Shadow Over Alfheim Pt6 – Night of the Necromancer Concluded

One of the players who wasn’t available last week was here this time, so he and another absent player’s character showed up in Stull to find it burning and overrun by zombies. Needless to say, the other players still in the dungeon were all “Oh, sh….”

The Goblin and Orc fought some zombies with the help of a couple townsfolk to save the mayor. One townsperson became a level 1 something or other, after surviving the battle with a handful of zombies in case any players lost their characters in the dungeon. The mayor told the where the party was. I ruled that he’d arrive at the encounter under-way in 4 rounds.

The turned and fleeing zombies attracted the attention of the big-bads of the dungeon, Thaen (MU) and Behiric (CL) and Thaen’s Wight friend.

I molly-coddle the party a bit more than I’d told myself I would, if only because a party, however big, of level 1-3 characters were out of their depth against two 6th level magic users and an aethereal undead. Rather than hold personing everyone, the cleric only held-person a couple (ultimately one, the cleric who failed his saving throw). The evil cleric relied more on his +2 warhammer than his spells, though everyone did get scared when he healed himself to full. The goblin/thief found out that his +1 mace was actually cursed and evil, when the cleric laughed after being hit for max damage with a weapon blessed by and dedicated to his own evil god.

The Magic User put the hurt on some folks with magic missiles, and downed the fighter. Again, I didn’t want to be mean and have him use his lightning bolt straight off for a TPK. The monk (my OSR monk) used a poison dagger on Thaen and sent him running.

The wight bumbled around a lot, completely unable to connect to anyone, which was good, I guess, since level drain is really mean. Of course, a lot of characters didn’t have +1 weapons, so there was a lot of really great acrobatic roleplay of characters grabbing magic weapons from fallen characters. The goblin/thief needed a different weapon, so someone tossed the held cleric’s mace at him, but he caught it with his face. The goblin/thief nearly got KO’d after the evil cleric picked him up and threw him against a wall. The Elf also had an “oh, no!” moment when sleep didn’t work on Behiric.

The Elf chased after Thaen, and shot him in the shoulder, so Thaen KO’d the Elf pretty hard with a lighting-bolt before wizard locking himself in his room.

The wight eventually got killed, and Behiric, almost dead, yielded. As he yielded, the goblin/thief bashed his skull in.

The party couldn’t open Thaen’s wizard-locked door, so they decided to cover his door in oil, set it on fire and smoke him out. The dungeon got filled pretty bad with smoke, and the party hid out sifting through Behiric’s dirty clothes waiting the fire out and killing the turned zombies who were hiding in his room.

I decided that wizard lock does not stop wooden doors from burning, so they returned, kicked in the remains, found Thaen dead from smoke inhalation, and the rest of the turned zombies cowering in his room with him. Thaen had destroyed his spellbook as one of his last living acts. After searching the room, the party dispatched the turned undead and dragged themselves back to the village, which was more or less burned to the ground.

Of course before they got out of the dungeon, they had been messing with the lever in Thaen’s room, and the cleric fell in the pit trap (the goblin/thief was not heavy enough to set it off and declared it ‘disarmed’). They turned the zombie in the pit just for the hell of it, so it was turned and stuck on spikes at the bottom of a 30 ft pit.

They spent two days recovering, during which time, Garrett arrived in town, delivering the Elfstones(Orbs of Necromantic Power) to the clerics and told them what he knew of Thaen, Behiric and the cult of Caelden. The students had been promised to learn many great arcane secrets, but had been unaware that it entailed their destruction of the city and raising an undead army. The level 1 MU didn’t stand much chance of leaving or stopping Thaen & Behiric, but with them dead, he was able to murder his companions and deliver the artifacts to the clergymen.

The party returned to the tomb the next day, fought the two other wights in the tomb (who also managed to not hit anyone) then found the giant pile of dead bodies where the orbs had been kept. They debated forever over what to do with the corpses, where to move them, how to bury them, etc. etc. The goblin/thief wanted to mutilate their bodies, the cleric wouldn’t let them. They ended up spending the better part of the day dumping the bodies into the pit with the zombie. “The 30′ pit is now a 15′ pit, and there is a turned zombie under the bodies who is very unhappy about the situation.” The party took the last of the loot out of the student’s room and then went to the treasure room, the last room they hadn’t explored.

The goblin/thief made a b-line for the treasure-chest and got squished by living statues. A heroic effort was made to drag him out, and the party opted to seal the statues in the room rather than go after the treasure.

All in all, Necromancers of Stull was a fun module to run. The only problem I had with it was the cramped nature of some of the rooms meant that the opening tunnel, rooms 3, 9, 10 and 11 all constituted one big encounter. And really it wasn’t so much of a problem as it was a balance issue. While the zombies are not an issue, especially with clerics in the party, fighting two lvl 6 spellcasting characters with that much interference being run for them is really tough. If I’d played to win it as the bad-guys, I’d’ve had Behiric hold everyone. Thaen then could’ve killed the still-level 1 elf with magic missiles, and anyone who wasn’t held could be killed off with missiles and lightning bolts. Even if Behiric hadn’t managed to hold anyone, Thaen has enough damage going on with his Lighting Bolt, he could’ve easily killed half the party with a single spell. Still, even going easy on the party, it was a pretty exciting encounter, and having the goblin/halfling and orc show up on round 4 added to that excitement, very much in a “Yay, we’re saved!” sort of way, especially when the party got down to the light-healer, the thief and the elf as active combatants.

For a party as big as the one I’m playing with, I’d say this would be good for a level 2-4 party (thieves at the high end, elves at the low end) or level 3-4 for a smaller party. Otherwise an encounter with 8 zombies, a wight, an MU-6 and a CL-6 is going to be brutal.

At least I think that most of the party has finally leveled,

Night of the Necromancer is a free mini-module in the AA1-Adventure Anthology One, available for download at the BRFPG site.

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Shadow over Alfheim pt3 – Maze of Nuromen, concluded

My group wrapped up the Maze of Nuromen on Friday night, and as much as I enjoy the module as a reader of modules, as a DM I’m thankful that it’s over.

I know that a DM should always assume nothing, but I was at least hoping that I wouldn’t be dealing with a party that was chaotic stupid. Having a Thief in the party (played by someone I wasn’t expecting to show up) changed the group dynamic enough that it brought to light some serious flaws in both my own DMing and in the module. I had really thought that playing the stereotypical asshole evil thief was so played out and such a negative stereotype that it wasn’t a thing anymore. I was wrong.

While the fighter picked the pieces of the gallows off the cleric, I took up with the goblins who were camping at the bottom of the stairs on level 2. This group was now comprised of a few level 0 npc goblins, a level 2 character goblin, a level 1 elf pretending to be a human magic user, and a (barely)  level 3 goblin thief (I handwaved racial restrictions to quickly deal with an unanticipated complication), who I’m not sure understood that he was considered an asshole by goblin standards even.

The goblins broke camp and returned through the dining hall. Seeing that one of the harpies was dead, the NPC goblins took some time to loot banquet hall, with the thief taking some too, of course. Instead of immediately going for the prison wing where, the the Fighter and Cleric were, they went to the pantry first, and did some raiding of the stores. While they did, some skeletons showed up. Not as many skeletons as I rolled up, mostly because I didn’t feel like running that big a combat (they would’ve been fighting 8 skeletons with max HP; I put them up against 3). Glad I didn’t, because everyone was making lousy rolls, and it was the NPC goblins who did the most heavy lifting during the fight.

One goblin was mortally wounded, but was allowed to live via some DM generousity. After tending to the wounded goblin, they started hitting up the elf wine, figuring that since there was no way to haul it out of the dungeon, they might as well enjoy what they could then and there. The PC Goblin and Elf convinced the goblins, reluctant to stay in the dungeon, to stick around for at least one more day.

The Cleric and Fighter clumisly made their way back to where they found the drunken goblin party. After some awkward introductions, they finally got the ball rolling and found
Nuromen’s private chambers. I had a lot of fun describing the tapestries in the room, adding some of my own little details, but man, there is so much going on that room, and with 5 people all wanting to do different things, it took some serious crowd control to get things back on track. The elf was curious about the tapestries, and ended up taking one of them. The Goblin checked the drawers, and ended up taking the puppet, having some fun with that. The Thief and Cleric checked the bed. The Thief, being chaotic asshole, disregarded the bodies and pocketed Anthea’s bracelet without even looking at it (“The child’s wearing a silver bracelet with an inscription in ancient elvish”, “Yeah, whatever, i take it, what else is there here to steal?”). Thus the password proved too much a lynchpin of the dungeon. Without that clue, there was no way the party was going to get through the horror door unless I gave them reminders. First, i let them squirm a bit to see if they’d figure it out on their own, but they didn’t.

Leaving the bedchambers, they party found the groto and poked around a bit. The guy playing the Fighter was joking about getting naked in the fountain, so I figured that was a great opportunity to have a Giant Fire Beetle bite his hand. Late in the first round, the Fighter was asking everyone what, if anything, would be the benefits of fighting the Fire Beetles. Maybe because of how he asked it, I ruled that he lost his next combat round because he was asking the NPC goblins existential questions while a fire beetle was biting his hand. The other players all concurred that this was the appropriate (and amusing) response.

Anyway, the beetles were killed, leaving the players wondering if there was anything worthwhile in the Grotto. I let the Cleric know that based on his own knowledge of plants, he could tell everyone that everything in the garden was poisonous such that even touching it was not the best idea.

At some point, I don’t remember exactly when, but it was after they raided the bedchambed, the party camped for the night so the cleric could heal the dying goblin. On the second watch, Nuromen’s ghost wailed angrily. On the final watch (the thief’s), the ghost wailed again, shrieking curses, and mentioned the name “Anthea”. Of course the Thief, playing Chaotic Asshole wrote it off and told the party it was nothing. He got his comeuppance in the barrack’s though. Being a dude who tried to steal everything, he got hurt pretty badly in a surprise attack by the skeletons at the gaming table. Two more NPC goblins got killed in this scrap, at which point the goblins said it was time to go home.

The party continued to be confounded a bit by the dead-ends both on the second floor and the torture room, though they came up with a pretty elaborate scheme to grease the view-port of the iron door, so I let them get a glimpse inside. But seeing as they were going to be stuck unless I gave them a nudge, a few of the goblins, who were going to try to take a barrel or two of wine back with them, said “Hey, check that guy’s pockets, we saw him steal something back in the bedroom off that corpse.” Provided now with the information needed to get past the horror door, the party proceeded to Nuromen’s study.

This was another difficult room to run, since there was so much stuff in it and so much going on. The cleric made a bee-line for the bookshelves, since they were sent to find a book. For simplicity sake, I let all the books on the shelf be ruined ala Myst, but the Cleric found the secret door and went down it. Meantime, the thief is stealing exploding potions, and the goblin lets the frog out, which caused a bit of madness.

The cleric takes the Book of Power, the elf takes the two spellbooks, and the goblin takes the keys. The Cleric and Fighter have their objective, and Elf has some new spellbooks. The thief wants more treasure, and the Fighter and Goblin concur, so they decide to go on. The torture room is torturous, and the thief gets more treasure. The iron maiden has an angry zombie; I decided that the zombie is stuck on the spikes and can’t get out, so I gave him extra HP to see what the party would do. They spent about 4 rounds making sure it was dead, rather than just closing it back up.

The hall of Statues was a bit of an unsuccessful test of the party’s dedication. They got about halfway there, they really did! The fighter made his save after he turned the head the wrong way. The elf came up with an elaborate pulley to turn the other statue’s head, but turned it the wrong way. They gave up before trying to turn the heads the other way.

After finding the illuminated manuscript with the dead evil cleric, the party leaders decided they were laiden with treasures in the form of the 4 books and chest they couldn’t open, and decided that they’d head back to Alfort for their reward and wrapup.

So, Nuromen doesn’t show up, which means he’s now going to be an angry (and possibly recurring) villain, with a grudge against the elf, the cleric, and the thief.

I’m going to be sending my players some of their item assessments by email, after I tally up their XP. The Minstrel got to recur, this time playing in the tavern. (“You see. I was wrong. Caelden’s not coming back. He’s already here!”) I’m still trying to figure out the best way to assess items & calculate XP for things. As much as I like the realism of not giving out the value of non-coin treasures and not giving the exact number of coins in chests unless the party takes a turn or two to count them, I feel like it’s going to be a mechanical stumbling block, and a personal stumbling block for myself, since I’m having to keep track of treasures rather than just handing them off to my players.

Anyway, unless they decide to return to Laws End to continue looting, this will be the end of Maze of Nuromen. Again, it was harder to run than I would’ve liked, but going through with a highlighter helped tremendously. Also, have some contingencies if the party can’t figure out the Bracelet clue.

I hope I will find out after a few emails, but the players will either be taking on the Old Island Fortress, the Zombraire’s Estate, or Tower of Dreams in the next session.

Anyway, I won’t be around for most of the rest of this week, so it will take longer than usual to approve comments from new posters, but I’ll try to have a little bit of content scheduled for while I’m gone.

New OSR Class: the Monk

There’s already a monk, though!

What do you mean?  There’s no monk in Dungeons & Dragons.

Yeah, there are!  They’re all kick, punch, k’pow!

Oh, you mean Bhikku.  Yeah, there are Bhikku in D&D, but that’s not really the kind of monk I’m talking about.  This is for people who want to play a monk who’s not a typical fantasy cleric and  not a punchy-kicky guy steeped in gross Orientalism.  This guy is more a Brother Cadfael or a William of Baskerville than a Kwai Chang.  So without further ado, the Monk!

While many monks are perpetually cloistered, spending their days in prayer, study and manual toils, occasionally the Church has need of an exceptional fellow with a rather diverse skillset who can act as an investigator, a clerk, a counselor, a doctor or an envoy. 

His concept is a combination of Thief/Alchemist/Caster.  He’s good for a party that is without a cleric or without a thief.  While he’s not great at either, his mix of utility and abilities should make him a welcome member of any party.  He’s also great if you’re in a game where clerics have no mechanical ability to write scrolls; this monk’s experience as a scribe allows him to basically transcribe the prayers and sermons of clerics to create lovely illuminated works that double as divine magic scrolls.  Originally, i gave him regular casting abilities, but I think this makes him more interesting.  I might fix his spell chart to better reflect that.

His skills as an herbalist are an important part of the character; he’s not as good as a divine healer, but he’s more versatile in what he can do with what he has, provided he can find the herbs he needs.

 

HD d6

LVL/XP      /HD          / Divine Scrolls

1/0xp/1d6
2/1,200/2d6
3/2,400/3d6/                 1
4/4,800/4d6/                 2
5/9,600/5d6/                 2/1
6/20,000/6d6/              2/2
7/40,000/7d6/              2/2/1
8/ 80,000/8d6/              2/2/1/1
9/160,000/9d6 /            2/2/1/1/1
10/280,000/96d+2/    2/2/2/2/1
11/400,000/9d6+4/    2/2/2/2/2
12/520,000/9d6+6/    2/2/2/2/2
13/640,000/9d6+8/     3/3/2/2/2
14/760,000/9d6+10/  3/3/3/3/2
Turning as a Cleric of the same level -2. Cannot Turn until 3rd Level.

Thief Abilities as a Thief of the same level -1; at level one, Open Locks(10), Remove

Traps(5), Pick Pockets(20), Move Silently(15), Climb Sheer Surfaces(86), Hide in Shadows(5), Hear Noise(1-2).

Saves as a Cleric.
Uses Rogue’s Attack Progression.
The Monk may not wear armor.
The Monk may only use daggers or staffs.
The Monk may not cast divine spells, however, he may scribe and use scrolls of divine spells provided that a)he is accompanied by a cleric who is able to cast the divine spell; and b)the Monk is of sufficient level to scribe the scroll (See spell chart).  The Monk may only use as many divine scrolls in a day as his level allows.

Herbalism
While at his or her home monastery, abbey or convent, the Monk will have a 90% chance of succeeding in finding required herbs.
At an unfamiliar monastery, abbey or convent, the Monk will have a 70% chance of succeeding in finding required herbs. In both cases, these represent herbs and plants that are readily available from the monastery’s garden.

Collecting herbs in the wilderness
1 20% chance per day
2 25% chance per day
3 30% chance per day
4 35% chance per day
5 40% chance per day
6 45% chance per day
7 50% chance per day
8 55% chance per day
9 60% chance per day
10 65% chance per day
11 70% chance per day
12 75% chance per day
13 80% chance per day
14 85% chance per day

The Monk must choose what kind of cure or poison he intends to create before collecting herbs. Unless at his home abbey, each dose requires one hour of searching/collecting. Unless properly stored*, herbs will lose their efficacy after 1d4 days. Healing ointments, after mixed, retain their efficacy for 2d4 days if properly stored*.

*Kept in dry places, bottles, jars, etc.
Poultice of healing (1st-5th Level) (1 turn to create)
When applied, will restore 2d6 hit points after 12 hours. These are in addition to any hit points restored naturally by resting.

Greater Poultice of healing (6th Level+) (2 turns to create)
When applied, will restore 1d6 hit points instantly, and will restore 2d6 hit points after 12 hours. These are in addition to any hit points restored naturally by resting.

Disinfecting ointment (1st-5th Level) (1 turn to create)
When applied, will restore 1d6 hit points after 12 hours and allow for an additional saving throw at +2 against a non-magical disease* contracted from the bites of normal animals.

Greater Disinfecting ointment (6th Level+) (2 turns to create)
When applied, will restore 1d6 hit points after 12 hours and cure non-magical disease* caused by the bites of normal animals and allow for an additional saving throw at +2 against a magical disease.

Antidote (1st-5th Level) (2 turns to create)
When consumed, grants an additional saving against any non-magical poision** from the sting or bite of normal animals.

Greater Antidote (6th Level+) (3 turns to create)
When consumed, grants an additional saving throw against any magical poision or will counter any non-magical poison** from the sting or bite of normal animals after 1 hour.

Bodily cleanse (1st-5th Level) (1 turn to create)
When consumed, will cure any non-magical disease* within 1d12 hours.

Greater Bodily Cleanse (6th Level+) (2 turns to create)
When consumed, will instantly cure any non-magical disease, grants an additional saving throw against magical disease.

Poison of Weakness (1st-5th Level) (1 hour to create)
The victim must save vs. poison or suffer a -4 penalty on all rolls and a -2 penalty on physical stats within 1d12 hours after the poison is consumed.

Greater Poison of Weakness (6th Level) (2 hours to create)
The victim must save vs. poison or suffer a -8 penalty on rolls and a -4 penalty on physical stats within 1d12 hours after the poison is consumed.

Deadly Poison (1st-5th Level) (4 hours to create)
The victim must save vs. Poison or suffer 1d6 damage per hour until an antidote is administered or the victim dies. Victims who succeed in their saving throw take only 1d6 damage.

Greater Deadly Poison (6th Level+) (8 hours to create)
The victim must save vs. Poison or suffer 2d6 damage per hour until an antidote is administered or the victim dies. Victims who succeed in their saving throw must make a second save vs. Poison; if the victim fails the second saving throw, he or she will suffer 1d6 damage per hour until an antidote is administered or he or she dies. If the victim succeeds in their second saving throw, the victim takes only 1d6 damage.
*: Diseases not caused by magical/mythical creatures or spells
**: Any poison not specified as magic in nature.

Note that the use of poisons may be frowned upon by both the Monk’s order and god/goddess; many plants with curative properties found in the monk’s garden or apothecarial stores, however, may be fatal if administered orally, such as Monkshood.

 

30 Days of Exalted Challenge!

Everyone is totally doing 30 day challenges now.  So, I issue forth this challenge to the RPG community…  Behold!  30 Days of Exalted!

Day 1 – Man, why are you playing Exalted?
Day 2 – What is your favorite caste?
Day 3 – Are you sure the map is really to scale?
Day 4 – What is the best charm?
Day 5 – What is the most broken combo you’ve created?
Day 6 – How many books does your group need to play? How many do you actually use?
Day 7 – Is there really any point in learning spells when you can combo charms?
Day 8 – What is the most dice you’ve ever rolled?
Day 9 – What is the best Limit Break?
Day 10- Are those giant boobs on the magic supplement really necessary?
Day 11- Who is the coolest Death Lord?
Day 12- Come up with your own quasi-buddha name for a new Death Lord!
Day 13- How does your group pronounce Sidereals?
Day 14- Are you sure this isn’t some kind of Chop-saki Lord Dunsany Fan-fic?
Day 15- Weapons made out of Jade don’t sound like a good idea.
Day 16- Weapons made out of the souls of the damned don’t sound like a good idea.
Day 17- At least there are a lot of ‘ethnic’ characters in the source books, amirite?
Day 18- Can you run a campaign with just the Solar book? Was it any good?
Day 19- What shape do you make your wildformed talents of Jade?
Day 20- Seriously, can anything stop Solars?
Day 21- Exalted isn’t Voltron, but there’s a spell that turns your party into Voltron, right?
Day 22- Are the Autocthonians Dwemer?
Day 23- Have you tried to incorporate your Exalted campaign into some other World of Darkness Crossover?
Day 24- Shadowlands? Are you sure you don’t mean Ravenloft?
Day 25- Does the Mask of Winter like to party?
Day 26- Is Exalted extricable from its setting?
Day 27- Is Exalted extricable from its system?
Day 28- At least it’s not the MI from BECMI?
Day 29- What level in BECMI can you throw away your character sheets and transfer them over to Exalted?
Day 30- Is Exalted a what you get when you build a game entirely made of splatbooks?

Update:
Just as a show of good faith that I’m not (entirely) trolling, I will be answering, however briefly, each of these in hopes that others may follow suit over the next 30 days!

2nd Ed is back!

For what it’s worth…

I actually got started playing with 2e, though the group I first played with used a hodgepodge of 1e and 2e (I think they’re pretty compatible, but not being particularly familiar with 1e, I don’t really know) with some Arcanum thrown in.

So, with 2e coming back into print, the debate resumes on the merits and flaws in 2e.

THACO:

People who prefer addition to subtraction don’t like THACO.  Still, it’s easy to convert descending to ascending AC and just note your Attack value based on 20 – your THACO. (Oh, crap, that involves subtraction!)  I’ve heard that there are people who dislike THACO for other reasons.  I don’t know what those reasons are.  THACO was simply introduced to eliminate the need for an entire combat chart when really you could extrapolate all the information you actually needed from a single column.

Rules Bloat?

I don’t remember if 2e got rid of 18/xx or not.  If it did, go it!  I don’t remember seeing anything in 2e’s core that was particularly annoying that wasn’t already in 1e.  Proficiencies were basically the same as feats, and I guess if you really hated them, you didn’t have to use them.  Proficiencies never came up in the games I played.  3e had all of its skills and skill points, but  that always felt to me like taking all of those % tables, giving them a bit of flexibility and going around and making them mandatory (fun fact: they’re not!). Then, there are splatbooks.  If you can’t concoct your own specialty class on your own spare time and get your DM to sign off on it, you don’t need to be playing it.

I think a big issue people have with 2e is cosmetic.  The books are ugly and the art is bland.  The books have the binding, paper, and overall feel of Houghton-Mifflin textbooks.  Most of the art felt cold and scientific; a fighter and his gear laid out much like a diagram of a dissected frog.  If the rules for 2e had ever been repackaged in a more visually appealing format, I don’t think that it would suffer the disdain that has become so attached to it.

2e has a sterile feel to it, which in part was a reaction to the satanic panic and the overall image problem that D&D was gaining due to journalistic malpractice, but in many ways, it was still the same game mechanically.  1e was Snakes & Ladders.  2e was Chutes & Ladders. 3e was Mousetrap.

In the meantime, I think this is a good time to point out that WotC has still avoided publishing BECMI or the Rules Cyclopedia.  I’m not saying this is a bad thing.  So much of the edition warring and debate focuses on 3e vs older e, or anything vs 2e, oft forgotten is the old Basic Edition.  The beauty of Basic was that the entire game was self-contained in a single (or two, with B/X) booklet, without the need for multiple core books.  However the eventual release of the long promised Companion (which didn’t cover what Expert said it would cover), Master (oh, god, who would enjoy playing at this level?), and Immortals (has anyone actually successfully played the Polymath ascension path to its conclusion?  If so, I think I’d like to punch them) took what was a pretty well balanced, functional system and threw sense out the window with its massive scaling problems and absurd cosmology.  I mean, if you’re going to have to come up with a new table of demi-human related attack classes based on tiered XP, just take the damn level caps off.

Update and a Few Shout Outs

I’ve finished rolling up the first scenario in my Vampires vs. Liches series! These are going to be posted over at Dicemonkey.net, but first, there are going to be a total of 6 introductory posts (yeah, it’s a lot, I know) explaining things, including stats for our Vampires, our Vampire Hunters and our Liches. The first of those are already up both here and at Dicemonkey, but the rest will be over there.

Second, I should mention that I helped do some copy-editing on Shortymonster’s system neutral module “Death at a Funeral” awhile back. I realized that I subconsciously stole his story-seed of Vampires hiding beneath a city and being (partially) responsible for a plague of undead in Victorian London and worked it into the meta-narrative of my cobbled together OSR/B/X campaign. Only replace London with Morgansfort. Considering that this campaign is part of what kicked off my Vampires vs. Liches series, I need to give Shortymonster a shout-out for this.

Third, I don’t listen to podcasts, but I do listen to Saving the Game. I’ve meant to link to them since I found them the other day on d20 Dark Ages, but I’m just now getting around to it.

Last, thank you to everyone who has downloaded The Revelry at Pickett Castle! I’d love to hear some feedback on it. Has anyone figured it out yet?

Demise of Watchman Island

I was totally planning on writing a review of Demise of Watchman Island, the sample adventure included in the playtest material of Varg’s MYFAROG, but B/X has taken up a lot more of my time lately, particularly my writing on Vampires & Liches. I may get to it eventually, but now that I am writing for both Cirsova (whose core content I am falling behind on) and Dice Monkey, I have my work cut out for me.

Rather than give you my interpretations of it, you can check DoWI out for yourselves, as Varg has made it public. Additionally, he has posted a Fan-written expansion to the module that somewhat rectifies the original’s downer ending, in which no mysteries are solved despite a significant loss of life.