Sunday, April 11, 2010

Garham to Greyhawk Campaign: Session One (pt. 1)

Session One – April 10, 2010 (Planting 3, 610)
Cast
Kevlamin Serpenthelm human (Suloise) shield-bearer (1st level fighter)(Kevin)
Clair, halfling shield-bearer (1st level fighter)(Megan)
Daphne, half-elf acolyte of Ehlonna (1st-level cleric)(Joyce)
Ruben Soot, human (mixed race) shield-bearer (1st level fighter)(Ruben)
Manga, human (mixed race) medium (1st-level magic-user)(Pablo)

Ruben was at the standing stones on the outskirts of town, having heard rumors of a Bronzewood Lodge, but finding nothing like one at the old menhirs. Kevlamin was at the nearby cemetery, having heard mysterious chanting there before. Manga was at the old observatory, wishing he had the money to buy the old, deserted place – even though it might be haunted. Daphne was outside the boarded-up Deepspike Mine, having heard a rumor that the owner was hiding treasure in the old mine.

While everyone else was just thinking about things to do, Clair was at the smelting factory asking for guard work. The captain of the factory's private guard company, Torquil, subdued Clair in about 30 seconds with the flat of his blade and sent her on her way.

It was then that the knight descended out of the sky, riding a Pegasus, and landed in Castle Garham. Everyone rushed to the castle, wishing to see the Pegasus up close. Ruben, Kevlamin, and Clair were all ex-members of the town militia, but were no longer allowed in the castle. Furious at being rebuffed, Kevlamin and Clair tried to fight their way in through the gatehouse while Ruben dodged around the distracted guards and made it into courtyard. Manga fled, found Daphne, and convinced her to come help.

In the courtyard, Ruben encountered Garrison Commander Tolliver Garham and the mysterious stranger. The stranger, who revealed herself to be Lilyana Ortiz, Paladin of the Adventurers Guild of Greyhawk, was impressed that Ruben and his friends had an “adventurous spirit” that she accused Tolliver of having lost. Kevlamin and Clair were being led inside, clapped in irons and being led to the stockade. Lilyana asked Tolliver to place them in Ruben's supervision and then gave them all an unexpected offer – if they would undertake an adventure to impress her with when she returned in two months, she would sponsor them for membership in the Adventurers Guild.

The five friends had several leads for adventure. Daphne favored breaking into the Deepspike Mine. Kevlamin favored confronting the mysterious chanters in the cemetery. When Manga went to the governor's office to buy the old observatory, he found it would cost him 400 gp – but he also found there was a 50 gp bounty on “Old Whiskers”.

Daphne and Ruben went to Isumbras' Flophouse to question some out-of-work miners about the Deepspike Mine. For 4 sp, they learned from a miner named Gomer that all other entrances to the mine would have been collapsed when it was closed – but that a secret entrance probably still existed under the manor of the owner, Baladeva Smets.

Kevlamin and Manga went to the Diamond Lake Boneyard to investigate the chanting. They found two men and two women in the cemetery tending to gravestones and chanting. The men realized they were being observed and drew daggers. Kevlamin was stabbed and seriously injured, but when he drew his hand-and-a-half sword, the men ended their hostility and explained about the Cult of the Green Lady to which they all belonged. Kevlamin in particular was impressed with them and their mission and apologized for having started the altercation.

Claire went alone to the “Lakehouse”, the Fishmongers' Guildhall. There she learned that “Old Whiskers” was a giant catfish, possibly up to 12' long (until then everyone had assumed Old Whiskers was a person), and that it had grown so malicious that it had killed four fishermen already this year. Erico, of the Fishmongers' Council, sent her to Hook's Tackle & Bait Shop for supplies. There, Claire spent 15 sp on fishing supplies without specifying what she was fishing for. The shopkeeper, Will “Hook” Grey, sent her back to the Piers to look for a boat to rent. There, she was laughed at for going after Old Whiskers with less than a harpoon. Grey happened to sell harpoons, but asked an exorbitant amount for them Claire could not afford on her own.

The friends reunited again, they agreed to rent a room to share (tightly-packed, though for 9 cp a night; Daphne paid 5 sp up front) at Fester's Hostel. Though Daphne could not cast clerical spells quickly [as per OD&D clerics], she could perform a lengthy, 17-hour ceremony to cast Cure Light Wounds [house rule]. Claire went to the Feral Dog Alehouse to pick up cheap food for the others while Daphne prayed and Kevlamin rested.

On the 4th, Daphne magically restored Kevlamin to full health. Both of them came with Claire this time to Hook's to haggle for the harpoons, but when they mentioned, this time, that they were after Old Whiskers, Grey suggested they use catnip as bait and told them they could find catnip growing wild at the Menhirs. Everyone knew this sounded nutty, but Grey sounded so sincere that Clair and Daphne went.

At the Menhirs, they met Archippos, a hunter who found them the catnip, but he said it would not work. Instead, he suggested finding where the giant catfish slept and hunt it there. Kevlamin liked this idea when he heard it. He had been at the Piers, asking a fisherman about renting a boat. He also asked about Mound Island, out in Diamond Fish Lake, out of curiosity and heard it was haunted. When Claire and Daphne joined him, the fisherman referred them to Sammy, a young pearl diver, at the Lakehouse, who had seen Old Whiskers underwater and lived. Sammy told them of a cave in Mound Island, 15' underwater, that he had seen Old Whiskers go into last summer. Daphne doubted this was where Old Whiskers slept, since Sammy had observed this in the morning, but the others were more confident that Mound Island was where they would find adventure.

On the morning of the 5th, Kevlamin, Claire, and Daphne met Durward the Mariner and learned he would take them all to Mound Island in his dinghy, the Autumn Runner, for 16 cp each. He did not believe the island was haunted, but he knew some suspicious people took their boat back and forth to the island every week on their sailboat, the Harkness. The sky was clouding over and, even though Durward assured them that it would not storm, Daphne became certain that it would. Out of nowhere, Kevlamin decided to ask around town about something entirely different – whether or not there was any chance of adventure in the nearby Greenridge.

Kevlamin found an ex-woodsmen at lunch from the Long Forest that ran across the Greenridge and he complained that goblins and orcs used to raid the homes of woodsmen every so often. Everyone immediately liked the idea of hunting goblins and orcs much better. Concerned about the small size of their party (as Rubin and Manga were temporarily unavailable until their players came back), they spent the afternoon about town recruiting. Almost right away, they found a fighter named Garnet who offered to bring his equally-skilled girlfriend Tirzah along. Kevlamin went to the Garham Chapel and talked to Hamid of Cuthbert about recruiting another cleric.

Thursday, October 22, 2009

Mr. Miracle - 1st Play-by-Post Character

[In 2000, I played in my very first Yahoo!Club-based PbP RPG. I think it was called "World's Finest Superheroes." I dropped out after leading the first scenario and it died shortly thereafter. I'm pretty sure the archives are gone, so these earliest posts I wrote for it may be all that remain.]
12/1/00

"You can't make me. I'd rather face a supervillain."

"Oh, come on, Oberon. Step out so we can see how you look in it!"

Oberon reluctantly came out of the dressing room. His gray leisure suit looked well-fitted and comfortable, but Oberon squirmed in it as if he were in chains.

"You look daper," Scott Free said to his old friend. He smiled down at the aging midget as the tailor checked the measurement of Oberon's right sleeve.

"I don't see why we're doing this," Oberon grumbled. His tailor disappeared from the room, just in time to miss Oberon's wrath.

"Yes you do. We need to make a good impression on these company executives, and you need all the help making a good impression you can get. Now that we're business partners in Miracle Inc., we need the quick capital that licensing my image will give us."

"Aw, you just want to play a Mr. Miracle video game."

"That too." Scott slid out of his coat and tossed it casually over his shoulder. "Now come on, let's pay for these and get out of here."

After changing, Scott caught the eye of the lady cashier, who smiled at him. Despite being of an incalcuable age, Scott Free appeared to still be a handsome young man. He reached into his wallet and produced a credit card while Oberon put their bagged outfits on the counter. But Scott paused, and looked more closely at his own card.

"Uh, oh," he spoke.

Oberon spun around. "What is it?"

"Eh...I had told Mother Box to set random traps for my skills don't atrophy. I guess I thought of it too late, because this one almost got me." Scott slowly turned the card and tilted his head so he could look under it. "There's a cellular matrix trigger on here...very complex for it to be thicker than laminate..."

"You'll be the death of me yet."

"I doubt Mother Box would create a charge that powerful, but perhaps you should ask this young lady to show you another suit -- one near the front of the store?"

Oberon, comprehending, urged the perplexed store employee to accompany him. Scott slowly bent down and took off one of his shoes with his one free hand. He popped off the fake heel, and produced a tool from inside...

__________
12/2/00

On Michigan Ave., one day in the Windy City, two men left a men's fashion store with neither notice nor fanfare. This was ironic for two reasons -- they had just survived an ordeal with a miniature bomb, and one of the two men was MISTER MIRACLE!

"That was a close one," Oberon said.

"All too true, ol' pal, but luckily I had a pretty good idea the trigger was activated by thumbprint and detonated by release of pressure. And then I had a kinetic sponge in the sole of my shoe I was able to drop my credit card into. It was just a small charge, anyways, probably wouldn't have taken off more than a hand."

"And that's supposed to make me feel better?"

"Maybe I'd get a hook hand like Aquaman had when I saw him last." Scott Free chuckled. "The downside is that I didn't have enough cash on me for those suits! I'll have to call Barda and see if she spent all her's already..."

Scott produced a cell phone from his jacket pocket, which immediately started to ring. Scott arched his eyebrows and looked down at Oberon. "Well, she must be a mind-reader now!" He turned it on and put it to his ear. "Hi, honey!"

"Ooo, awkward..." came a man's voice.

"Who is this?" Scott asked.

"It's me, Ted."

"Ted Kord? It is tomorrow we're supposed to meet your board of directors, right?" *

"Yeah, but this isn't about that. The big guy wants to start up the league again. He's contacting all of us old reserve members too."

"No kidding? Hmm...are you going?"

There was a pause on the other end of the phone. "I don't know, Scott. After that Extreme Justice
debacle, I've been trying to stay away from teams."

"Okay. Thanks for the call, Ted. If the world isn't in too much danger, I'll see you at your office tomorrow."

"Who was that?" Oberon asked, after Scott turned off the phone and tucked it away.

"Blue Beetle says the JLA might need Barda and me again."

"What about Miracle, Inc.?"

"I don't know. But we've got to find Barda at Watertower Place and talk to her about this."

* (Ted Kord/Blue Beetle appears here only in cameo -- I'm not picking up a new character)
________
12/3/00

Oberon started to hail a cab, but Scott Free stopped him.

"No need for that. I think we'll travel a little faster." With that, Scott reached behind his jacket, and pulled out what appeared to be two plastic, flexible discs. He tossed them on the ground, stepped on one with each foot, and the discs stiffened and glowed. In a moment, Scott Free was hovering in the air on his aero-discs!

"Oh no, not that way!" Oberon protested briefly before being scooped up under Scott's arm. Soon they were flying ten yards over the city streets. A fender bender or two resulted, and many people were late coming back to work from their lunch breaks, as they craned their necks to see this sight.

They were soon joined, as if in an aerial ballet, by Big Barda herself -- dressed for battle in her full armor. Her battle rod hung at her side, and instead she held two bulging shopping bags.

"Hi honey!" Scott called. "Don't tell me you got in a fight at the mall..."

"I received a telepathic notice from the Justice League, Scott. They would like us both to come to the moon for some sort of briefing." She held out one bag and shook it a little. "This one has your uniform in it...the other one has some really nice clothes I got at the department store..."

"You can give me a fashion show later. Here, let's land down there." Following Scott's lead, the three flying friends landed on the roof of a parking garage. "I'll suit up in the elevator," Scott explained, "Oberon, take Barda's things back to the hotel room, and when I'm done changing, Barda and I will use a Boom Tube to get to the moon in style..."

Tuesday, October 20, 2009

Retroconversion of Root of All Evil to OD&D - pt. 4

THE ATTACK
51 Hachita tribesmen veterans: AC 7; MV 12"; F 1; hp 6 (x25), 5 (x26); leather armor, club, javelin each.
10 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x5), 4 (x5); shield, short bow, quiver of 20 arrows, hand axe each.

THE BELSONA
Belsona (village): AL N; population 180 (100% human)
Authority Figures: Krunk, male human F 3
Important Characters: Halaan, male human M-U 7
Others: 70 1st level fighters, plus an additional 3rd level fighter
Krunk, swordsman: AC 8; MV 12"; F 3; hp 12; AL LN; S 18, I 13, W 9, D 13, C 15, Ch 14; shield, short sword, short bow, quiver of 15 arrows.
City of Belsona
B) Fire god temple
4 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x2), 4 (x2); shield, short bow, quiver of 20 arrows, short sword each.
G) Guardian temple
3) Halaan
Halaan, enchanter: AC 9; MV 12"; M-U 7; hp 15; torn robes.
Spells: None at present.

CONCLUSION
In addition to awarding xp for monetary treasure (1 gp = 1 xp), each PC should be awarded xp for each section of the adventure completed, as follows:
VEODEN'S TOWER = 100 xp
THE GRAVEYARD = 100 xp
THE CRATER = 200 xp
RETURNING TO HAANEX = 100 xp
ENCOUNTERS AT SEA = 400 xp
OVERVIEW OF ZOA = 100 xp
ENTERING ZOA = 200 xp
THE FALLEN CASTLE = 800 xp
THE ATTACK = 100 xp
THE BELSONA = 100 xp

NEW MAGIC ITEM
The Coin of Power
The Coin is a powerful magic item that bestows the following powers:
• The owner gains one level in his or her class.
• On command, the Coin can cast finger of death once per week.

ENCOUNTER TABLES
Zoa city encounter notes:
Roll (d%) Character Race
01-05 Dwarf
06-10 Elf
11-12 Gnome
13-17 Hobbit
18-23 Human, Brandobian
24-26 Human, Dejy
27 Human, Fhokki
28-37 Human, Kalamaran
38-95 Human, Reanaarian
94-99 Human, Svimohzish
00 Sil-Karg (Half-hobgoblin)
Armorer: The armorer (or any craftsman -- armorer, basketweaver, blacksmith, bookbinder, carpenter, cobbler, cooper, jeweler/gemcutter, locksmith, potter, sculptor, shipwright, stonemason, or tailor) has a 50% chance of also being a Fighter, Magic-User, or Cleric of 1st-3rd level, and a 50% chance of just being a 1st level fighter.
Artist: The character is a Fighter, Magic-User, or Cleric of 1st-3rd level who also fancies himself a fine artist. Two artists will be a master with a student or admirer. An apprentice is at least one level lower than his mentor. Admirers are non-classes, peasants or levees by Chainmail rules.
Assassin: The assassin is a 1st-10th level fighter who may be working with 0-2 (d3-1) assistants. Assistants are 1st-3rd level fighters.
Bards: Bards need both adulation and coin, though 25% are adventurers. A single bard is a lone traveler, two bards are a master and an apprentice. The main bard will be a Fighter or Cleric of 1st-4th level; an apprentice would be a 1st level fighter or cleric.
Beggar: A beggar is a peasant or levee, though there is a 20% chance the beggar is actually a 1st-2nd level fighter in disguise.
City guard: Most guards are 1st-2nd level fighters. For every 8 soldiers, there will be one 3rd-level fighter. Use the guard subtable for race.
Roll (d%) Guard's Race
01-27 Human infantry
28-66 Dwarf soldiers
67-00 Gnome archers
City official: The official is a 1st level fighter, magic-user, or cleric. Officials travel with 0-3 guards or assistants. The assistants are 1st level fighters, and the guards are 1st-2nd level fighters.

Retroconversion of Root of All Evil to OD&D - pt. 3

Driscall's House
Driscall (fights as peasant, as per Chainmail rules. Useless in one-on-one combat.)
The Sentinels of the True Way
Faupel, Daarle, Vaeniiv, Suetin, veteran guards: AC 5; MV 9"; F 1; hp 6 (x2), 5 (x2); chainmail armor, broadsword, javelin, 6 ep each.
Neaboo, Kaizil, veteran sentinels: AC 6; MV 12"; F 1; hp 6, 5; leather armor, shield, handaxe, 4 ep each.
Tealia, warrior: AC 7; MV 12"; F 2; hp 9; leather armor, cloak, broadsword, short bow, quiver of 10 arrows, 10 gp.
Fulkaft, Kazuk, Borli, dwarven veteran miners: AC 6; MV 6"; F 1; hp 5, 4, 3; leather armor, shield, warhammer, 4 sp each.
Kibik, veteran: AC 7; MV 12"; F 1; hp 7; leather armor, club, short bow, quiver of 20 arrows, 4 ep, small sack, 50' of rope.
1 more veteran: AC 7; MV 12"; F 1; hp 6; leather armor, short sword, short bow, quiver of 10 arrows, 9 sp, small sack.
Raspar's Silver Book. It contains the following spells: detect magic, read magic; phantasmal forces, and invisibility.
Book of Carlisle. The pages are all dogeared, though the spells within are intact. They include: detect magic, read magic, charm person, sleep; and knock.
The Leaf and the Twig. This druidic book of herbs and medicine allows anyone to learn how to doctor wounds. Anyone studying this book, and keeping the book as a reference, can see his patients return to full hit points after just 6 days of rest.

THE FALLEN CASTLE
A. Castle Exterior
2) Tower
The doors from the inner bailey to these towers are barred from the inside, and the bars have rusted to their brackets (23 hp, blunt weapons only).
3) Inner bailey
2 gorillas (treat as ogres): AC 5; MV 9"; HD 4+1; hp 13, 11.
B. Keep Interior -- Ground Floor
5) Main keep
Strong wooden doors fill the place. Most are swollen and stuck from the humidity (25 hp, blunt weapons only).
9) Kitchen
18 giant rats: AC 7; MV 12"; HD 1/2; hp 3 (x7), 2 (x8), 1 (x3).
C. Keep Interior -- Second Floor
11) Balcony and landing
2 skeletons: AC 7; MV 6"; HD 1/2; hp 3, 2.
14) Guest room
The ring is a ring of fire resistance.
18) Secret passage
The shield is actually a shield +1, though the other items are not magical.
21) Great room
The doors on the east wall are locked (25 hp, blunt weapons only).
22) Armory
Most of the weapons are damaged beyond repair. However, one light crossbow is intact, as well as three short swords, a battleaxe, and a composite bow +1.
23) Treasure room
The throne is indeed solid gold and is worth a good 10,000 gp to the right buyer but is securely bolted and held to the floor with a wizard lock cast by a 10th level magic-user. It would be a major undertaking to remove or even move it. It weighs 500 pounds. A potion of ESP lies on its cushioned seat.
The chest the vampire cat guards is wizard locked (10th level) and holds seven pieces of jewelry; a gold crown studded with gems (6,000 gp), an ornate spyglass (900 gp), a silver tiara with small sapphires (2,000 gp), a platinum scepter studded with rubbies (7,000 gp), a jade bracelet of intricate design (1,400 gp), a pair of silver and gold earrings (300 gp each), and an ivory armband (600 gp).
The second chest is sealed shut and must be bashed open (15 hp, blunt weapons only). In the chest are 2,730 sp.
1 vampire cat: AC 2; MV 12"/18"; HD 7; hp 25; attack energy drains one level from the victim.
24) Landing
9 giant mosquitos: AC 6; MV 3"/15"; HD 1+1; hp 5 (x2), 4, 3 (x2), 2 (x4).
29) Laboratory
13 giant centipedes: AC 8; MV 15"; HD 1/2; hp 3 (x4), 2 (x4), 1 (x5). Poisonous bite -- save vs. poison at +4 or die in 1-4 hours.
30) Library
Anyone who views the scene must make a saving throw vs. spells or immediately panic. Unlike most fear encounters, those who fail the save are rooted to the spot and must watch the whole grisly thing.
31) Study
The raven is just an illusion masking the presence of a wight.
1 wight: AC 5; MV 9"; HD 3; hp 10; attack paralyzes unless victim saves vs. paralysis.
32) Wizard's room
A wizard lock, at 10th level, holds the door to this room.
35) Kitchen
3 poisonous snakes (adders): AC 4; MV 9"; HD 1+1; hp 6, 5, 4; poisonous bite -- save vs. poison or die in 1-10 rounds.
36) Lieutenant's quarters
8 large spiders: AC 6; MV 12"; HD 1+1; hp 7, 5, 4, 3, 2 (x4); poisonous bite -- save vs. poison at +2 or die in 3-18 rounds.
45) Bedroom
2 giant owls: AC 5; MV 3"/18"; HD 4; hp 14, 13.
3 huge owls: AC 6; MV 3"/18"; HD 2; hp 9, 8, 6.
50) Temple
12 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x4), 2 (x3), 1 (x5).

Retroconversion of Root of All Evil to OD&D - pt. 2

g) Back door
The door must be bashed in (10 hp from blunt weapons only).
4 goblins: AC 6; MV 6"; HD 1-1; hp 4, 3, 2, 1; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
h) Rear guard
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
j) Great hall
There are ten female goblins here; four are pregnant and avoid combat. One is afraid, and runs for help. The remaining five attack (as if kobolds).
5 goblin females: AC 8; MV 6"; HD 1/2; hp 4, 3 (x2), 2 (x2); shield, dagger, 1d6 cp.
3) Alchemist's Hut
The lone foor to the place is chained and locked (20 hp of blunt weapon damage). The shutters hang ajar, but the windows are blocked by iron bars (10 hp of blunt weapon damage to dislodge).
Arowain Fain, warlock and alchemist: AC 9; MV 12"; M-U 8; hp 22; tools, clothes, leather apron.
Spells: No spells memorized.
The sorceress comes to check on her charge and overhears most of the conversation. She is incensed at the betrayal, but smart enough to have cast protection from good and protection from normal missiles on herself.
Daresh, sorceress: AC 9 (7 with spell); MV 12"; M-U 9; hp 27; AL L; S 8, I 18, W 11, D 16, C 15, Ch 10; ring of telekinesis, wand of fear (22 charges), potion of flying, potion of healing, dagger, 3 darts, gold necklace with lapis lazuli worth 550 gp.
Spells: detect magic, protection from good, charm person, sleep; levitate, continual light, knock; hold person, lightning bolt, protection from normal missiles; polymorph self, dimension door; teleport.

RETURNING TO HAANEX
Dinner Anyone?
Grumm, Blash, ogres: AC 5; MV 9"; HD 4+1; hp 19, 18; club, pouch with 67 gp (27 of which belong to the dwarf in the bag), small ornate silver dagger worth 25 gp (also the dwarf's) (Grumm); spear, gold belt with three ruby chips forming the eyes and mouth of a skull (rubies 50 gp each, belt as a whole 200 gp) (Blash).
Wegred, hobgoblin: AC 5; MV 9"; HD 5; chain mail, short bow, quiver of 20 arrows, 2 gp.
Stirukar, dwarven veteran and smith: AC 9; MV 6"; F 1; hp 7; no possessions carried (unless returned from the ogres).

THE BOAT TO ZOA
The Forsaken
18 sailors (fight as levee, as per Chainmail rules. Useless in one-on-one combat.)
Shipmaster Haager Pocaat, warrior: AC 7; MV 12"; F 2; hp 9; AL L; S 14, I 15, W 8, D 15, C 10, Ch 11; leather armor, short sword, dagger, 5 sp.

ENCOUNTERS AT SEA
1) Becalmed (keep weather conditions, but substitute sahuagin with encounter 2)
2) Sea Serpent
1 giant sea serpent (constrictor snake): AC 5; MV 9” (12” swimming); HD 10; hp 36.
3) Pirates!
10 pirates, veterans: AC 6; MV 12”; F 1; hp 7, 6 (x2), 5, 4, 3 (x2), 2 (x2), 1; leather armor, shield, short sword, hand axe, 1d6 cp each.
Shipmaster Vile, swordsman: AC 6; MV 12”; F 3; hp 15; leather armor, shield, morningstar, 10 cp, 11 sp, 7 gp, 1 pink coral gem worth 100 gp.
4) Death Ship
Mast. 8 zombies: AC 8; MV 6”; HD 2; hp 11, 10, 9 (x2), 8 (x2), 7 (x2).
3 ghouls: AC 6; MV 9”; HD 2; hp 9, 8, 7; attack paralyzes unless victim saves.
Varin, evil prefect: AC 5; MV 9”; C 5; hp 20; AL L; S 10, I 7, W 15, D 8, C 9, Ch 10; chainmail armor, footman’s flail, potion of invisibility, potion of healing, 6 gp.
Spells: cause light wounds, purify food & water (x2); blight, hold person; animate dead.
Wheel. Shipmaster Wien, swordsman: AC 9; MV 12”; F 3; hp 12; AL L; S 11, I 14, W 9, D 9, C 10, Ch 17.
Galley. 1 zombie: AC 8; MV 6”; HD 2; hp 7.
Captain’s Cabin. 8 skeletons: AC 7; MV 6” HD ½; hp 3 (x3), 2 (x3), 1 (x2).
Bilge. 16 animal skeletons: AC 7; MV 6”; HD ½; hp 3 (x5), 2 (x7), 1 (x4).

OVERVIEW OF ZOA
1) The Market
Scam A) Please Sir, May I Have Some More?
Elvoir, veteran: AC 9; MV 12”; F 1; hp 6; dagger, chalk, wax, a whistle, and some string.
Scam B) Sleight of Hand
Beriece, anti-hero: AC 9; MV 12”; F 4; hp 23; dagger, short bow, quiver of 12 arrows, ring w/needle (for cutting purses), pouch containing 9 gp and 28 sp.
Scam C) Going Once, Going Twice, Sold!
Miana Reemae, myrmidon: AC 9; MV 12”; F 6; hp 33; dagger +1, merchant’s scale, pouch containing 11 gp, 39 sp, and 19 cp.
Scam D) Now You See It…
Miana Reemae (see above).
Scam E) In a Hurry
Semaj, swordsman: AC 7; MV 12”; F 3; hp 18; leather armor, battleaxe, pouch containing 5 sp and 27 cp.
3 warriors: AC 9; MV 12”; F 2; hp 14, 11, 9.
5) Small Town
Purguld, dwarven warrior: AC 5; MV 6”; F 2; hp 14; chainmail armor, dagger.

ENTERING ZOA
Geolain’s Tower
Geolain, enchanter: AC 9; MV 12”; M-U 7; hp 20; AL L; S 10, I 18, W 18, D 14, C 16, Ch 17; quarterstaff, ring of invisibility, scroll of finger of death, wand of paralyzation (12 charges), silver pin worth 70 gp.
Spells: detect magic, light, protection from evil, read languages; detect invisible, ESP, locate object; dispel magic, lightning bolt; dimension door.
The Blind Beggar Inn
3 sentinels (fight as peasants, as per Chainmail rules. Useless in one-on-one combat.)

Monday, October 19, 2009

Retroconversion of Root of All Evil to OD&D - pt. 1

[While I never ran a Kalamar-based campaign, nor used this module, I was very much interested in the game setting until 2002 and worked to convert several modules in the hopes I would get to use them someday.]
DUNGEONS & DRAGONS
Kingdoms of Kalamar
THE ROOT OF ALL EVIL

Credits
Author: Andy Miller, et. al. -- 2001
Conversion Editor: Scott Casper -- 2001

INTRODUCTION
You, the DM, will need a copy of the D&D booklets, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures for this adventure. It may also be useful to have the Chainmail wargaming rules. One can find statistics for monsters and key Non-Player Characters (NPCs) in the Appendix at the back of this book. As the adventure takes place in the Kingdoms of Kalamar campaign setting, the DM should also have the Kingdoms of Kalamar core sourcebook.

Conversion Note: This module has been converted from 3rd edition Dungeons & Dragons (c. 2000) back to 1st edition Dungeons & Dragons (c. 1974). This is not a complete reproduction of the original module; it includes only paragraphs in which game mechanics-specific changes have been made.

Note on Resting
Since this adventure does not take place in a single dungeon, there will be more than one opportunity for the PCs to rest, recover lost hp, and rememorize spells. It is recommended that this be allowed to take place whenever the PCs have returned to the village of Haanex or the city-state of Zoa during the adventure.

Note on Character Death
Expect at least several. Players should be encouraged to have wills made for their PCs, and possibly back-up PCs on hand.

Haanex (village): AL NG; population 600 (99% human, 1% dwarven).
Authority Figures: Mayor Foosiwain, male human F 2
Important Characters: Veoden, male human M-U 7; Elskin Torris, male human C 4 (Holy Mother/home); Fortis Aluz, male human F 2 (militia commander); Alexis, female human C 1 (Lord of Silver Linings/healer).
Village Militia: 13 1st level fighters (led by Fortis Aluz, above).

VEODEN'S TOWER
All windows and doors of the place have a wizard lock spell cast on them at 7th level.
Veoden, enchanter: AC 8; MV 12"; M-U 7; hp 18; AL N; S 9, I 18, W 16, D 13, C 14, Ch 16; dagger +2, +3 vs. orcs, goblins, and kobolds; ring of protection +1, potion of flying, potion of healing, scroll of lightning bolt.
Spells: read magic, charm person (x2), sleep; levitate, invisibility, continual light; hold person, fireball; dimension door.

THE GRAVEYARD
1) Main gates
The bronze chains on the gates are old. They are heavy and resist any attempts to damage them (10 hp, affected by blunt weapons only).
2) Mausoleum
The old, sealed door can be bashed with blunt weapons (5 hp).
8 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x3), 2 (x3), 1 (x2); shield, short sword each.
3) Atuur Dairoo's grave
If the PCs have the shovels Veoden offered them, it only takes 30 minutes (with two people digging) to uncover the coffin of Atuur. The casket is wrapped in iron chains and held by a stout lock. The lid is tightly shut but easily opened once the chains are removed (10 hp, from blunt weapons only), to reveal the decaying body of Atuur Dairoo.
Atuur Dairoo (wight): AC 5; MV 9"; HD 3; hp 10. Attack paralyzes unless victim saves. Immune to normal missile fire.

THE THIRSTY HOUND
Girion, veteran: AC 5; MV 9"; F 1; hp 7; AL N; S 16, I 13, W 12, D 17, C 15, Cha 8; chainmail, short bow, quiver of 20 arrows (4 silvered), longsword, silvered dagger.

THE CRATER
2) Goblin lair
4 goblins: AC 6; MV 6"; HD 1-1; hp 5, 4, 3, 2; leather armor, shield, short sword, 1d8 cp each.
a) Entrance guardroom
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, short sword, 1d8 cp each.
b) Goblin barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5 (x2), 4, 3 (x2), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
c) Lieutenant's barracks
4 goblins: AC 7; MV 6"; HD 1-1; hp 5 (x3), 4; leather armor, longsword, 1 sp each.
d) Guard barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5, 4, 3 (x3), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
e) Chief's room
When someone attempts to open the door, a trip wire across the top pulls a burning lantern into a pan of oil in an overheard compartment. The compartment opens, splashing flaming oil onto those below in a 6 foot diameter. If the first person through the door tries to close it immediately upon seeing the charred goblins, then there is only a 1 in 6 chance of the lead PC being killed. Otherwise, there is a 2 in 6 chance of the lead PC being killed, and a 1 in 6 chance of the second PC being killed. The oil burns for 3 rounds before it burns away.

Wednesday, September 9, 2009

Top 45 Beatles Songs

In honor of the big releases today (wish I could afford Beatles Rock Band SO MUCH!), and inspired by a top 50 list (that got some wrong) in Entertainment magazine, I present my list of top 45 Beatles songs. I cannot begin to put all of these in order of preference, so I present them in chronological order by when they were recorded.

Misery. The Beatles' first perfect effort at anti-feel good lyrics.
Hold Me Tight. A childhood favorite thanks to the Beatles cartoon show that transformed this song into one of the more exciting episodes.
Twist and Shout. A testament to the Beatles' early talent that they could take a song that was originally awful and perfect it when they covered it.
Til There Was You. This show tune-turned crooner ballad showed the Beatles had far-reaching range in both competence and inspiration.
Don't Bother Me. Like “Misery”, the Beatles realized that the love songs were for chicks and guys with girlfriends, but if they really wanted to appeal to everyone, they needed to reach the lonely, depressed male audience too.
And I Love Her. Admitted weakness: pair McCartney with a ballad and I'll love it every time.
I'm a Loser. When I was depressed, these were the songs with which I identified.
I Don't Want to Spoil the Party. The first Beatles song that tells a story.
Eight Days a Week. Foreshadowing the illogical lyrics to come.
You Like Me Too Much. Practically defines my current relationship.
You've Got to Hide Your Love Away. They out-Dylaned Dylan.
Help. With hindsight, so insightful.
I've Just Seen a Face. Pure fun.
Yesterday. Pure magic.
Norwegian Wood. Wickedly funny and smart.
Tomorrow Never Knows. Mind-blowing entrance into psychedelia.
Paperback Writer. Absurdly funny.
And Your Bird Can Sing. Long before I was fully cognizant of the ironies the Beatles were playing with, this was one of my childhood favorites for what I perceived as its playful innocence – demonstrating the levels on which the Beatles were operating.
Eleanor Rigby. Buddy Holly had already given us rock n' roll with classical instruments; McCartney one-upped him by giving us rock n'roll that was classical music.
For No One. Their first truly sad song (which is why I didn't like it until I was older) which, coincidentally, is the only Beatles song to prominently feature a French horn, the only instrument I was ever tempted to learn how to play in grade school.
Yellow Submarine. As dazzlingly imaginative as any of Lennon's drug-inspired songs, while possessing the innocent sound that McCartney could still do so well and Lennon had lost.
Good Day Sunshine. The complete opposite of the band that had three years earlier written “Misery” -- now they were ready to push happiness in your face!
Strawberry Fields Forever. Powerful, with a sound music had never had before.
When I'm 64. More pure fun.
Penny Lane. The perfect B-side to “Strawberry Fields”; where “Strawberry” vaguely evokes a mist-shrouded past, “Penny Lane” is a snapshot-clear picture of a moment in time.
A Day in the Life. Transcendent. My #2 favorite Beatles song.
Being for the Benefit of Mr. Kite. Mesmerizing, how Lennon took something so mundane and twisted it into something almost scary.
Lucy in the Sky with Diamonds. Along with “Mr. Kite”, my other favorite song from Sgt. Pepper's in childhood for their imagery, when “A Day in the Life” was still too powerful for me to absorb.
It's All Too Much. While Lennon sang better about love as pain and McCartney sang better about love as an ideal, Harrison could sing about love as overwhelmingly powerful. This is “You Like Me Too Much” on steroids.
I Am the Walrus. Probably what I would pick as my #3 favorite song, this song combines the power of “Strawberry Fields” and the stark imagery of “Lucy in the Sky” while, again, sounding like nothing that had come before it.
Blue Jay Way. Harrison matched “Mr. Kite” for creepiness, with an emphasis on match. The Beatles were no longer complementing each other at this point, but competing with each other.
The Fool on the Hill. McCartney showed a new level of lyrical skill with some of Lennon's darkness (although masked with ambiguity).
Across the Universe. Lennon's most beautiful song (and a great movie too!) until "Beautiful Boy".
Hey Bulldog. Lennon showed that they could still do rock n'roll, though transformed by the sounds they were inventing around it.
Blackbird. One of McCartney's most beautiful songs and the simplest of them.
Revolution. Yes, they could still rock, but now they could rock with purpose!
While My Guitar Gently Weeps. I have to cheat – this song warrants inclusion not for the final, heavier version, but for the softer version discarded and only released later on Beatles Anthology. Harrison here could have complemented the other Beatles as he used to by demonstrating power with a whisper, but instead decided to compete with Lennon by rocking it out.
Hey Jude. Not just a song, it's the anthem of the human race. Powerful beyond measure and easily my #1 favorite song.
I Will. What I consider to be McCartney's most perfect expression of ideal love (though some of his post-Beatles work, like “Silly Love Songs” would come close).
Julia. Gripping in its biographical depiction of pain, regret, and sadness.
Two of Us. Even though not originally intended to be about Lennon and McCartney's partnership, still ironically poignant.
Let It Be. A sort-of “Hey Jude” Jr., that's still better than most other songs.
The Long and Winding Road. But my loyalties are torn between versions – on one hand, I like the power of the Phil Spector version, even while it subverts the simple wisdom of the quieter version McCartney had intended.
The One After 909. And after all that, they could still come back around to this and do an old-fashioned rock n'roll song? If you're the Beatles, you COULD go back home again.
Come Together. Almost a B-side song for “909”, though it was not released that way. After looking back at the beginning with “909”, “Come Together” could have been a fresh start for the Beatles, becoming a rock n'roll band again informed by their old influences, but also by the music they had created in between. That it never happened is so tragic that this song barely squeaks onto my list and would probably be #45 if I had ranked them all.