was awarded for a non-military action. This goes straight to his head, and sets him up for the inevitable fall. Cicero manages to bumble around and make an enemy of Pompey, Caesar, and Crassus, just before the First Triumvirate is formed.This leads to his exile from Rome during to political maneuvering by his enemies and that's where this one leads off. <br /><br />Part of the novel's message is the fact that there are truly few close, trustworthy friends in the political arena. Everything is about the pursuit of power, advantage, and expediency. It is very difficult to remain true to one's belief system in the face of such adversity, but it can be done. Cicero learns this, but a little late in the series, as it were. If I were to use theatrical standards for this trilogy, <i>Lustrum</i> is obviously Act II; the hero has peaked and pummeled down to his lowest point. I can presume that the next novel in the trilogy, <i>Dictator</i>, will conclude on a heroic note for Cicero. As a historian, I'm pretty sure of that fact. <br /><br />As an aside, a <i>lustrum</i> in Ancient Rome was a five year period, half of a decade and the period of a census. At the end of the lustrum, one of the two censors would sacrifice on behalf of the Roman people and state to purify them. So, while the novel covers a space of five years of Cicero's life, the title is also endemic of his purification by fire that ends in his exile, but also to him realizing the truth and returning to his noble path.<br />
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com1tag:blogger.com,1999:blog-9067164061446037032.post-83368826796063778292019-01-25T10:05:00.002-06:002019-01-25T10:05:58.533-06:00Book Review: Imperium by Robert Harris (Cicero #1)<a href="https://www.goodreads.com/book/show/243601.Imperium" style="float: left; padding-right: 20px;"><img alt="Imperium: A Novel of Ancient Rome (Cicero, #1)" border="0" src="https://images.gr-assets.com/books/1442657816m/243601.jpg" /></a><a href="https://www.goodreads.com/book/show/243601.Imperium">Imperium: A Novel of Ancient Rome</a> by <a href="https://www.goodreads.com/author/show/575.Robert_Harris">Robert Harris</a><br />
My rating: <a href="https://www.goodreads.com/review/show/2688584738">5 of 5 stars</a><br /><br />
<i>Imperium</i> is the first novel in the Cicero series by Robert Harris of <i>Fatherland</i> fame. But before I discuss it,I must backtrack and make a statement.<br /><br />I love Colleen McCullough's <i>Masters of Rome</i> series. That being said, as a citizen of a democratic republic, I really don't like Caesar much anymore, and four of the seven novels really focus on Caesar and glamorize him. When I was younger, I was guilty of that as well. However, I am older and Marcus Tullius Cicero is more of hero to me now since he was a man who tried to save the Republic. In <i>On Law</i> he wrote "<i>Salus populi suprema lex esto,</i> (the safety of the people shall be the highest law)." That was the moral standard he lived by.<br /><br />In his novel, Harris uses the affectation of speaking through Cierco's scibe, a slave named Tiro. Tiro actually existed and was a close confidante of Cierco; Tiro was very intelligent and created the first real shorthand system for taking notes and abbreviations and symbol that are still in use today, such as "<i>ibid</i>"and the ampersand (&). He was known to have authored a biography of his master Cicero, but that tome is lost to use in the mists of Antiquity on the other side of the Dark Ages.<br /><br /><i>Imperium</i> follows Cicero's <i>cursus honorem</i>, or path of honor, that is, his journey to achieve the Consulship, the highest elected office in Ancient Rome; former consuls had tremendous prestige, moving to the front of the Senate benches and speaking first in the Senate during debates. It also made one's family premiere in the City. I will not spoil this for those who know little of Ancient History. I will say that this is the literary equivalent of a drama and not a blockbuster action movie. If political intrigue is your thing, this is most assuredly your book.<br />
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com1tag:blogger.com,1999:blog-9067164061446037032.post-52237114381968553862017-06-07T13:20:00.002-05:002017-06-07T17:54:23.299-05:002017 Witches & Witchcraft Reading Challenge<br />
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Ok, the year is almost half over, and I just discovered this reading challenge. It's still not too late, as the Challenge only requires one book, fiction or not fiction, to succeed. I believe I'll do more than that. </div>
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I'm not sure where to start...so many choices. I could revisit the Hollows or maybe peruse a history of the Salem Witchcraft trials or re-read "The Crucible." I'm leaning toward Frank L. Baum's <i>The Wizard of Oz</i> for my entry point. We'll see. Hopefully, next week or two, I'll have my first review up.</div>
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Until then, gentle readers, look out for black cats and hats on the bed! And don't get your feet swept!</div>
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<br />Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com1tag:blogger.com,1999:blog-9067164061446037032.post-46680201047129665852017-03-10T11:29:00.006-06:002017-03-10T21:05:41.079-06:00Review: Batgirl, Vol. 1: Batgirl of Burnside<div style="text-align: justify;">
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<span style="color: #cccccc;">I am not the target demographic for this story. Not in the least. I'm old, fat, 47, and married with 5 children. On the flip side, I am a big geek and love my super hero stories; plus, the graphic novel club I'm in chose this for our D.C. selection for the month, so here we are.</span></div>
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<span style="color: #cccccc;"><span style="font-family: "merriweather" , "georgia" , serif; font-size: 14px;">F</span><span style="font-family: "merriweather" , "georgia" , serif; font-size: 14px;">irst of, I know I should look at a volume in s series as part of a whole, but I still expect my stories in a collection to be fairly well-contained. The main plot of this story is self-contained, but there references to the previous run of Batgirl as well as Birds of Prey. so, going in, I'm a little lost. Where does this fit into main continuity? Is it pre-Killing Joke, post Killing Joke? If post, how is BabswalkingwhatthehellisthistensionwithDinahwhostheoldroommateandthenewonewhatsgoingonwhycantanyonehelpme?!!!!!! So, a minor quibble, as most of these are answered eventually.</span></span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Second, the resolution of the main plot is a bit of a cliche' or trope. Spoiler-free! Now, as the plot unfolded, I did not see the particular end coming until the Big Reveal and then I groaned. Of course, I'm as old as dirt, so maybe I read too much into the reuse. In some ways, it was a bit fresh and it's more akin to something from Star Trek than comics...although I have seen this same idea in comics as well.</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">The art is awesome! There are nice reveals and the color palette is wonderful. It's a hard rule, but most of the brightly-colored scenes take place in the day as Babs and most of the dark-shaded ones take place at night with Batgirl. Again, not a hard rules, but generally followed. Oh, and the "Sherlock" detection scene at the beginning is extremely well done.</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Costume. Very nicely done! In some way elements of it harken back to Yvonne Craig's 1966 costume such as the palette and the bright yellow belt pouches. The yellow combat boots are a wonderful change from high-heel boots of any color. And the cover for the volume is simply adorable!</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Friends & Allies. Diversity. It's a thing. It has always been a thing in the U. S. of A., culture was just completely whitewashed in the 1950s and early 60s. Her relationship with Dinah is complex...I'm a big Green Arrow/Black Canary fan since the Grell run, and I cannot see Dinah leaving Babs in the lurch like she does (bridge scene). Also, where they channeling Josey and the Pussycats or Dazzler for Dinah's arc?</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Antagonists. We did not see the Bat Family Galley of Supervillains. Thank you, D.C. and Cameron Stewart! Sequins and bedazzler on the loose, too.</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Burnside. Burnside is a borough of Gotham. As one of my friends described it, it's "gentrified." Hipsters and young 20-somethings. Very cliched, but not the same gritty dirty feel as Gotham "proper," or at least what we expect Gotham to be ("The audience knows what to expect, and that is all they are prepared to know."). But, from what we see of it, it feels like a place where hipsters and college students would hang out.</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Social Media. Was it to excess? No. Social media is the world- and reality-filter that those 23 and below live in, by and large. It's well done. We live in an age where we carry mini-computers around with us, the power of the Interwebz in the palm of my hand. It's nice to see it used correctly and better and the tony Stark MySpace reference in the first Iron Man movie.</span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Overall. As i said at the beginning, I am not the target demo. The target demo is a 16-23 y.o. young lady with a touch of geek and hipster who wants to be Babs. That's the nature of comics; they are power fantasies that people can relate to and there's nothing with that. Women have been sorely mis- and underrepresented in the Super Worlds, and that is slowly starting to change (thank you!). </span></div>
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<span style="color: #cccccc; font-family: "merriweather" , "georgia" , serif; font-size: 14px;">Because of some of the flaws I mentioned above, I would normally give this 3-3.5 stars. However, it does reach its target demographic and speaks to them more than it does to me, so it gets a bump to 4 stars.</span></div>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-26328726418518325842016-12-05T15:54:00.001-06:002016-12-05T15:55:14.455-06:00Fantasy Monday: OD&D Single Volume Read-Through, Pt. 3<div style="text-align: justify;">
Well, here we are again, gentle readers. Pts. 1 & 2 are <a href="http://isungr.blogspot.com/2016/11/fantasy-monday-od-single-volume-read.html" target="_blank">here</a> and <a href="http://isungr.blogspot.com/2016/11/fantasy-monday-od-single-volume-read_28.html" target="_blank">here</a>. Today, we're looking at <b>Section 5: Encounters & Combat</b>!</div>
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The section starts off with movement and reemphasizes the 120' per turn for an unarmored man and also the fact that chase scenes double the speed, but mapping is not allowed. Monsters reactions are next, and each monster is likely to be aggressive, neutral, or friendly, all things being equal.</div>
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Dungeon Encounters are next and there is a 1-in-6 chance every turn (or 10 minutes) of a wandering monster encounter. So, there should be at least one per hour; that's pretty steep! Distance of the encounter is 20-80 feet, unless surprise (2-in-6 chance) occurs, then distance is 10-30 feet. A chase sequence mechanic is laid out which seems like it would work well in practice and be easy to adjudicate. It is interesting to note that animals are more likely to stop pursuing for food, and monsters are more likely to stop for treasure; the two are inversely proportional.</div>
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Wilderness Encounters are similar, but encounter distances are greater: 40-240 yards normally, 10-30 yards for surprise. Wandering monster checks are only made at the end of the day, however; apparently the Wilderness is more desolate than the Dungeon! Staying in one place is bad, however; for each full day of rest in the Wilderness, two wandering monster checks are performed. Evading in the Wilderness is a little more complex and is "a function of the size of the party of adventurers and the number of monsters, modified by surprise, terrain and comparative speed," (pg. 32).</div>
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And now the meat of the Section: <b>(MORTAL) COMBAT! </b>The combat sequence is fairly simple and composed of 8 steps:</div>
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<u style="font-weight: bold;">Combat Sequence</u><br />
<ol>
<li>Determine Surprise.</li>
<li>Roll Initiative.</li>
<li>Winning side acts first. Referee may determine monster action and morale.</li>
<li>Movements can be made.</li>
<li>Missile attacks/spells cast if applicable.</li>
<li>Melee attacks occur, damage rolled.</li>
<li>Losing follows steps 4-6 and round ends.</li>
<li>Next round begins at step 2.</li>
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Surprise is determined by rolling d6 with a 1 or 2 indicating that the party is surprised. The distance is determined (10-30"); if the distance is 10" the non-surprised group will attack; otherwise, they get a free move action to either close, flee, or cast a spell. And then there's the best "eff-you!" rule in OD&D, or any version of D&&D for that matter: "There is a 25% chance that any character surprised by a monster will drop some item." Oops.</div>
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Once surprise is determined and acted upon, Initiative is rolled and modified upwards by 1 for high DX or lowered by 1 for low DX (the penalty, but not the bonus, is optional); highest roll on d6 goes first. Simple enough.</div>
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Then combat ensues: Movement, Missiles/Spells, Melee by the initiative winner, and then that sequence is followed by the losing side (if any remain able to resist). Initiative is rolled again, and the cycle repeats. Isn't this way simpler than AD&D, even using DM Prata's <a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&fileid=263&watchfile=0" target="_blank">ADDICT article</a>? </div>
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Some interesting notes: first, AC maxes out at two. Thus, magical armor's bonus adds to the target number to hit, and the plus of a magic weapon adds to the roll. Missile fire is a little different, and medium range adds 1 to the target's AC and long range adds 2. All weapons do 1-6 points of damage. </div>
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Unarmed combat is a single paragraph; each combatant rolls a number dice equal to level/hit dice and the highest number wins the grapple. Attackers pins the victim if he wins, and the if the victim wins, the attacker is thrown off and "stunned for a number of turns equal to the difference between the scores," (pg. 33). (A tie indicates that they're both still up and struggling; try again next round).</div>
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Saving throws are next, and there are no surprises here. Of note is the fact that the magic items only need to make a saving throw if they are unattended or the bearer is dead (exception -- helmets). Next follows two sections on aerial and naval combat which are pretty useful and well-written. </div>
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All-all-all, the section is short and to the point. It really doesn't get any easier than this. The only complicated (if one can call it that) parts are the sections on aerial and naval combat, but those are both special situations where a more in-depth look is appreciated.</div>
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And that's all for now, Next time, we'll pick up Monsters & Treasures!</div>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-73170637674894563972016-11-28T12:43:00.001-06:002016-11-28T12:51:24.933-06:00Fantasy Monday: OD&D Single Volume Read-Through, Pt. 2<br />
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Well, in an attempt to continue coverage of Greyharp's single volume compilation of the Original Dungeons & Dragons LBBs that I began <a href="http://isungr.blogspot.com/2016/11/fantasy-monday-od-single-volume-read.html" target="_blank">here</a>. Today, I'll cover "Spells & Magic" and "Adventuring Rules." Let's get to it, then!</div>
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<b><u>Section 3: Spells and Magic</u></b></h3>
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Spell-casting and memorization seems similar enough to later editions. There is the clarification that more than one of any given spell can be memorized and/or cast from a scroll per day. I remember arguing with a DM back in my early B/X days that that's how it was, but he said if I wanted a second <i>magic missile</i>, then I would have to learn it a second time when leveling. Lame.</div>
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Spell books are next with the charming notation that each level of spells requires its own book! Ouch! And to replace or copy cost 2,000 g.p./level...that's a 2,000 g.p. investment given by the master to his apprentice!</div>
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Apparently only clerics have reversible spells. Interesting. This also seems to be a function of alignment (i.e., Lawful clerics can cast <i>Finger of Death</i>, but they better have a darn good reason!).</div>
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Spell research is merely a function of money and time; each period of research costs the base for the level (2,000 g.p. per) and gives a 20% chance of success. Fairly simple. Creating magic items is the same, but can only be done by Wizards (8th level and above). Pay 2,000 g.p. and spend two months and you too can enchant armor to +1! Of course, the wizard won't be doing anything else and I'm sure he has his own things to do, so....explains why items are worth more than it costs to make them.</div>
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On a side note, there are no rules for clerics making scrolls. A quick glance forward to the magic item section produces this line: "All scrolls are spells for Magic-Users, and regardless of the level of the spell they can be used by any Magic-User capable of reading them." Oops. However, the Type of Scroll chart has the notation: "*There is a 25% chance that any scroll of spells found will contain those usable by clerics." So it makes sense that clerics can produce scrolls in a manner similar to magic-users. Potions are another thing, and they should stay firmly in the hands of Wizards.</div>
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Next we have the Spell Lists. Few surprises here. All fairly basic. No <i>magic missile</i>, making <i>sleep</i> the combat <i>spell du jour</i>. Cleric lists are the same: familiar with some little differences; <i>bless</i> is 2nd level, which is a little different. There is a typo here in that the 1st, 2nd, and 3rd level lists for clerics are marked 4th, 5th, and 6th, but that's minor. (On a side note, this also means that the group in Doctor Demento's "<a href="https://www.youtube.com/watch?v=EMLcy86bZNw" target="_blank">I'm Always the First to Die</a>" are playing B/X because the magic-user learns "the two standard spells, <i>magic missile </i> and <i>light</i>.")</div>
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Going through the Spell explanation section, little stands out. </div>
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<i> Charm Person</i> notes that the spells works on "two-legged, generally mammalian figures near to or less than man-size." Lizardmen are out, then? </div>
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<i> Contact Higher Plane</i> is interesting as the planar cosmology has yet to be defined; there are 10 higher planes rated from the 3rd to the 13th with a greater number of questions and accuracy the higher one goes, but with an increased chance of caster insanity as well. Unlike the AD&D version which caps out a 50% chance of insanity, OD&D takes it up to a 95% chance at the highest level of veracity!</div>
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That's all that really stands out, other than the dimensions of spells being given entirely in map inches (walls, for example).</div>
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<u>Section 4: Adventuring Rules</u></h3>
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This section starts off with time and movement. No surprises here: 10 minute turns, with two movements allowed per turn. It is interesting to note that unarmored hobbits have the same movement rate, 12", as unarmored men. Then we come to our old friend: encumbrance. </div>
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First of, every character has the same encumbrance profile: 750/1000/1500, based on "coin weight" (i.e., 10 coins weight 1 lb.) and conforming to light, heavy, and armored foot movement of 12"/9"/6". No adjustments for size, race, sex, or strength. So, in a way, more simple. Realistic? Well, this is a game not a strict simulation, so it's probably OK as it stands. Encumbrance is still one of those things I eyeball--that is, until the players are saying they're carrying a kitchen sink list.</div>
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Resting is required, 1 turn/hour, although no penalties are mentioned for not doing so. "Light and Darkness" has the interesting note of "Monsters are assumed to have permanent infravision as long as they are not serving some character." So, the orc henchman you pick up loses his infravision for hanging out with a "hoomie?" Tough break, there. On doors, even dwarfs get a better "hear noise" roll than humans (1-2, same as elves and hobbits)! "Traps are usually sprung by a roll or a 1 or a 2 when any character passes over or by them." Good to know. And falling is the familiar 1d6 per 10 feet but without an upper limit. Oh joy!</div>
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The Wilderness section (only about a half-page of material) gives some basic rules and charts for movement on the hex map and chance of becoming lost. Each hex is 5 miles across and a man can cross 3 hexes a day in normal terrain, a man on a light horse 10, for example.</div>
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The section continues with guidelines for hiring retainers, mercenaries, and specialists. Hirelings are more akin to what AD&D calls henchmen, and it is a more expensive and demanding process than getting mercenaries because the player-character is essentially hiring a low-level PC class type. The rules do note the possibility of using charm spells or enticements on Men encountered in dungeons (as they are then considered "monsters"). This seems to be the only way to entice high-level class-types into service.</div>
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Normal hirelings are simpler to hire and require the posting of notices and expense from 100-600 gold pieces. Availability and success is up to the DM. Specialists are "rare" and cover the range from armorer to spy. An interesting note on orcs explains their prevalence among the armies of Chaos: "Chaotic characters may wish to employ Orcs; Orc support and upkeep is only half that of a man." It's a bargain! Well, that and you have do the pesky Chaos thing, but hey, Warduke and Death Dealer for the win, am I right?</div>
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This section ends off with rules for awarding experience. Familiar ground once again. Experience is awarded for monsters defeated and treasure gained. Only one level can be gained per award, and the example given places the character 1 point shy of 3rd level. An interesting part of the passage is as follows:</div>
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Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume he gains 7,000 Gold Pieces by defeating a Troll (which is a 7th level monster, as it has over 6 Hit Dice). Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the treasure was a 7th level one experience would be awarded on a 7/8 basis thus; 7,000 G.P. + 700 for killing the Troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5. (pg. 30).</blockquote>
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Well, that takes care of monster levels versus player levels very simply. Of course, unfortunately for those 1st levels that manage to take out a 4 HD Ogre or even a 6 HD Minotaur, the reverse is not true. "Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster's kill value." Oh well.<br />
That's all for this time, <i>mi amigos</i>. Tune in next time when I go over "Encounters and Combat." <i>Adios</i>! Or, in other words, scram! :)<br />
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com1tag:blogger.com,1999:blog-9067164061446037032.post-70128915865104220532016-11-21T14:12:00.001-06:002016-11-21T14:15:51.913-06:00Fantasy Monday: OD&D Single Volume Read-Through<div style="text-align: justify;">
In an attempt to begin blogging again several times a week, I am starting a re-read of <i>Original Dungeons & Dragons </i>using the 2011 one-volume compilation of the LBBs by Greyharp and edited by il Male. And it's definitely a version I want to run. Even with <a href="https://www.rpgnow.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e" target="_blank">PDFs of the LBBs available on RPGNow</a>, this compilation has merit in that it is very well organized and usable. In his Foreword, Greyharp states that his purpose in compiling the LBBs was:</div>
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....to reorganize the 3LBBs into a single document. In doing so it quickly became apparent to me that Original D&D could be played without possessing Chainmail, and so I removed references to that game. I also removed references to the Outdoor Survival board game, which as far as the rules are concerned provided only a diagram to indicate in which direction a lost party was headed. A small amount of information was imported from The Strategic Review (page 3 & 4 of Vol. 1, No. 2), being Gygax’s official answers to the most frequently asked questions concerning the Dungeons & Dragons rules. Although some light editing was necessary in reformatting the 3LBBs into one volume, I kept it to an absolute minimum. </blockquote>
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Besides, Frazetta art always sells me. So let's begin.</div>
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<b><u>Section One: Introduction</u></b></div>
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The only thing that really stands out for me here is this section:</div>
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The use of paper, pencil and<b><i> map boards</i></b> are standard. Miniature figures can be added if the players have them available and so desire, but miniatures are not required, only esthetically [sic] pleasing; similarly, unit counters can be employed - with or without figures - although by themselves the bits of cardboard lack the eye-appeal of the varied and brightly painted miniature figures (pg. 6, <i style="font-weight: bold;">emphasis</i> mine). </blockquote>
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Interesting, eh? Especially for a game gaming out of miniatures wargaming--miniatures are not required but map boards are standard. There might not be a need for positioning figures on a map, but we need to see what's going on. This makes sense--minis can slow down play, but everyone having a visual representation of the terrain is most useful. Of course, this is probably just a reference to the Outdoor Survival game mapboards....but maybe not. These are just my impressions, after all.</div>
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<b><u>Section 2: Characters</u></b></div>
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No surprises early on: stats are 3d6 in order, 3d6 x 10 for gold pieces. Of course, there are not many bonuses out there yet, just a couple of +/-1s. The most important reason for a high stat is the 5%-10% xp bonus for having a high perquisite.</div>
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But there is something I've never caught or thought much on before: <i>Constitution</i> of 13+ does not require system shock/resurrection rolls, 7-12 varies from 40%-90%, and 6- cannot survive at all! So, if one is reasonably hearty, one is pretty safe from all of those death chances!</div>
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<i>Charisma</i> affects the number of hirelings, that is to say, "hirelings of unusual nature," as well as affecting the loyalty of normal men-at-arms and the like. AD&D would begin to use the term "henchmen" for these "hirelings of unusual nature."</div>
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There are, of course, only three classes: Fighting Man, Magic-User, and Cleric. There is no Thief class, something we think of as "core" in these days. There is an alternative (about which more below), but I am not convinced that I would use it. Oh, poor 1st-level Clerics with no spells! As far as non-human races, only Dwarf, Elf, and Hobbit. All three can be Fighting Men (with level restrictions), only the Elf can be a Magic-User, and none can be clerics. Speaking of which, Clerics can only be Lawful or Chaotic: no Neutral priests! (This would, of course, lead to the Druid class in <i>Eldritch Wizardry</i>.) </div>
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This leads us to the Elf and early multi-classing. Only the Elf can choose to be both a Fighting Man and a Magic-User, but he must choose which class he is to portray at the start of the session and cannot change to the other during the adventure. This has little effect than determining which set of hit points and attack tables to use as the Elf, even when acting as a Magic-User, gets to wear magical armor and wield any weapons. If the Thief as shown below is used, I would limit the Elf to leather armor, possibly magical when acting as a thief.</div>
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One last comment on races: "There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a 'young' one and progress upwards in the usual manner, steps being predetermined by the campaign referee," (pg. 10). o.O Headache, definitely a headache. On the other hand, it just shows that tinkering is encouraging and that these are more quick and dirty guidelines instead of hard and strict rules. And hence, my preference for the title of Judge rather than that of Dungeon Master or Referee.</div>
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Alignment is the three-part system of Law, Neutrality, and Chaos (thank you, Moorcock), but I did note that Ogres and Orcs are both listed as having Chaotic and Neutral as valid choices. That makes killing off orc and and ogre babies a little problematic. How a Judge handles this in his campaign is up to his discretion, but there could be kingdoms of Neutral orcs who try to hold the line against their Chaotic and barbarian kin. </div>
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"Law, Chaos and Neutrality also have common languages spoken by each respectively" (pg. 11). This doesn't bother me as much as it does in AD&D. I can see the language of Law similar to use of Latin in the Middle Ages by the Church or maybe Celestial from later versions of the game. Maybe it's because there are only 3 and not 9 as in AD&D.</div>
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Money and Equipment comes next. 5 copper to the silver, 50 to the gold, 10 silver to the gold. Electrum is either 2 to the gold or 2 gold to the electrum (Judge's choice). There's also the footnote on the list not repeated in the Combat section (I checked!) that states, "Any hit should be given a 10% of striking the Helm." We're going to assume that means head, so that there is a 1-in-10 chance of some cheapskate not wearing a helmet getting a hit to the AC 9 noggin!</div>
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And that covers he first two section of the Complied LBBs! Up next: <b>Section 3: Spells & Magic</b>.</div>
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<b><u>Addendum: The Thief Class</u></b></div>
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This compilation lists the Thief class, as taken from the Greyhawk supplement, in an appendix. However, that is a little unsatisfactory as the class is written under the assumption that hit dice are now different dies for each class, the improved stat bonus also from Greyhawk, etc., and requires tinkering to work with just the original LBBs. What to do?</div>
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Well, back in February of this year (2016), the Zenopus Archives had a <a href="http://zenopusarchives.blogspot.com/2016/02/the-d6-hd-od-thief.html" target="_blank">post about the Thief class</a> as envisioned not in 1975 with <i>Greyhawk</i>, but rather as envisioned in 1974 in the <i>Great Plains Game Players Newsletter</i> (May, 1974). There is much to recommend this version over the later published version. Climbing sheer surfaces seems to be automatic, shield use is unclear (Judge's discretion!), and, most importantly, the class is open to all races with no level limit on advancement. That stops the crying about maxing out a demi-human's level and is the main reason I would probably use this class. Feel free to check it out as an alternative to the published one if you prefer the 3 LBBs but want a thief class.</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com1tag:blogger.com,1999:blog-9067164061446037032.post-46788819358854393152016-11-02T22:36:00.001-05:002016-12-01T21:55:02.636-06:00Elementary, my dear Watson!<div style="text-align: justify;">
Well, it has been a while, but I'm ready to jump back into writing in my blog. It's been a long summer, but we're ready to go!</div>
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Now, as for this entry, I've recently made a decision that when I start any new Dungeon & Dragons campaigns in the future, I will use either <i>Swords & Wizardry Complete</i> (SW&C) or a Holmesian clone I found a few tears ago titled <i>Dungeons & Dragons Holmes Reformatted </i>(more on that later). The reason is simplicity itself. The older I get, the less time I want to spend working on minutiae; even Fifth Edition, which is a breeze to run, has many fiddly bits. For instance, monster have huge stat blocks with detailed powers and attacks. I am left with one of two alternatives: first, I can just use monsters found in published modules or the <i>Monster Manual</i> (boring) or, second, I can detail out all the monsters myself and make them unique to the adventure I'm designing (time-consuming). I do not have to do that with earlier editions and especially not in anything close to OD&D like S&WC or Holmes Reformatted (hereafter HR).</div>
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If I do need more monsters, I can easily use the AD&D <i>Monster Manual</i>. As is regularly pointed out by the cast of the <a href="http://saveordie.info/" style="font-weight: bold;" target="_blank">Save Or Die! Podcast</a>,<b> </b>the <i>Monster Manual</i> was published around the same time as the Holmes edition (1977) and was the first of the AD&D Core Rules to see the light of day. As the system was not quite set in stone, there are many Holmes and OD&Disms in its text. For instance, base AC is 9, there still appears to be a 3- or 5-point alignment system in use, and a couple of others. It's definitely easily compatible with Holmes as it stands. I can also lean on Rafael Chandler's <a href="http://www.lulu.com/us/en/shop/rafael-chandler/teratic-tome/hardcover/product-20695443.html" target="_blank">Teratic Tome</a> (which has some truly terrifying creations in its pages) and New Big Dragon's <a href="http://www.lulu.com/us/en/shop/richard-leblanc/old-school-adventures-accessory-cc1-creature-compendium/paperback/product-22133783.html" target="_blank">CC1 Creature Compendium</a>. that's really all I need; and creature creation is simple enough in the early games; a quick and easy stat block and I'm done.</div>
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"Why <i>Swords & Wizardry Complete</i>, then?" I hear you ask. That's another simple one. For years I have dreamed about getting Isungr Games off the ground and publishing through <a href="http://www.rpgnow.com/" target="_blank">RPGNow</a> my on line of PDF and POD adventures. I can contribute to the mass of stuff out there in a good way. The ultimate goal is to publish my campaign world, the one that I've been working on since 1986 when I started scribbling out the political and continental map in Mr. Stemper's World History class. I want it to be a 128-page hardcover with map similar to the AD&D Dragonlance book; that is my dream anyway. </div>
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"Ok, so what about this Holmes clone you mentioned? How does that fit in?" I have recently fallen in love with Holmesian D&D. I never had the chance to play when I was younger, but I do remember perusing the open boxed set at my local Kroger's grocery tore when I was 8 or 9 and being entranced. I like the simplicity of the system--there's much in the way of "What if?" floating around in my head about what if there had been no Moldvay and Holmes had continued.<br />
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Enter 2010 or -11 when I came across <i>D&D Holmes Revised</i>. Written anonymously by "The Reviser," this project extrapolates what might have been using Holmes's notes and postings on the <i><a href="http://zenopusarchives.blogspot.com/" target="_blank">Zenopus Archives</a></i>. This fits the bill nicely and might well be the ruleset that I use in the future. The one thing that would keep me from using it exclusively is the fact that I do want to become a S&WC author. Also, while S&WC is actually an OD&D emulator that consists of the LBBs + Supplements, it plays like how I and my friends played AD&D back in middle school in the early 1980s; we ignored the complex AD&D initiative, speed factors, weapon length, bonuses/penalties to hit due to AC, etc. So, there is that nostalgia factor working overtime as well.<br />
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Some might question why I don't use <i><a href="http://www.drivethrurpg.com/product/181899/Mazes--Perils-Deluxe-Edition" target="_blank">Mazes & Perils</a></i>. Well, the authors themselves admit that there is much from AD&D blended in as well. Whenever I want that fictional Holmes Expanded version, well, I have to agree with the Reviser:<br />
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"The various Holmes expansions borrow from a variety of sources, from the original game through to 1st Edition AD&D, and in one case even 3rd Edition D&D, but none have attempted to faithfully follow the path that Holmes himself trod by using only the same source material, without the "taint" of house rules....Having said that, this document is more than just a reformat of the original rulebook, and more than just an expansion of the rules, it is also a revision of those rules. Quite a few changes were made by TSR to the Holmes rulebook between its first print in 1977 and its third edition in December 1979. Thanks to the wonderful detective work of "Zenopus76" in his article List of Changes Made to the Holmes Rulebook (1st/3rd)*, we have a detailed list of these changes. Working from that article I have revised this document to include various weapons, monsters and magic items mentioned in the rulebook but lacking detail, as well as text missing from one print to the next."</div>
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And there it is. Such are my thoughts. Now, if I can only keep writing....</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-85147783528812722162016-03-07T14:48:00.003-06:002016-03-07T15:01:03.993-06:00Return to Hommlet: Session 3 (06 March 2016): "Lots of Goblins"<div class="separator" style="clear: both; text-align: center;">
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<span style="background-color: red;">Well, Session Three was successfully completed. Everything went fairly well; everyone's getting the mechanics down pretty well. We did have a couple drop this time when fighting, but no deaths; the party is getting their tactics for room clearing down and are learning to be stealthy when needed.</span></div>
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<span style="background-color: red;">Since Richfest is winding down in Hommlet, I decided that we'd have a turkey feast of our own to put us in the mood. And, yes, I ate a hunk of turkey skin before taking the picture; I'm the cook, sue me. :) So, without further adieu, let's recap!</span></div>
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<span style="background-color: white;"><b><u style="background-color: red;">The Cast of Guardians of the Polar Bear</u></b></span></div>
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<span style="background-color: red;"><b>Feleicia Emmel</b>: Lureena of Verbobonc, <i>Oeridian Human Rogue 2 CG</i></span></div>
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<span style="background-color: red;"><b>Katherine Emmel</b>: Keishara of Celene, <i>Wood Elf Ranger 2 NG</i></span></div>
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<span style="background-color: red;"><b>Rene' Emmel</b>: Gunkar, <i>Minotaur Barbarian 2 NT</i></span></div>
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<span style="background-color: red;"><b>Will Emmel</b>: Zoel Arindas, <i>White Dragonborn Wizard (Necromancer) 2 NT</i></span></div>
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<span style="background-color: red;"><b>Joe Grant</b>: Rhogar,<i> Dragonborn Cleric of Vathris 2 LN</i></span></div>
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<span style="background-color: red;">So at noon, Jaroo lead a service at a funeral pyre for the fallen dwarf. The gauntlets were never recovered. After the noon service, the party attended the emergency Council meeting over the current humanoid problems. The Council is split: half the Council wants to concentrate on defense (Justice, Jaroo, Ostler, and the Miller), and the other half wants to proactively hunt these fiends down (Terjon, Rufus, Burne, Jaimie).</span></div>
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<span style="background-color: red;">The Council offered the party the job of searching them out, and they agreed to go. The party decided to look for the goblins to the northwest, especially after Elmo stood up in the meeting and said that he just returned from a hunt and some goblins near a cave about 27 miles in that direction. So, it was decided to go that way the next morning.</span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white;">Elmo Anderson, Captain Jamie's son</span></td></tr>
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<span style="background-color: red;">Ok, since I am sandboxing this, so I'm borrowing material from lots of place. For this leg of the adventure I used a modified <i>Temple of the Nightbringers</i>, available at the <a href="http://www.dmsguild.com/product/171272/Temple-of-the-Nightbringers" target="_blank">DM's Guild</a>. Shar was replaced with Lolth, mostly because I could and there is no Shar in Greyhawk! Of course, before the cave was reached, they came across Wuzig.</span><br />
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<span style="background-color: red;">About 7 hours out of Hommlet and about 2 hours from the cave, the players came across a "bridge" across a forest stream; it was actually less a bridge and more of a fallen tree. As they started to cross, a huge bugbear ran out of the woods from the other side and yelled, "This Wuzig's bridge. You can't pass."</span></div>
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<span style="background-color: red;">Taken aback, the party, somewhat cautious since the orcs of last week, discuss whether to attack or what. Zoel decided to try to negotiate, and Wuzig demanded 5 gold a head for passage. Zoel managed to barter him down to 1 gold a head and a trinket brooch that he had, Mission accomplished. And now I have plans for Wuzig.</span></div>
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<span style="background-color: red;">The adventure was fairly standard. A small goblin warren with a few other encounters. The important part was that the party defeated a goblin chief who was wearing a strange obsidian mask which appeared to be dedicated to Lolth, the Spider-Queen of the Drow! That, and along with some treasure that was also of Lolth religious items, were brought back to Hommlet.</span></div>
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<span style="background-color: red;">On their way back, they came across Wuzig at the bridge. this time, he was merrily whistling and working on what appears to be a barricade and a sign. This time, they happily paid him the 25 gold total out of their treasure and left him to his work.</span></div>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-29477128661859561062016-02-29T14:57:00.000-06:002016-02-29T15:25:31.676-06:00Return to Hommlet: Session 2<div class="separator" style="clear: both; text-align: center;">
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Yes, It's been over a year-and-a-half since my last blog post. Let's just say that 2015 was a mother and leave it at that. Gaming itself has even suffered lately. The CLD group is nominally playing <b>Star Wars: Edge of Empire</b>, but lately we seem to be playing more board games than anything else. And that's a shame because, as much as I like playing <b>Secret Hitler</b>, I really want to get back to the Adventures of the Durasteel Cock!<b> </b>(Don't ask!)</div>
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Even the Guardians of the Polar Bear have been suffering. Until yesterday, the last game we played was 51 weeks ago. It was the start up of my sandbox Hommlet game, played with Fifth Edition rules. But that all changed yesterday and we're back up and running!</div>
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To briefly summarize Session One: I was using an adapted <b><a href="http://talesofthefroggod.com/wizards-amulet" target="_blank">Wizard's Amulet</a></b> from Frog God Games. The city of Reme was changed to Verbobonc in Greyhawk. The long journey to Fairhill became a trek to Hommlet through nasty, stormy weather (which made the 2 day trip stretch out to five!). My son Will is playing the Dragonborn wizard Zoel Arindas (who replaces Corian from the module); his background is that of a criminal enforcer, and we worked it out for backstory that his uncle is a major player in the Verbobonc Thieves Guild. Besides, wouldn't a Dragonborn wizard make for an intimidating enforcer and leg-breaker? :)</div>
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Events unfold pretty much as written; they survive the farm ambush but so does Vortigern and one of his henchmen. They party arrives in Hommlet on the evening of Richfest 3, the night before Midsummer's Eve. As they settle in at the Inn of the Welcome Wench, an orc raiding party attacks Hommlet and steals a druidic chalice from Jaroo! The chalice is necessary for the Richfest ceremony so the party takes up the quest to reclaim it!</div>
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And that's where we left off almost a year ago.</div>
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So, we're off again!</div>
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<b><u>The Cast of Guardians of the Polar Bear</u></b></div>
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<b>Feleicia Emmel</b>: Lureena of Verbobonc, <i>Oeridian Human Rogue 2 CG</i></div>
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<b>Katherine Emmel</b>: Keishara of Celene, <i>Wood Elf Ranger 2 NG</i></div>
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<b>Rene' Emmel</b>: Gunkar, <i><a href="http://richplayingitforward.blogspot.com/2014/10/5th-edition-monstrous-pcs-minotaurs.html" target="_blank">Minotaur</a> Barbarian 2 NT</i></div>
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<b>Will Emmel</b>: Zoel Arindas, <i>White Dragonborn Wizard (Necromancer) 2 NT</i></div>
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<b>Joe Grant</b>: Garlish, <i> Dwarf Cleric of Ulaa 2 LN</i></div>
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Keishara was rolling over 20 consistently with her tracking. Since the orcs were off at a run the (horseless) party had to follow suit. I was making them take CON saves every 30 minutes or so; if they failed 3 times, they would have be<i> exhausted</i> for the fight with the raiding party. Nobody did ; if they had, Jaroo sent them with 10 <i>goodberries</i>, which I would have ruled would end the exhaustion. Is this exactly how the rules work for long-distance running in 5e? Hell, I don't know; I'm a "rulings-not-rules" kind of guy. After 90 minutes of tracking, they caught up. The orcs were not unprepared as they expected pursuit. And here's where I made my first mistake.</div>
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Apparently orcs are a lot tougher in fifth than I'm used to. Now when I adapted the raiding party to 5e I used the standard orc soldiers from the <i>MM</i>. I made the leader a "subchief" and basically just used a warchief with half the hit dice. Let's just say that war cry is a really good power. The minotaur (with 32 hp) was dropped on the first round. And every one else was dropping in quick succession. Finally, all that was left was Will with his Dragonborn necromancer. He used up all his spells, broke his <i>wand of magic missiles</i>, and was down to his dagger with 2 unwounded orcs still up. And then, he finally remembered his breath weapon. Ice breath for the win!</div>
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In the interim, the dwarf was the first to fall when he rushed in to cast <i>spare the dying</i> on the Minotaur. The dwarf "bled out" on his 5th roll; everyone else made their stabilization rolls. So, don't let anybody tell you 5e is a cakewalk; I almost had a TPK on my hands. Well, the wizard was able to revive them with <i>goodberries </i>and they took the chalice and the body of their friend back to Hommlet. They were received in the midnight hour by Jaroo and ensconced in rooms at the Welcome Wench. Jaroo made arrangements to have the dwarf's body laid in state at the grove as well as arranging a cremation and ceremony for him on the day after Midsummer. While the minotaur was wise enough to grab the dwarf's pouch and backpack, his <i>gauntlets of ogre power</i> are still on the body. :)</div>
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They awoke late the next morning to an inn overcrowding with celebrating people: Midsummer Day was upon them! The people of the Old Faith were already making merry, while the followers of St. Cuthbert were up at religious services at the temple. The story of what the party had done was spreading and they found themselves lauded with praise and drinks. The minotaur (and the player, Rene') was eager to do something. The elf also wanted to participate in the elven ritual of <a href="http://www.canonfire.com/wiki/index.php?title=Agelong" target="_blank">Agelong</a>. So, the minotaur started eavesdropping for rumours.<br />
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As an aside, let me add that converting everything would be a chore. And this is why I love the internet: somebody has usually done the hard work already! In this case, Brian C. Rideout has already done the hard-lifting with<a href="http://newworldscoaching.ca/downloadable/toee.pdf" target="_blank"> this wonderful file</a>. And borrowing from his work, I used a scenario in which Black Jay has been shot by goblins in the night but found and saved by Calmert. This is what they overheard.</div>
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Meanwhile, Joe's new character, a (blue) Dragonborn cleric of <a href="http://www.canonfire.com/wiki/index.php?title=Vathris" target="_blank">Vathris</a>* named Rhogar, is trudging into along the north road. He is puzzled and bemused because every person he meets salutes him as "one of those heroes what saved the chalice." He makes his way to the Welcome Wench and, when he enters, is spotted by Zoel who is quite happy to see a fellow Dragonborn. They chat it up in Draconic and Rhogar is pleased to find out why people are slapping him on the back and giving him drinks. And thus he's invited to tag along when they go and meet with Jay. ("You seem a trustworthy fellow; fall in line!")</div>
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When they trek up the hill, they notice that the services are letting out at the temple of St. Cuthbert, and the clerics are bidding farewell to the parishioners as they leave. Rhogar wanders over to talk to the priests while the rest of the party talk to the young boy who's watching Jay's sheep for him. He tells them that Jay is inside sleeping and asks them if they really killed orcs! That knock at the door, but apparently Jay is till resting from his near encounter with death.</div>
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Rhogar comes over with Calmert after conversing with him and Canon Terjon. Calmert shows them where he found Black Jay and the ranger quickly finds the ambush spot and determines that it was indeed goblins. Calmert returns to the Church to notify Terjon while the party begins to tracking a new raiding party.</div>
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They track the goblins for 3 or 4 miles and finally locate them in a copse of Deklo trees atop a small rise; the minotaur, even from 1000 feet away can smell roasting sheep. The ranger and rogue sneak to see what's up. They see the shapes of three goblins sleeping by the fire but they have also crept up on an almost dosing sentry who's facing their direction. Not believing that discretion is the better part of valour, the elf rises and throws a dagger right at the goblin sentry...and misses (by 1!). The dagger sinks to its hilt in the tree trunk the sentry was leaning against startling him awake! Screaming curses in goblin, he wakes the other three, and battle is joined prematurely!</div>
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The once-sleeping goblins are out of action the first round while getting their bearings. Everyone else is taking double moves to run up the hill while the rogue and elf gang up on the sentry dispatching him. In this fight, the odds were with the party even after an abysmal start. Nothing ventured, nothing gained, I guess. </div>
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They returned to Hommlet to let Jay know that they succeeded in ending the goblin menace (for now....) and tried to return the roasted sheep to him. With a hint of a smile, Jay tells them to keep it. He then began to talk about how he's been so alone and bitter since his wife was killed in the Temple War by a goblin raiding party and how no one has done anything nice for him in years. With his eyes gleaming, he names the rogue (all the non-humans had decided they were too big to go in!) elf-friend and gives her his elvish cloak! A fitting legacy bestowed by a one-time ranger.</div>
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It is mid afternoon when they arrive back at the Welcome Wench, and a harried Ostler Gundigoot takes time away from the festivities to check on Jay with the party. He seems very concerned about the fact that there were goblins on the north end of town within the same day that orcs raided the grove on the south end. He reveals that he is a member of the village council and tomorrow, after the dwarf's funeral, the council will need to meet about this. And the party will need to attend.</div>
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And that's a wrap! We had a good time getting back into the saddle and we're planning Session 3 for this next Sunday. Yay!<br />
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Also, please note that I am also tracking the campaign at the <a href="https://return-to-hommlet-1.obsidianportal.com/" target="_blank">Obsidian Portal</a>.<br />
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*Yes, I know that Vathris is a hero-deity revered by Flan desert nomads, but my reading of Dragonborn from the <a href="http://dnd.wizards.com/products/fiction/novels/brimstone-angels" target="_blank">Brimstone Angels series</a> is that they don't really care for deities that much. So, I extrapolated in my Greyhawk that Vathris has a small cult in the Flanaess that speaks to warriors and other "Army of One" types. Besides, the player wanted a LN war deity.</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-45053300631158180552014-08-12T09:30:00.002-05:002014-08-12T09:30:37.628-05:00Rest in Peace, Robin.This is a sad day for me. Probably because I, too, struggle with depression lately. I don't have the words.<br />
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I guess that's not quite true. I do consider myself literate and I am a <i>Magister de Artibus</i>. But in times of great emotion, I lose them. I have only cried over "celebrities" or people that I do not know personally three times.<br />
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The first was Pope John Paul II. It was like I had lost my grandfather all over again. The second was when Gary Gygax died. Now admittedly, I had corresponded with Gary for about 12 years before he died, but I never met him in the flesh. And now, Robin.<br />
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I really don't have the words. He always seemed so full of energy but there was always a sadness behind those eyes. <i>The Fisher King</i> will remain my favorite movie of his. Well, I guess I'll let Whitman speak for me, although everyone else is today as well. It is appropriate and it is how I feel.<br />
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Rest in peace, Robin.<br />
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<i>O Captain! My Captain! our fearful trip is done;</i></div>
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<i>The ship has weather'd every rack, the prize we sought is won;</i></div>
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<i>The port is near, the bells I hear, the people all exulting,</i></div>
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<i>While follow eyes the steady keel, the vessel grim and daring:</i></div>
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<i style="line-height: 1.6;">But O heart! heart! heart!</i></div>
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<i style="line-height: 1.6;">O the bleeding drops of red,</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px;"><div style="text-align: center;">
<i style="line-height: 1.6;">Where on the deck my Captain lies,</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px; text-align: center;"><i>Fallen cold and dead.</i></dd></dl>
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<i>O Captain! My Captain! rise up and hear the bells;</i></div>
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<i>Rise up—for you the flag is flung—for you the bugle trills;</i></div>
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<i>For you bouquets and ribbon'd wreaths—for you the shores a-crowding;</i></div>
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<i>For you they call, the swaying mass, their eager faces turning;</i></div>
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<i style="line-height: 1.6;">Here captain! dear father!</i></div>
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<i style="line-height: 1.6;">This arm beneath your head;</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px;"><div style="text-align: center;">
<i style="line-height: 1.6;">It is some dream that on the deck,</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px; text-align: center;"><i>You've fallen cold and dead.</i></dd></dl>
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<i>My Captain does not answer, his lips are pale and still;</i></div>
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<i>My father does not feel my arm, he has no pulse nor will;</i></div>
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<i>The ship is anchor'd safe and sound, its voyage closed and done;</i></div>
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<i>From fearful trip, the victor ship, comes in with object won;</i></div>
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<i style="line-height: 1.6;">Exult, O shores, and ring, O bells!</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px;"><div style="text-align: center;">
<i style="line-height: 1.6;">But I, with mournful tread,</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px;"><div style="text-align: center;">
<i style="line-height: 1.6;">Walk the deck my captain lies,</i></div>
<dl style="margin-bottom: 0.5em; margin-top: 0.2em;"><dd style="line-height: 1.6; margin-bottom: 0.1em; margin-left: 1.6em; margin-right: 0px; text-align: center;"><i>Fallen cold and dead.</i></dd></dl>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-54856703363977982492014-07-18T09:30:00.003-05:002014-07-18T09:30:20.749-05:00D&D 5E: Ghosts of Dragonspear Castle: Session Two (16 July 2014)<div>
~From the private journal of Belgareth of Waterdeep~</div>
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(translated from the Infernal)</div>
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Mounted on horses from the town, we set out for Cromm's Hold. Shortly after leaving Daggerford, we came across a hooded, dusky-skinned being of some undetermined type who spoke in commanding stentorian tones. Probably a cleric of some sort as he said that it was fated for him to travel with us or somesuch other nonsense. We continued onward and, after a couple of hours in the drizzling mist, we arrived that the keep.</div>
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Apparently there had been more than a dragon involved. There were dead lizardmen piled around the ramparts and some even within the keep. A stern-faced woman that we would learn to be Baroness Wynn, was barking orders at the soldiers and restoring some little order to the aftermath of the attack. One of her underofficers had been poisoned and the place was stirring like an anthill after a child pokes a stick in it. The dragon called off its attack in exchange for a ransom--Lord Floshin's family altar?!! Odd, this; why is the connection between the elf and the dragon? After the dragon left, the lizardmen attacked from the marsh.</div>
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We spent the afternoon searching for clues--with the exception of the knight Corrwynn who inexplicably volunteered for burial detail. Apparently the lizardmen are infected with some mind-rotting plague that makes them even more bestial and violent than is their common want. I can make nothing of the symbols on the altar as described by the baroness, although I must say that clouds and lightning seem like odd iconography for an Elvish altar. We spent the night at the keep and set out for the appropriately named Lizard Marsh.</div>
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Incidentally, we also picked up a trio of militia for our foray. There's an elf ranger, a halfling archer, and a battle-scarred female veteran. the woman is our guide and supposed knows the marsh like the back of her hand. I just hope she knows how to treat leeches. As we meandered through the marsh, we were attacked by a pair of maddened lizardmen who we quickly dispatched with little effort. I think the dragon-elf was attempting to parley with them as she was shouting in Common about being their god. I actually put one to sleep and he slipped into the water and drowned. Apparently, lizardmen cannot breathe underwater while asleep; who knew?</div>
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As we meandered through the bayou we came across an upside down ship! Apparently a typhoon or hurricane sent it inland and capsized it where it has remained to this day. I would have loved to have stayed and explored it for a bit, but the rest of the party , especially our insolent guide, were in a hurry to get...somewhere in this gods-forsaken wilderness. Oh, and did I mention that there were frogs, giant frogs? I shall have to reevaluate the prowess of the knight as he was almost eaten by one!</div>
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As night feel we finally arrived at our apparent destination. However there was a fire ahead. To make a long story short, suspected treachery on the part of the guide, we sent the Hobbit ahead to scout and he returned with a report of orcs, half-orcs, and a stolen dragon egg! We had meanwhile discovered that tour guide was actually the Elflord Floshin in a magical disguise! He wanted to parley with the beasts to gain the egg as a bargaining chip. Of course, negotiations did not go smoothly....</div>
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{At this point, gentle reader, your eyelids droop and you fall into a light sleep.}</div>
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[End of the night's session}</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-1771284985445713812014-07-13T22:51:00.001-05:002014-07-13T22:51:23.016-05:00GotPB Session 2: Back to the Moathouse<div class="separator" style="clear: both; text-align: justify;">
Well, the gang got together again for a foray into the Moathouse's lower levels.</div>
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<b><u>Cast:</u></b></div>
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Beth: Brandy, Fighter 1, N</div>
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Katherine: Camelia, Assassin 1, N</div>
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Rene': Br. Bob, Monk (of Rao) 1, L</div>
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Will: Jason, Magic-User 1, N</div>
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Joey: Thelian, Hobniz Thief 1, N</div>
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NPCs: Elmo, Zert, Spugnoir, Sidron</div>
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<b><u>Godsday, Planting 4</u></b></div>
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On Greyhawk, Godsday is a day of rest and spiritual worship. The weather also turned for the worse with a total rainfall for the day measured at about 1.5". The monk spent the day meditating, and Brandy went to services at the Church of St. Cuthbert. After lunch, a guardsman came and delivered an invitation to the Castle to have dinner with Sir Rufus and his mage Burne.</div>
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Rufus questioned the party about their attacks against the bandits and offered to end two of his men with them in the morning.</div>
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<b><u>Waterday, Planting 5</u></b></div>
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As dawn broke, the rain continued and the party waited until the rain broke to set out. Arriving at the Moathouse, they went down the stairs to the lower levels. The astute Hobniz noticed the green slime at the bottom and measures were taken. The party then ventured into the dungeon area and managed to take care of the zombies although it got hairy at several points. They then searched the torture chamber and failed to find anything of note. In the attack against the ogre, one of Rufus's men was taken out; the secret panel was found as was the secret stairway leading back up. The gnomes were rescued and the armory found. It was decided to return to Hommlet and try to find a farmer with a wagon to hire to bring all the rest back as a donation to the town's militia. A farmer was found who hired out his wagon and two older sons (militia members) to haul the weapons and armor back.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtMRQSyz-HXv4VVs7AYJd-ZhwDQpQfwjjVYcIPw0xqgfISg500udNUn9uPUfecEmI_sv8iaCVnvdut0SR6hk0KiJXY84Fqf25DuDwDP-oVkgb2hh1eA5OEHweMwKXfwzfIkuHDwIJuzqG/s1600/dead+ogre.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtMRQSyz-HXv4VVs7AYJd-ZhwDQpQfwjjVYcIPw0xqgfISg500udNUn9uPUfecEmI_sv8iaCVnvdut0SR6hk0KiJXY84Fqf25DuDwDP-oVkgb2hh1eA5OEHweMwKXfwzfIkuHDwIJuzqG/s1600/dead+ogre.jpg" height="320" width="180" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A blurry photo of a dead ogre, after the party had moved on.</td></tr>
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<b><u>Earthday, Panting 6</u></b></div>
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The party set out with a light rain that broke after an hour or so. All of the booty was secured and, as the party set out for Hommlet, a group of six gnolls, led by Turuko and Kobort attacked from ambush! Rufus's other guard dropped (unconscious at 0 hp), and Brandy was fighting hard, taking hits. The Mage Jason fell, unconscious but not dead and Spugnoir was able to cast<i> sleep</i> and drop 3 of the gnolls. During the thick of the fighting, Zert tuned on the party, back-stabbing Sidron the Elf cleric!Eventually, all are felled save Kobort who surrendered.</div>
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The party bound their wounds and returned to Hommlet. Kobort was turned over to Rufus as was the gains from the armory. Rufus said that he understood that it was a donation, but he was once an adventurer as well and gave teh party a black pearl for the haul as well as permission to whatever Zert, Turuko, and Kobort might have left behind in their rooms at the Inn (that would be Zert's lockbox of monies).<br />
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And that was all for today.</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-48696735944028800732014-07-06T21:45:00.000-05:002014-07-07T00:02:16.836-05:00GotPB Session One: Return to Hommlet<div class="separator" style="clear: both; text-align: center;">
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Well, the Guardians of the Polar Bear are up and running again! This is my home-game with my wife, kids, and stepbrother. We're using the <a href="http://rpg.drivethrustuff.com/product/86546/Swords-and-Wizardry-Complete-Rule-Book">Swords and Wizardry Complete</a> rules. And I'm running the original <a href="http://rpg.drivethrustuff.com/product/17067/T1-The-Village-of-Hommlet-1e">T1: The Village of Hommlet</a>. Things went pretty well, all told.</div>
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<b><u>Cast</u></b>:</div>
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Beth: Brandy, Fighter 1, N</div>
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Katherine: Camelia, Assassin 1, N</div>
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Rene': Br. Bob, Monk (of Rao) 1, L</div>
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Will: Jason, Magic-User 1, N</div>
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Joey: Trillion, Hobniz Thief 1, N</div>
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I like to give my players a bit of backstory. So, for this game, the Hobniz thief was sent by the Guild in Verbobonc to check into the bandits that have been hitting caravans along the trade routes to the north and east of Hommlet. Several envoys have been sent to "bring them into the fold" but all have disappeared. The assassin was hired from the Assassin's Guild's as muscle for him. </div>
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As for the monk, I have enlarged the Paladins of Rao to include monks and clerics in a Holy Order of Rao. They wear brown and tan robes like the Jedi and are famed as negotiators. (Sue me; it's my Greyhawk!)</div>
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<u><b>Starday, Planting 1, 579 CY</b></u><br />
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The party all met on the road from Verbobonc and decided to travel together, striking up a friendship while on the road. Groups are more profitable and safe than lone men or pairs, they reasoned. Arriving in the north of the village, they stopped in at the Temple of St. Cuthbert and inquired about any help that might be required. A testy Calmert informed them that the Church's business is its own, and if they can take care of the bandits, then great. And good day!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNIC2-BZYZCogLoRHWpeXDva0h0xympC3qax8dVcMwgItoWN4cPb5bOYQhMltgq1Af5PiMmNBiWTZyqK8Xnj5rKBpYCJG37FAVtckLdA6LRH74FpBR_x4fZVlpXouq016nE9KIxBFaaSQm/s1600/welcomewenchdemienvanco.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNIC2-BZYZCogLoRHWpeXDva0h0xympC3qax8dVcMwgItoWN4cPb5bOYQhMltgq1Af5PiMmNBiWTZyqK8Xnj5rKBpYCJG37FAVtckLdA6LRH74FpBR_x4fZVlpXouq016nE9KIxBFaaSQm/s1600/welcomewenchdemienvanco.jpg" height="320" width="261" /></a></div>
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The party then traveled on down the road to the Inn of the Welcome Wench for a lunch as it was a little past noon. The party sat down to table and enjoyed themselves taking note of the different people around the room. The monk of Rao noticed a fellow monk in Turuko and, due to an INT check identified the robes of a member of the Brotherhood of the Grey Hand. [Note that with a three alignment system, I am defining Hextor as Lawful, if tyrannical.] Not allied but not necessarily hostile, the two exchanged pleasantries while Kobort grunted into his ale. Br. Bob let slip that he's looking to end the bandit depredations; Turuko, naturally, let nothing out.<br />
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The thief went to talk to an obviously non-local sellsword and met Zert, a caravan guard out of work and looking for some employment. Zert dropped several hints that he's looking for pay, and Trillion said he'll keep him in mind if needed.<br />
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The mage Jason noticed someone else dressed in scholar's robes and writing in a book while nibbling at his food and drinking some ale. He struck up a conversation with the talkative Spugnoir who went on at length about the Battle of Emirdy Meadows, the Temple War, and the wonderful epic that he's writing! Eventually getting a word in when Spugnoir stopped for a drink, Jason told him that they're looking into the bandits in the area and that their information (from Calmert) is that most of the raids have been to the north and east. Spugnoir mentioned that there was a small keep of the Temple nearby that was taken out at the end of the Temple War and that the commander was a warlock! For first crack at any magic scrolls, he'd be more than happy to join up.<br />
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Meanwhile, the monk arranged to rent the "noble's suite" for the party. Since the obviously heavily armed fighter wasn't paying for anything and everyone else was running around on errands, Ostler and the staff assumed from this point forward that the party was a noblewoman (obviously third child or some such, but still!) and her entourage!<br />
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After Jason informed the rest of the party about what Spugnoir had told him, the monk then wandered over to the boisterous, heavily-drinking Elmo. He related to him what they're about, and Elmo mentioned that he knows where that moathouse is, and that his brother Otis was a soldier in the Temple War and offered to show them for a full share of the loot. [Note here that I feel that buying Elmo maille, a big axe and 100 g.p. to join the party is a tad excessive.]<br />
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After lunch, the thief and assassin went over to the smith to inquire about weapons. He pointed that while he can do shields and simple metal caps, anything beyond an axe- or spear-head is a little beyond his skill. The smith directed them to the Traders Establishment. Looking around, the pair quickly determined that things were way overpriced although the Hobniz bought a single dagger. Noticing the symbol of the three globes, they then went over to the money-changer. After a use of Thieves Cant, bona fides were established and the money-changer took the thief in back for a private discussion. He related that nothing has been heard from the emissaries sent to the bandits, and the best option is probably to just go ahead and eliminate them. He also related that he's uneasy; none of the missing goods have come through Hommlet at all; no new caravans with suspicious goods or the like. The large ones have been left alone, but anything with fewer than a dozen guards has been hit. Nobody has approached him to fence jewelry or anything small and valuable. Before Trillion left, the money-changer offered to fence anything he finds at normal Guild rates (80% of value as opposed to the 40-60% he offers to most adventurers) and will also change money at no cost (within reason).<br />
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After dinner, Trillion went up to Zert's room and offered him the same deal that the monk offered Elmo: full share in the company. [As an aside, money is split up evenly; magic items are given to whoever can use it most effectively or party vote if disputed. It makes more sense; yes, sometimes people lose out, but what use is a wand of magic missiles to a fighter, for instance?] Of course, he readily agreed.<br />
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<u><b>Sunday, Planting 2, 579 CY</b></u><br />
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The next morning, everyone gathered and set out early for the moat-house. No giant frogs attacked them in the swamp, nor did kobolds or bullywugs ambushed them. The halfling lead the way across the drawbridge, the rest staying well behind. He checked out the drawbridge tower and went in alone. The huge wolf spider dropped down and surprised him, but a miss! He yelled for help, and everybody sprung into action. The spider was defeated, the only damage being 1 h.p. on the mage Jason who did not succumb to poison.<br />
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They then proceeded to the Moathouse proper and decided to clear the west wing first. The thief went in again alone and was attacked (but not surprised this time!) by a giant lizard! The party again sprung into action and the lizard was taken down; however, Br. Bob was dropped to -2 h.p.! [I'm using a house rule that death does occur until -1st level hit points are reached.] The party decided to hightail out for town, putting the Jedi, er monk, on Zert's horse. [Note also that the bandits were watching them the entire time but was unsure. They did take down the spider and the lizard pretty handily.] First, though, they recovered the box of armor, and the mage (who is 12 in real life and has never played this or the video game before) found the magic shield by cutting open the lizard.<br />
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They arrived back at the Inn with a near-dead monk, and Ostler sent one of his potboys for the druid Jaroo. Jaroo performed a CSW on the monk fully healing him. Payment to help the needy was discussed and the party finally decided to part with the ivory box that they found in the spider's lair. Jaroo accepted and was off. At this point, the party decided that they need healing and bad.<br />
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The thief Trillion went off to talk to the Canon Terjon and, after a 9 g.p. offering to the poor box, got to meet with the Canon. The talk centered around the possibility of healing and possibly accompanying them on their quest. Terjon made it clear in no uncertain terms that would not happen as no one in the party was a member of his flock. Healing could be available at the temple, but no promises. A very upset Hobniz left back for the inn.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0jgvUMjPN0qB6tmVjVaD2SRTZlYJErxv1_rQ2zYOkxDHKl7tf32CcN_hBgNbmygVnHSlyn5csHZJUEh23oWup0BR3RSQdmbYgiC7vlDDfBVxYBEDIXrOCQvBIMf605d845Df3y87WHGqu/s1600/jaroo.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0jgvUMjPN0qB6tmVjVaD2SRTZlYJErxv1_rQ2zYOkxDHKl7tf32CcN_hBgNbmygVnHSlyn5csHZJUEh23oWup0BR3RSQdmbYgiC7vlDDfBVxYBEDIXrOCQvBIMf605d845Df3y87WHGqu/s1600/jaroo.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jaroo by Yannick de Guedart</td></tr>
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Meanwhile, the assassin went to talk to the Druid. Coming to the end of the trail at his shrine and house, she noticed a bowl set beside a gong. Putting 5 gold in the bowl and then striking the gong, Jaroo appeared.They discussed briefly the cycle of life in the village and eventually, however, the assassin got the same answer as the thief did from Terjon.<br />
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The mage took the shield that he recovered over to Brother Smith for inspection. The smith confirmed that it was well-made and then grasped an amulet around his neck and muttered a prayer while passing his other hand over the shield which began to glow. He smiled and said that it appeared to have a minor magical enchantment on it. The mage asked if he needed any repairs, and Smith answered that it could use some polishing and maybe some new straps. A couple of silver would handle it and he could have it ready by evening.<br />
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[This is the point where I informed the players that Churches in my campaigns just don't hand out healing. Especially since the clerics and druids have congregations to care for. Things like Brother Smyth (who is a minor initiate) casting minor magic like<i> detect magic</i>, well, that's no big deal.]<br />
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That said, there was a bit of <i>deus ex machina</i> on my part. Black Jay arrived at the Inn during the evening meal, much to the surprise of the locals. The party noticed the whispers as the grizzled, black-cloaked man came in with a figured hooded and cloaked in forest green. The assassin asked one of the barmaids what the hubbub was about. She mentioned that Black Jay was a ranger during the Temple War and, while he was gone with the militia, a goblin raiding party hit the village. Jay's wife and infant child were killed. Since then, Jay was withdrawn and garrulous and kept to himself, tending his sheep on a hill above the village and making extra money by selling arrows to Smyth to resell. It was rumored, however, that the elves that he knew never abandoned him and still occasionally visited him. The barmaid wondered if that was one of the Olve with him.<br />
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After having a mug of ale or two, the pair made their way over to the party. Black Jay introduced himself and his friend Sidron, a cleric of Ehlonna, and then awkwardly excused himself and left. Sidron related that a vision from the Lady had instructed him to seek out those who were coming to fight the Dark Power now rising and placed himself at the party's disposal. [Yes, I'm a softie, but they need a cleric in this.]<br />
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There was some minor bookkeeping, but everyone went to bed to prepare for the next day.<br />
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<u><b>Moonday, Planting 3, 579 CY</b></u><br />
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Again the party set out for the two-hour trek to the Moathouse. Some discussion ensued on the way. It was decided that the thief should check the doors and then move back for the fighters to break in the doors.<br />
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This time, the first door kicked in was the bandit lair. First thing, Jason dropped a sleep spell that took out 8 of the 9 bandits, leaving the leader standing alone. He quickly surrendered in the face of overwhelming odds. The assassin and mage dispatched the bandits while the monk was interrogating the prisoner. Roleplaying it out, basically he refused to say anything about the rest of the bandits except that were more below and if he said anymore, he was surely a dead man. In exchange for showing the party his stash, he wanted his weapons and a walk out of there. The party agreed and, yes, he will keep his word.<br />
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The party then decided to call it a day (and we as players a night).<br />
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As the astute reader might have noticed, I'm not only drawing from the original, but also from the <a href="http://en.wikipedia.org/wiki/The_Temple_of_Elemental_Evil_(video_game)">video game </a>and the two novels (<a href="http://www.amazon.com/Temple-Elemental-Evil-Thomas-Reid-ebook/dp/B00BABT0YU/">The Temple of Elemental Evil</a> and <a href="http://www.amazon.com/Deed-Paksenarrion-Novel-Baen-Fantasy/dp/0671721046">The Deed of Paksenarrion</a>). This allows me to add more depth and color and to throw out some curves as well.<br />
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Until next time, gentle readers, think of the possibilities!</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-65477447300633981582014-07-03T11:47:00.000-05:002014-07-03T14:10:18.512-05:00D&D Next: Ghosts of Dragonspear Castle: Session One<div style="text-align: justify;">
~From the private journal of Belgareth of Waterdeep~</div>
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(translated from the Infernal)</div>
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I seem to have fallen into an adventure. Allow me me to explain.</div>
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My name is Belgareth the mage. I recently completed my apprentice work in Waterdeep and have set out as a journeyman mage to learn more about the world, its environs, and its secrets. The festival at Daggerford, just south of Waterdeep, seemed like a most excellent place to begin. I was not entirely sure why I headed this way; perhaps I was driven by Fate, although consciously I was thinking that the market might have something of interest or there might be rumours of something to follow up on. However, such was not in the cards.</div>
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As soon as I arrived the weather turned positively dismal. Rain, rain, and even more rain for every day of the festival. I found myself huddled under a leaky makeshift pavilion outside the local inn dicing for coppers with a varied lot of strangers. I am terrible with names; I blame a certain preoccupation with arcane lore and the like; such mundane trivia does not interest me. </div>
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First off, there was a charming, loquacious chap of intense curiosity and obvious literacy. He seems determined to write an epic. By the Dark Father, I hope it's not in verse! He obviously has designs on becoming as famous as Volo or maybe even Jain Farstrider. Only time will tell. I must say, however, that his enthusiasm was a refreshing beam of light in that dark place.</div>
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Sitting across from me at the table was a stout, untalkative warrior. Apparently, he's a pit fighter from Waterdeep who goes by the charming sobriquet of "the Typhoon," apparently due to the fact that he is trained in chain fighting. I have not, naturally, heard of him because my final studies for my prentice work preventing indulging myself in attendance at the games. A pity. I would have liked to see this bruiser fight. Of course, I might yet, from a much closer vantage point. I'll have to keep him between myself and trouble.</div>
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Next to him was an elven wildling of some type. Perhaps she is what some dwarves call a "doo-ad;" I think the Common term is druid, but I'm not sure; my studies have only briefly touched on religion. She is more imperious of mien than the wildling elves of the forest glades, however, more like the so-called "high" elves in demeanor. As the evening progressed it came out that she claims to be a dragon stuck in mortal form! Fascinating, if true. She shall bear watching.</div>
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Finally, seated next to me was a human knight from Cormyr. At first I took him for an impoverished sell-sword, maybe a jumped-up hedge knight. But, apparently his family has fallen on hard times; there was some story about an idiot brother allowing a barge full of iron to sink to the bottom of the sea followed by a very expensive salvage operation. He's not a bad sort, really, although his old-fashioned gallantry is somewhat amusing. Definitely not material for a shield warrior for me. He'll probably want to run this potential adventuring company that appears to be coalescing; that is perfectly fine with me. The one out front gets to take the slings of fortune right on the nose.</div>
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On a side note, the knight has an old family retainer, a dwarf named Darius. I hope he doesn't get in the way. Incidentally, it's odd that I can remember the names of servants and rulers, but not my "peers." Huh.</div>
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Apparently, there was an orc attack on some sun elf noble's house here in the town recently, a Lord Floshin or some such. Supposedly a Red Wizard of Thay was the plotter and had disguised himself as a gardener in the lord's employ. He also might have had an accomplice as he was seen talking to a stranger prior to the attack. That I take with a grain of salt as the humans say; it was, more than likely, just a chance encounter. But with the red-robed ones of Thay, one can never be sure.</div>
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I spent a miserable night huddled with humans and their squalling brats in a tent erected for the town's overflow (as there was no room at the inn). Fortunately, they appear to have noticed my deific blood as they did not crowd me and afforded me more space than others; still insufficient, but it was the best to be hoped for.</div>
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The next morning, the red wizard was hanged. It was still depressingly wet, but it was the typical human spectacle. The sun elf was there at the scaffold as was a paladin, shining like a beacon in the darkness of the early morn. The town's duke arrived, Madwyn or something like, maybe Maelgwyn. Blasted humans and their mewling monkey tongue! As the appointed time approached, the tattoos on the Red Wizard began to glow. It was quite amusing to see the humans start to panic; even the paladin began to draw his greatsword. They always fear what they know not. But, it came to naught as the Thayan got the short drop.</div>
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The crowd dispersed and, as it did, I noticed the impoverished knight approach the nobles at the scaffold and followed by the dragon-turned-elf. I began to make my way in that direction when a rider appeared and reported to the nobles that a nearby keep was under attack by a black dragon! The knight, naturally, offered his assistance. I decided to throw my lot in as well; who knows what secrets I might unveil?</div>
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I am writing this in haste as we ride on the nonce. </div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0Grond Zero Comics, Tyler, TX, USA32.3512601 -95.30106239999997832.136586599999994 -95.623785899999973 32.5659336 -94.978338899999983tag:blogger.com,1999:blog-9067164061446037032.post-62436425987614124422014-04-03T09:59:00.003-05:002014-04-03T12:54:56.935-05:00C is for (Sandbox) Campaign<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-iFdT4GlJDgBheTDDWxyRqEVhkwlo-sHxtuU4lSFH89uDvnTLci8LTPJzYqnCX_Iq9Fd1QNHnB3IKTuvVMoH9PR72nvykeCyGqaIXwS8_F0VOq414WNToSn9V1JvmPujBgUPGgRUlC7a4/s1600/Sandbox.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-iFdT4GlJDgBheTDDWxyRqEVhkwlo-sHxtuU4lSFH89uDvnTLci8LTPJzYqnCX_Iq9Fd1QNHnB3IKTuvVMoH9PR72nvykeCyGqaIXwS8_F0VOq414WNToSn9V1JvmPujBgUPGgRUlC7a4/s1600/Sandbox.jpg" height="144" width="320" /></a></div>
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It should be apparent to anyone that's read my blog for any amount of time that I prefer sandbox settings. My favorite module for any system is <em>GW1 The Legion</em> <em>of Gold</em> that outlines the Barony of Horn for Gamma World followed closely by <em>B2: Keep on the Borderlands </em>that outlines the surroundings of the Caves of Chaos. And, of course, who can forget <em>T1 The Village of Hommlet</em>? Adventures that have add-ons, such as the wilderness areas for <em>Rappan Athuk </em>or <em>Freya's Crucible</em> (both originally by Necromancer Games coincidentally; <a href="http://www.talesofthefroggod.com/rappan.html"><em>RA</em> was recently upgraded to Swords & Wizardry and Pathfinder editions by Frog God Games</a>, the successors to NG) fall into the sandbox category to some extent as well. The focus of these modules is, of course, on the megadungeon or the plotline respectively, but sandbox material is provided as well. While I've stated in the past that <a href="http://isungr.blogspot.com/2013/09/d-challenge-day-4-favorite-gameworld.html">Greyhawk is my favorite campaign setting</a>, the Wilderlands/City State of the Invincible Overlord by Bob Bledsaw and the Judges Guild runs a very close second. The setting is very sandbox and gives sparse details on the campaign maps for the DM (Judge?) to develop.<br />
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The best thing about sandbox adventures is that it's a lot like a buffet. The DM sets out the food, and the players choose what they want. Admittedly, it is a lot of work for the DM, and he can't be a control freak. The players just might take their characters completely off-script. Now, occasionally, the DM will have had a busy and no time to think, much less plan for a game. The players might want to head off for Greyhawk City when the DM has only prepared adventure hooks (weeks before) around Hommlet (where the players are). In a case like this, there's nothing wrong with telling the players, "Guys, I've had a week from Hell. I know you really want to go to Greyhawk, but I'm not prepared at all for that. Could you go after a hook in town? I'll work up plans for Greyhawk City for next week." Most players will understand and go with it; we've all had those weeks.</div>
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The ability to improvise is a key skill as well. Maybe the DM is good enough to roll with the journey to Greyhawk and can come up with something on the fly that fulfills the players's expectations. If one can do that, great! Go for it. If the players feel like their choices and input influence the game, they become invested and interested in the setting and will want more! If they don't have that feeling and instead feel like they're on the Plot Wagon (TM), well, they may as well be playing EverQuest 2. Or, worse yet, WoW.</div>
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Another ability to keep in mind is recycling and I'm not talking about newspapers and aluminum cans, either. In this instance, it refers to using adventures that the players have bypassed; this is not railroading, either, but a labor-saving device. Let's assume that in the Hommlet setting mentioned above, the Judge had worked up a goblin warren to the southeast of Hommlet; however, the players have elected to take that journey to Greyhawk. On the journey overland, Fate intervenes and a wandering monster check indicates an attack by goblins. Rather than just randomly rolling the goblins up, the party is attacked by a patrol or raiding party from a goblin warren. The players decide to follow fleeing survivors and find the lair. Recycling in action. And note that this goblin warren is not in the same location; this could be three weeks out on the way to Greyhawk. It has been transplanted, and the DM has a week to work on Greyhawk! Also, be careful not to MAKE the players go where you want. If the players killed the goblin patrol or let the fleeing survivors go and don't look for the lair, so be it. But you were ready if they did!</div>
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Another good example of this is reusing vintage modules. When I first started the Guardians of the Polar Bear (my God, was that 2004 when Kat was nine and Rene' was seven?!!), I placed the Necromancer's mansion from<em> U1 The Sinister Secret of Saltmarsh</em> on a rock atoll about a mile-and-a-half on the road north out of Hommlet. The caves at the bottom opened into a forest clearing. The necromancer had disappeared about the time of the Battle of Emirdy Meadows. The pirates became a detached group of bandits and gnolls from Lareth's moathouse and thus tied into the overall setting in a different way than before. Recycling; learn it well.</div>
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Finally, the sandbox DM should learn to use communication with his players. Help them determine a real background for their characters. Ask for their input after a game; see what goals that have and what they plan to accomplish. One can see this in the Hommlet campaign with the NPCs. Elmo mentions his brother Otis long before the players ever go to Nulb. A PC's family can be the source of new characters if the original character falls in battle, <a href="http://isungr.blogspot.com/2013/09/d-challenge-day-11-favorite-adventure.html">such as poor Kane Deathchant</a>. Maybe the character is the young scion of an Elvan noble family from Celene. Upon reaching 4th level, news of the character's exploits have reached Celene and the character's family (or maybe even Queen Yolande herself!) sends the character a gift in the way of a <i>Quiver of Ehlonna</i> with 6 +1 arrows. <em>Deus ex machina</em>? Maybe a little; but it does help the characters in game and also helps keep them invested in the story.</div>
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Overall, sandbox settings are a lot of work to set up. However, properly executed, they can create a world that feels as vibrant and alive as anything in the works of fiction and definitely better than a static MMO.</div>
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Until tomorrow, gentle readers, dream of glory and adventure!</div>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-91886343002184389352014-04-02T12:47:00.001-05:002014-04-03T22:35:46.159-05:00B is for Bob<div class="separator" style="clear: both; text-align: center;">
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. . . .and not just any Bob but Bob Bledsaw!</div>
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One of the most heated debates in the OSR is who the true Father of Dungeons and Dragons truly is. Is it Gygax or Arneson? The thing that always disturbs me about this is that Bledsaw gets ignored quite a bit it seems. I realize, of course, that he's not in the running for Father, but (no offense to Rob or Ernie or Luke) I feel he deserves the title First Son of Role-playing. Why, you ask?</div>
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1975, not long after D&D was released, Bledsaw created the Judges Guild. Now, that doesn't seem like a lot today with all the gaming companies out there in the wake of the OGL, but at the time, it was revolutionary. He was a man of vision. Judges Guild received permission from TSR to put out adventures and other supplements for D&D. TSR would not put out an adventure module until 1978! Even then, if reports are to be believed from those in the know, Gary was somewhat bewildered as to why people would want to use prepared adventures rather than create their own.</div>
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Another good thing was that JG added some organization to the mess. If one plays 0E today, there is no resource more valuable than JG's <a href="http://www.rpgnow.com/product/932/Ready-Ref-Sheets-1978?it=1%E2%80%8E">Ready Ref Sheets</a>. Some collected charts, sure, but the majority was new material for the Judge to use in making his campaign come to life. And the adventures, maps, and settings! Wilderlands, the City-State, Thracia, Duck Tower! Both Kevin Siembieda and Jennell Jacquays started out with JG as well. Imagine what we would have lost without Bledsaw. Don't get me wrong; I love me some Hommlett and some B2. But JG's adventures are somehow better. Much as I love Gary, part of the creativity was channeled into balance and polish leading to what WOTC and Hasbro have become--souless.</div>
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And, as an aside, CSIO is coming back. Please support the Kickstarter <a href="https://www.kickstarter.com/projects/judgesguild/city-state-of-the-invincible-overlord">here</a>.</div>
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Until tomorrow, gentle readers, dream of troublesome strumpets in the City-State!</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-57887626606873158022014-04-01T20:16:00.005-05:002014-04-01T20:19:05.829-05:00A is for Aardvarkian<div class="separator" style="clear: both; text-align: center;">
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Inspired by the comic hero <a href="http://en.wikipedia.org/wiki/Cerebus_the_Aardvark">Cerebus the Aardvark</a>, Aardvarkians were included in the Hackmaster RPG's Hacklopedia. An enterprising Hackmaster DM, Jan Monk, wrote them up as a PC race in <a href="http://www.kenzerco.com/product_info.php?cPath=22_85&products_id=113">Hackjournal #7</a>. Therefore, in the interest of spreading this race for OSR play and also in the spirit of the day, I give you the Swords & Wizardry Complete stats!</div>
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Aardvarkians are short, furry humanoids with features similar to that of the common aardvark. They love foraging for insects and gain +2 to hit insects of any kind/size. However, they also have poor eyesight and have -1 to hit targets in ranged combat at medium range and -2 at long range. They gain +1 to hit with spears and javelins due to its extensive use among their tribes.</div>
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Aardvarkians tend to be somewhat misogynistic; however, their lack of contact with other races and poor eyesight means that they have a base 50% chance (-5% per level above 1st) to mistake females as males. They also tend to avoid water because a wet Aardvarkian smells horrid; until he dries out, the Aardvarkian cannot surprise any being or creature with a sense of smell. They are twice as susceptible to alcohol than humans; this is left to the individual referee to adjudicate.</div>
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Another feature of their physiology is their sharp claws. They can attack in melee with these claws for 1-3 points of damage. The more important feature of these claws is their use in burrowing. An unencumbered Aardvarkian can burrow through soft earth at 1/4 of their walking movement rate. In their lands, Aardvarkians use this skill to burrow into the earth and attack trespassers by surprise (3-in-6 chance).</div>
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Aardvarkians adjust their stats as follows: -1 Strength, +1 Dexterity, +1 Constitution, +1 Wisdom, -2 Charisma. They can become Fighters (9th), Rangers (6th), or Thieves (12th). If the referee has a Barbarian class, that is an option as well (unlimited advancement). They are not able to multiclass. Aardvarkian thieves make the following adjustments to thieving skills: Hear Sounds +10%, Hide in Shadows +10%, Move Silently +5%, and Open Locks -5%.</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-1824098025737943482014-04-01T12:59:00.003-05:002014-04-01T13:00:37.809-05:002014 A-to-Z Blogging Challenge<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh62sMS_kfLpqd5o3RAYH8KbRV8bReFyUYxiNNU1ctHdXa_bF5spx2om3-QKB9PE-SIPkEnlVa6MqfvnywoL0JkBf0jZ4F8Dmh68tj_QvIbu3QrIZX-co3maQHDrAjo9I5TOARSrNUEeh2s/s1600/A2Z-BADGE-0002014-small_zps8300775c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh62sMS_kfLpqd5o3RAYH8KbRV8bReFyUYxiNNU1ctHdXa_bF5spx2om3-QKB9PE-SIPkEnlVa6MqfvnywoL0JkBf0jZ4F8Dmh68tj_QvIbu3QrIZX-co3maQHDrAjo9I5TOARSrNUEeh2s/s1600/A2Z-BADGE-0002014-small_zps8300775c.jpg" /></a></div>
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Well, here we are again; time for another Challenge. I've done this twice: once in <a href="http://isungr.blogspot.com/2011/04/is-for-armor-class-armor-type-and.html">2011</a> and again in <a href="http://isungr.blogspot.com/2013/04/a-advanced-dungeons-and-dragons.html">2013</a>. And, as much as I've wanted variety, I'm doing fantasy yet again! This year I'm going to focus on <a href="http://www.swordsandwizardry.com/">Swords and Wizardry Complete</a> by <a href="http://froggodgames.org/">Frog God Games</a> the successors to Necromancer Games.</div>
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In last year's challenge, I might have come across as too harsh on the OSR in general and retro-clones in particular. However, as I later posted in <a href="http://isungr.blogspot.com/2013/04/e-is-for-editions.htmlhttp://isungr.blogspot.com/2013/04/e-is-for-editions.html">"E is for Editions,"</a> I don't really have much of a beef with retro-clones but in their marketing and presentation. Besides, how can anyone say something bad about a company that gives their core rules away for <a href="http://www.swordsandwizardry.com/?p=214">free</a>? Definitely not a money grab.</div>
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When I get home tonight, I'll post my first blog that, while serious in content, is somewhat of an April Fool's post. E</div>
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Until later later, gentle readers, do not confused by today's news stories! </div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-88010707506891993772013-09-17T09:55:00.003-05:002013-09-17T09:55:44.201-05:00D&D Challenge on Hold!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaL5qIQuwTvQld0wlcH6vf2IbUudfeg1hgGvZb3e5j1OpkhEcGRtxq3vu_okgYFlDTKcZ-7LhTpuyeWRA468Ln4nntN1OQlyYXIvsGLaKfNMM8rII9KRSiEhI4Hif8Cm-pZFU8ryDv-vd7/s1600/gone-fishin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaL5qIQuwTvQld0wlcH6vf2IbUudfeg1hgGvZb3e5j1OpkhEcGRtxq3vu_okgYFlDTKcZ-7LhTpuyeWRA468Ln4nntN1OQlyYXIvsGLaKfNMM8rII9KRSiEhI4Hif8Cm-pZFU8ryDv-vd7/s1600/gone-fishin.jpg" height="312" width="320" /></a></div>
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Just a heads up that I'm skipping all of the "monster type" posts. That does seem a tad silly. I'll pick the blog back up on either the 21st with "Favorite Dragon Type/Color" or on the 22nd "Favorite Monster Overall."</div>
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Until then, gentle readers, enjoy the silence!</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-34703146033163538802013-09-13T08:57:00.004-05:002013-09-13T11:10:20.752-05:00D&D Challenge Day 13: Favorite Puzzle/Trap<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIQJpz4gBFAICLfHDGe0ZB5JcE22nwLBvkeZfYacrl-SSOp3n-R6bhuDViZDjobExB1Dd5e-KMGEEpYwpLIEcubmKk_CxCs2Ta37UBBK7nbT7okiVfogMtBFYvPhdXa9zlre7b2nCuHYb/s1600/Rust+Monster.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIQJpz4gBFAICLfHDGe0ZB5JcE22nwLBvkeZfYacrl-SSOp3n-R6bhuDViZDjobExB1Dd5e-KMGEEpYwpLIEcubmKk_CxCs2Ta37UBBK7nbT7okiVfogMtBFYvPhdXa9zlre7b2nCuHYb/s1600/Rust+Monster.jpg" /></a></div>
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This is another post that'll be short. This is because, much to the chagrin of my OSR brethren, I'm never good at placing traps and coming up with puzzles. I can execute ones that others have devised (thank you, Grimtooth and KoDT!), but never have I excelled at creating them. Heresy of all heresies, let the find traps or INT roll do the player's work!</div>
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That said, one I like to use sparingly so it's always a surprise to players (and I'm not sure if it's a trap or just an encounter/obstacle) is to place leather-wearing, wicker-shield-bearing, wooden-spear-wielding kobolds that have rust monsters as pets! Combined with rope traps and deadfalls (you do know what the Vietcong put on punji sticks, right?), this can make even a mid-level party take note of the little dog-faced pests! </div>
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Until tomorrow, gentle readers, oil your weapons and armor!</div>
Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0tag:blogger.com,1999:blog-9067164061446037032.post-66777420826524215252013-09-12T09:03:00.002-05:002013-09-12T13:25:53.668-05:00D&D Challenge Day 12: Favorite Dungeon Type/Location<div class="separator" style="clear: both; text-align: center;">
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It should be apparent to anyone that's read my blog for any amount of time that I prefer sandbox settings. My favorite module for any system is <em>GW1 The Legion</em> <em>of Gold</em> that outlines the Barony of Horn for Gamma World followed closely by <em>B2: Keep on the Borderlands </em>that outlines the surroundings of the Caves of Chaos. And, of course, who can forget <em>T1 The Village of Hommlet</em>? Adventures that have add-ons, such as the wilderness areas for <em>Rappan Athuk </em>or <em>Freya's Crucible</em> (both originally by Necromancer Games coincidentally; <a href="http://www.talesofthefroggod.com/rappan.html"><em>RA</em> was recently upgraded to Swords & Wizardry and Pathfinder editions by Frog God Games</a>, the successors to NG) fall into the sandbox category to some extent as well. The focus of these modules is, of course, on the megadungeon or the plotline respectively, but sandbox material is provided as well. While last week I stated that <a href="http://isungr.blogspot.com/2013/09/d-challenge-day-4-favorite-gameworld.html">Greyhawk is my favorite campaign setting</a>, the Wilderlands/City State of the Invincible Overlord by Bob Bledsaw and the Judges Guild runs a very close second. The setting is very sandbox and gives sparse details on the campaign maps for the DM (Judge?) to develop.</div>
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The best thing about sandbox adventures is that it's a lot like a buffet. The DM sets out the food, and the players choose what they want. Admittedly, it is a lot of work for a DM, and he can't be a control freak. The players just might take their players completely off-script. Now, occasionally, the DM will have had a busy and no time to think, much less plan for a game. The players might want to head off for Greyhawk City when the DM has only prepared adventure hooks (weeks before) around Hommlet (where the players are). In a case like this, there's nothing wrong with telling the players, "Guys, I've had a week from Hell. I know you really want to go to Greyhawk, but I'm not prepared at all for that. Could you go after a hook in town? I'll work up plans for Greyhawk City for next week." Most players will understand and go with it; we've all had those weeks.</div>
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The ability to improvise is a key skill as well. Maybe the DM is good enough to roll with the journey to Greyhawk and can come up with something on the fly that fulfills the players's expectations. If one can do that, great! Go for it. If the players feel like their choices and input influence the game, they become invested and interested in the setting and will want more! If they don't have that feeling and instead feel like they're on the Plot Wagon (TM), well, they may as well be playing EverQuest 2.</div>
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Another ability to keep in mind is recycling and I'm not talking about newspapers and aluminum cans, either. In this instance, it refers to using adventures that the players have bypassed; this is not railroading, either, but a labor-saving device. Let's assume that in the Hommlet setting mentioned above, the Judge had worked up a goblin warren to the southeast of Hommlet; however, the players have elected to take that journey to Greyhawk. On the journey overland, Fate intervenes and a wandering monster check indicates an attack by goblins. Rather than just randomly rolling the goblins up, the party is attacked by a patrol or raiding party from a goblin warren. The players decide to follow fleeing survivors and find the lair. Recycling in action. And note that this goblin warren is not in the same location; this could be three weeks out on the way to Greyhawk. It has been transplanted, and the DM has a week to work on Greyhawk! Also, be careful not to MAKE the players go where you want. If the players killed the goblin patrol or let the fleers go and don't look for the lair, so be it. But you were ready if they did!</div>
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Another good example of this is reusing vintage modules. When I first started the Guardians of the Polar Bear (my God, was that 2004 when Kat was nine and Rene' was seven?!!), I placed the Necromancer's mansion from<em> U1 The Sinister Secret of Saltmarsh</em> on a rock atoll about a mile-and-a-half on the road north out of Hommlet. The caves at the bottom opened into a forest clearing. The necromancer had disappeared about the time of the Battle of Emirdy Meadows. The pirates became a detached group of bandits and gnolls from Lareth's moathouse and thus tied into the overall setting in a different way than before. Recycling; learn it well.</div>
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Finally, the sandbox DM should learn to use communication with his players. Help them determine a real background for their characters. Ask for their input after a game; see what goals that have and what they plan to accomplish. One can see this in the Hommlet campaign with the NPCs. Elmo mentions his brother Otis long before the players ever go to Nulb. A PC's family can be the source of new characters if the original character falls in battle, <a href="http://isungr.blogspot.com/2013/09/d-challenge-day-11-favorite-adventure.html">such as poor Kane Deathchant</a>. Maybe the character is the young scion of an Elvan noble family from Celene. Upon reaching 4th level, news of the character's exploits have reached Celene and the character's family (or maybe even Queen Yolande herself!) sends the character a gift in the way of a quiver of Ehlonna with 6 +1 arrows. <em>Deus ex machina</em>? Maybe a little; but it does help the characters in game and also helps keep them invested in the story.</div>
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Overall, sandbox settings are a lot of work to set up. However, properly excuted, they can create a world that feels as vibrant and alive as anything in the works of fiction and definitely better than a static MMO.</div>
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Until tomorrow, gentle readers, dream of glory and adventure!</div>
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Anthony N. Emmelhttp://www.blogger.com/profile/14017952532295866111noreply@blogger.com0