Wednesday, November 30, 2011

ConstantCon Mini-Update and New Local LL Game

I ran my first ConstantCon game -- Tales from the Hotel Kaladarian Episode 1, "Bat Urine Cleansing Agent" -- about a month ago, but still haven't written up the session report. Shame on me!  I will get it composed by the coming weekend if I can.


I launched that ConstantCon campaign in the wake of my aborted public Labyrinth Lord game at Lift Bridge Books. That public game remains aborted for now; nevertheless, since the day of its tanking, I have been approached by many folks asking about whether or not that game was up and running.  Students and casual contacts from my College have asked about it, as have the management at the bookstore.  Further, those wonderful bookstore staffers (THANKS Joe and Cody!) have collected some referrals from people who have come into the store asking about and/or expressing interest in the old-school D&D game. So between my campus contacts and the three or four phone numbers the bookshop sent me, I regained hope in my ability to establish a local Labyrinth Lord game -- this time in my own home.

You see, when my first attempt at a public game failed, I deduced that either

(1) Sunday afternoons are no good for people schedule-wise,

and/or

(2) would-be participants are not thrilled to play D&D in a public venue.

Turns out it was the latter only.  So in recent weeks, I have rustled up a group of about five or six players who are willing to play Labyrinth Lord on Sunday afternoons at my place!

This group meets for the first time this coming Sunday to roll characters and start adventuring!!

In time, if this group jells and feels confident to do so, maybe we will take our game back to the bookstore and play in public.  But it seems like it has been easier to convince people to play, and may be easier to get them comfortable with each other and me, in a private venue for the time being.

In any case, now I will have two regular groups running simultaneously, plus occasional Tales from the Hotel Kaladarian. A fruitful and exciting RPG'ing schedule, not to mention more fodder for the blog.

Take THAT, you fiend!

Monday, November 28, 2011

Compendium's Tentative TOC

In the comments to my recent post on the artwork of the Lands of Ara Compendium 2011, Peter Regan (of Oubliette fame) asked:

"Can you give us an idea of the page count and a table of contents at this stage?"

To which I replied that "so far it's a loose list that my Editor-in-Chief (Spawn of Endra) hasn't yet vetted. But I will post a list of the likely Compendium contents as soon as I can."

And now I honor that promise! Note that what follows is neither a comprehensive list -- more stuff may be added -- nor (on the other hand) an accurate representation of how much total stuff will make it in -- I suspect that the final Compendium will have a shorter TOC than this one. But this will give you an idea of what I've been thinking about in a general way . . . .

LANDS OF ARA COMPENDIUM 2011
Sample Table of Contents

INTRODUCTION by Spawn of Endra and Carter Soles

RULES MODIFICATIONS
Arandish Horse Movement Rates

MONSTERS
Trolls of Ara
Demons of Ara
Dragons of Ara
Horned Cyclops
Sleestak
Dimetrodon, Fire-Breathing
Dimetrodon, Aquatic
Dimetrodon, Flying
Blaag
Swamp Tiger
Mind Flayer for LL (ROCC psionics)
Undead Yeti
Undead Stirge

TRAPS and ITEMS
Ogre Acid Pool
Triple Fire Trap Room
Holy Water Bolas
Gunger Beykr's Chime of Infallible Wayfaring
Alaxxx's Penny of Retrieval

NPCS
Rogath the Swamp-Ranger
Dalgoop of Minoch
Toran (N. Achelonian ogre fighter)
Rabbit-Head
Elzar the Horrid
Hokka and His Crew
Grel Kalorian, elf mage
Gorgo of Gannar
Beastarr the Bobcat
Hobart the Ambiguous

UPDATE:
ERSTWHILE PETTY GODS
St. Ainless of Inocks, Patron Saint of Metal Accoutrments
Dozentit, Goddess of Perfunctory Inquiry

ALTERNATE PC RACES AND CLASSES
Rodians (race as class and advanced versions)
Ogres as PCs
2d6 Bardery / Basic Arandish Bard
Bard Variant: The Jongleur
2d6 Rangery

SPELLS
Scumbrella
Stickyfoot
Troglodyte Stench Burst
Cannibal Curse
Vomitus Deluge
Alaxx's Zib Flobble
Alaxx's Zib Floogle
Dunce-Face
Symbol of Porn

ADVENTURES
One-Hour Dungeon Map
Sark's Cave, an Expansion for Wraithstone Isle

IDEAS AND INSPIRATIONS
2D Barcode Maps
Aleister Crowley, Master of the Random Table
random d30 table(s)
d30 rule retrospective

That's all I've got on the list so far, plus numerous illustrations by Kelvin Green. As I say, I suspect we may need to trim this down a bit before it goes to press, or it will be too big to be easily usable.

Sunday, November 27, 2011

What Character Am I?

Always a sucker for whatever bandwagon is passing through the blogosphere, I have joined Peter and David in taking the What Kind of D&D Character Would You Be? test. Here are the results, which reveal me as the conformist I truly am:

I Am A: Lawful Good Human Fighter/Wizard (3rd/3rd Level)

Ability Scores:
Strength-13
Dexterity-12
Constitution-11
Intelligence-13
Wisdom-12
Charisma-16

Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

Secondary Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Friday, November 25, 2011

A Two-Part Revelation About Bards

1. Zak's initial breakdown.

2. Zak's additional clarification, also reprinted below:

(Note especially the comment in the far bottom left: 
"people obsessing over their mechanics as if that mattered")

With all due respect to Uncle Junkal, who I very much enjoy having in my campaign, I admit to feeling this way myself sometimes.  My annoyance has less to do with objection to the Bard character type as such, but to the immense difficulties inherent in making the Bard class work within the rules without feeling patently stupid or wonky at times.

Should Bardery simply be role-played?

Sunday, November 20, 2011

Session 46: Raiders of the Underwater Temple

This session, played 11/3/11, included PCs Innominus (Clr 6), Hazel (Ftr 4 / MU 4), Yor (Dwf 6), Dak (Dwf 6), Vivuli (Assassin 5 / MU 4), and Uncle Junkal (Rodian Bard 4), plus NPCs Gorgo (Dwarf-4) and Fuzz (Ftr-2).

The party was still monkeying around with the same elevator they discovered last session. Having just killed two big Ponaturi in a tunnel on what I'll call the "Briny Level," the group decided to attempt to ride the elevator even further down into the bowels of the earth. An appropriate place for scum of their sort, in my view.

At any rate, leaving Hazel's follower Fuzz up on the Thoopshib Temple level to work the levers, Vivuli issued him instructions via his monkey familiar, also left upstairs. One lever pull later, the elevator rumbled, and down they went, 800' feet farther below the Briny Level, to a place where they beheld a strange sight indeed.

The elevator exit opened west onto what appeared to be an underwater scene. The ever-bold Dak stuck his arm through the exit-way, feeling a slight tingle as his hand passed through a transparent force-field into rather cold (salt) water. Though it was very dark, the PCs determined that they were looking out at a sea floor about 50' below the level of the elevator floor. The eerie underwater scene was dimly illuminated by some distant light source to the west.

All the party members quaffed water breathing potions. Dak drove a spike into the elevator room floor, tied a rope to it, and the party tethered themselves to this rope in the following marching order: Dak - Yor - Hazel - Innominus - Uncle Junkal. All these (plus Vivuli) set off through the portal, marching along the sea floor toward the light source; Vivuli, untethered, swam a few feet above the column of his comrades as they made their way westward.

The party had a total of 550' of rope, which got them to within about 150' of the light source when they ran out of tether. The pale green light emanated from a huge, glowing, egg-shaped object sticking up out of the sea floor ahead. Vivuli swam ahead alone to scope out the structure more closely, and was able to see that, in the east face of the natural-seeming stone "pedestal" (really an outcropping of the sea floor itself) that cradled the glowing "Egg," there was inset an arched entranceway, 20' across and 30' high. Pitch darkness lurked within the archway; that darkness had a sickly green tint to it.

Vivuli swam back to his rope-bound comrades and, on the basis of his reportage, the group decided to go back upstairs to the Prince's Manor (to rest, recuperate magical abilities, etc.) before returning the next day to explore this weird underwater structure. In particular, Innominus wanted to regain his Locate Object spell, so as to track the location of the coin he placed in the Thoopshib Temple slot a few sessions ago.

Back upstairs in the Manor house, the party learned that the recently recovered Prince Arkus planned to hasten to Farn Junction with cadre of priests in order to save as many citizens of the plague-ridden town as possible. He was taking a regiment of his soldiers north within the next day or so, and was having Grand Vizier Krock and Father Azamondius write letters to numerous Minochian and Kaladarian Holy Orders calling for priests capable of curing disease to meet them just outside Farn Junction. Innominus offered some advice to the Prince on how to proceed with Operation Rescue Farn Junction, but the party felt that their own work was here at the Country Manor, routing out the demonic threat that still dwelt somewhere in its bowels.

Vivuli cast invisibility on the two dwarves that night, and all rested.

On the morning of Day 165 of the party's Arandish adventures, as Prince Arkus readied his men for the rescue operation to the north, the party rode the underground elevator back to the underwater level, quaffed more water breathing potions, and headed back across the sea floor toward the eerie Egg. Innominus cast Locate Object, and indeed that coin of his seemed to be located somewhere within the glowing, Egg-like structure.


They went through the archway and inside, finding themselves in a large (40' x 160' with 30' ceilings), dark, pillared chamber (see map above). They moved slowly into the place (dashed arrow) in their previously established marching order, only with Vivuli in front this time.

Innominus detected for magic and evil, finding that the twelve pillars in the place radiated literally the strongest magic he'd ever seen, and that the entire place radiated very strong evil. He also cast detect traps, which didn't reveal much.

As they walked westward, the group noticed two other sinister features of the area:

- the spaces between the two columns of pillars to their right and left were TOTALLY black, as if some kind of Void occupied that space (see shaded regions on map), and

- there were two 18' tall statues in the place, one at the extreme north end of the room, one at the south. The northern statue depicted a huge lobster-like creature, with LOTS of eyes on numerous eyestalks, plus two great eyeballs clasped, one each, in its pair of huge pincers. The southern statue looked like this:


Reaching the west side of the rectangular room, the group found Innominus' coin: it rested inside a basin set into the west wall of the south section of the chamber. This basin, seemingly made of platinum, was an offerings plate of some kind, with 385gp in it, along with seven huge (10" diameter) pearls.

The party immediately discussed how they might successfully loot the pearls, and Hazel suggested using the old bait-and-switch move like Indiana Jones did in the opening sequence of Raiders of the Lost Ark: find some valueless object of roughly equal weight and swap it out (quickly!) for the pearls in the basin.


Dak went outside to the sea floor and located a suitably sized boulder while Innominus and Hazel readied defensive spells. The dwarf brought the boulder in, and in a carefully timed effort, he rolled it onto the offerings pedestal as Vivuli pilfered the pearls, the gold coins, and the platinum tray itself! The two thieves were tethered to a rope, which their comrades Uncle Junkal, Fuzz, and Gorgo immediately hauled upon, bringing the looters and their loot back outside the glowing Egg structure.

Innominus then prudently cast Wall of Law inside the chamber, surrounding the central 20' walkway (see line on map) and utterly covering their retreat. That spell:

"Shines as a bright light that will hold all intelligent undead at bay. In addition to taking 1d8 points of damage, any Neutral or Chaotic creatures passing through this barrier must make a save versus Spells and Spell-like Devices at -1 or be calmed for one hour afterwards. Calmed creatures are -2 on all combat rolls during this hour."

Nothing came out of the Egg after them, though Innominus sensed Evil Undead spirits within, unable to pass the Wall of Law he had created.

The group then hastened back to the elevator and rode it to the highest level they knew of: the huge, sulfurous-smelling chamber located 200' above the Thoopshib Temple level they originally came from.

The PCs cursorily poked around in that vast chamber. Yor and Dak walked its perimeter, learning that its dimensions were 1000' (north to south) by 1400' (east to west), with 40' ceilings. Next the whole party* walked out 400' eastward toward the center of the room, and found some demonic etchings in the floor, inscribing a vast, 600' diameter circle. Uncle Junkal and Viv both instantly recognized this as some kind of demonic summoning circle.

And this is where the session ended.

DM's Notes
Uncle Junkal leveled up to Rodian Bard-5.

--
*Technically minus Hazel, whose player had had to retire by this point in the evening.

Friday, November 18, 2011

Compendium Artwork Update

The Lands of Ara Compendium 2011, described here as "collected highlights of the gaming content from the Lands of Ara blog from its inception in 2009 until the end of 2011, to be released as a free, downloadable pdf in the first weeks of 2012," is slowly starting to come together.

In that same post I mentioned that killer OSR artist Kelvin Green was working on new illos for the Compendium, and indeed he has recently delivered these! So here is a teaser of what is to come, in the form of Kelvin's awesome depiction of an Undead Yeti:


And speaking of killer OSR artists, we have commissioned the Compendium's front cover illustration from Johnathan Bingham. As Johnathan recently wrote, he is well into the initial sketching phase already, and once he has worked his magic, his wife Daisey will be colorizing the cover image for us! No preview yet, but I can tell you I'm very excited about this piece, as well as a number of other GREAT Kelvin Green pics I am keeping secret until the release of the Compendium.

Tuesday, November 15, 2011

Pimping an Archaeology Blog

Ahoy says Spawn:

This is just quick note to pimp a newish blog about archaeology that an old friend of mine is running, called The Subversive Archaeologist. Rob is a Canadian living in California, has a bunch of degrees, and is very opinionated about archaeology. He has plenty of axes to grind, particularly when it comes to claims that Neandertals were cognitively like anatomically modern humans, had religion, had burial practices, language, symbol expression, etc. Bogus, says he. His blog is well written, takes folks to task ... Hmm. Canadian, opinionated, good writer with a slightly high-brow tone, telling everybody they're doing it wrong. It's almost like reading Alexis's blog, except you get the feeling that Rob doesn't think most of his readers are stupid.

Well, that ought to move some traffic over there.

At any rate, if you have any interest in archaeology and critical analysis of the discipline, check it out.