Friday, July 30, 2010

Dungeon Tiles

Having used some home-made dungeon tiles in my last session and finding them to be quite fun and useful, I've altered my custom set more for general use. The tiles are gridded with roomy 1 1/4" squares which translates to about 5 feet in game scale and can be use with most any fantasy game edition. A great free alternative to map out entire dungeon adventures or just close combat areas. There are 4 sets to download all around 3MB each.

Just print these pages out on a nice card-stock, get yourself a paper-cutter and start slicing.

These files are all greyscale to help save on printing costs.

I'll be putting out another set with some colored items such as pools and trapdoors and things like that at a later date.

Set One: 20X20 Rooms
Set Two: 30X30 Rooms
Set Three: Corridors
Set Four: Stairs & Rooms

A brief note on Dungeon Tiles

I first bought a set of dungeon tiles back around 1980 or '81. I liked the concept but for whatever reason they never quite worked for me. Maybe the scale was off or, most likely, I didn't get enough tile variations to be useful. To be honest, I would have rather spent my meager allowance on minis, modules or new games. So the Tiles were put away and lost for all time.

As we've played our current campaign, I've experimented, off and on, with using minis to find a good balance of keeping the game in everyones head yet keeping combat clean, quick and organized. I felt the tiles helped with that in our last session.

Now, I could have gone the route of the Hirst Products because they are pretty awesome (check out Jame M's table image) but again, it's additional time and money which both are in short supply right now. So it's the inexpensive route for me.

Alas, I ramble on…so if you like, download these dungeon tiles and have fun!

Tuesday, July 27, 2010

Session XVIII: Harrowood

After looting the lair of the Beast-men within Harrowood, Wolfheir, Gnarly (along with his Mushroom-men), Tibag, Skwanky and Nadrak the Adept of Mithra discovered a path leading away from the lair. As they decided to follow the path, Geedleesmote, Slick Vinny and Adara headed back to camp to meet up with the rest of the party later.

Following the trail, it was soon discovered that it led to a source of water; the River Blackmoore. Not knowing where the ruined temple may be, Wolfheir believed that following the river may lead them to another path and then perhaps the temple itself. After all, the current occupants would need a source for water as well.

They decided to head north-west along the River Blackmoore. Travelling through the morning they eventually discovered a recently used path leading off into Harrowood. Following the path deeper into the woods, they soon came upon a gruesome site. Impaled upon pikes on either side of the path were rotting heads of the Beast-men!

Thinking there may be booby-traps ahead, Gnarly moved off the path and into the brush ahead of the party. Sure enough, he soon discovered a pundge trap in the middle of the trail.

Avoiding the trap, the party continued down the trail. Eventually the trees thinned out and revealed an ancient gray stone structure. Thinking that this may be the temple that they sought, they entered. Within the first chamber they discovered a stone statue of a once beautiful woman, now desecrated and defiled. Unlocking one of two doors within the chamber, Tibag led the party down a corridor where they found a circular room with a similar stone statue, again defiled.

Continuing around a corner they discovered a large open chamber. Within the chamber was a raised stone platform. Upon the platform was a heavy wood base onto of which was a cast copper skull. It seems they may me nearer than they thought!

While the others explore the room, Skwanky continued down the corridor and found another large open chamber. Peering in he sees a short, stiffly moving wooden figure walking towards him. Always out to make a new friend, the Halfling stepped into the chamber greeting this new fellow as the others caught up to him. The wooden figure raised his fists and brought them down onto the Halfling shattering bone and knocking the little adventurer to the floor mortally wounded and unconscious!

Tibag, along with some of Gnarly's mushrooms charged into the room defending their little companion. As Wolfheir ran up the corridor to aid the others, he fell into a pit trap. As the Viking began to climb out, Tibag swung at the little wooden automaton but missed and sliced his companion mushroom in half! The little wooden Golem then turned his attention to the master thief and began to pummel the half-elf, half-dwarf. With the help of Gnarly, Tibag and the Druid dispatch the creature. Nadrak used his first healing potion on the near-dead halfling and brought him back from the brink.

Regrouping once again, the party continued forward and found another circular room. This time, however, there was a statue of a woman cast in copper, unmolested. A brief examination turned up nothing of interest.

Throughout their exploration of the temple halls, the party was trying to match their map to the one found within the Beast-men's lair but to no avail. They felt that the next room that they discovered was a potential match. Opposite a short flight of stairs down, the chamber was empty save for a polished stone alter. While Gnarly and his mushrooms examined the stairs, the others entered into the chamber led by one of the larger mushrooms. Suddenly, the floor beneath them gave way and they tumbled into the darkness below!

Gnarly and Nadrak caught sight of their companions disappearing below ground. Not wanting to be separated from the rest of their party, they decided to face the same fate so they charged into the room. Sure enough, the floor opened and they too are dropped below into the darkness….

With the floor swinging back into position with a woosh! the party found themselves in complete darkness. Quickly trying to spark a torch they hear a rush of footsteps coming towards them. With a torch lit, they found themselves in a rough chamber with a passage running out. Coming from this passage were the grunts of pig-faced orcs!

Gnarly sent forth his wounded giant Mushroom-man to delay the orcs while Wolfheir poured oil along the entrance. The Orcs made quick work of the Mushroom-man and began to rush into the chamber to attack their prisoners. Wolf ignites the oil burning one of the orcs to death. As the other orcs wait for the fire to die down, the dead Mushroom-man had sprouted spores which quickly grew into little Mushroom-men. These caught the Orcs by surprise. The trapped orcs fought with the mushrooms and as the fire died down the party finished off the remaining orcs and the last tiny Mushroom-man who would not fall under their control.

Exploring the tunnels beneath the main level of the temple, the party discovered the orc's quarters and their vile debauchery. That didn't stop them from looting the orc's treasures, naturally!

More explorations brought them to a flight of stairs leading up. This led to a secret door and to a passage back within the temple proper. An open chamber revealed to the party a similar pedestal this time with an iron skull.

Traveling up the passage, they saw a dim warm light coming from another chamber. It was decided that Tibag would sneak up to see what's what. Lo', kneeling before a candle lit alter were six dark priests, one of whom heard Tibag sneak up. That priest stepped up to the doorway and peered around the corner. He didn't notice the hidden thief but spied the torchlight from the thief's companions. Sounding the alarm, he and his companions rushed into the hall and charged the explorers. Two of them, however, triped over the hidden Tibag.

A fierce battle ensued with the party standing victorious in the end and with Tibag having slain priests two himself!

Friday, July 23, 2010

More About Minis

I like the concept of Miniatures… in 'theory'.

There is really something alluring about a nicely painted mini on the table during a session.

That said, there is great personal preference if minis add or detract to classic game play. I think it depends on where each player is coming from. The key is to find a balance that all players can appreciate.

When my brother and I first started out with FRPGs with the Holmes blue book we definitely took, how shall I say, a unique path to the game. Over time Minis fell from favor in my book. A big reason for that was time and money involved putting together a collection.

So present day, in our current Swords & Wizardry based campaign, I have experimented off and on with minis. To be honest, most sessions ran perfectly fine without them. Even many of the combat encounters flowed pretty well. As our table grew (we're now up to 7 players) and we have NPCs, a five Mushroom-man army and an array of monsters charging the party, as DM I'm finding it easier to keep track of things with some type of representation on the table.

I've experimented with just the player minis and odds and ends on the table to represent the monster (usually dice). And that's fine but if you go to that point, then why not have something more accurate represent the monsters? We're back to talking about minis once again and as I mentioned above, as cool as they are, there's time and money involved putting it together. What if you roll that encounter that you don't have a mini for? Back to the dice?

So looking for a way to incorporate a type of mini back into play I tried adding paper minis to the table. I've been thinking about paper minis for a while and there some good resources out there, One Monk for example. They're cheap and easy to make. Problem is, they're made of paper and most likely won't last more than a couple of sessions.

Now having our party represented at the table as well as the monsters made the ever more complicated combat kinda fun and easier to manage on my end. For the last session I also created some Dungeon Tiles for the Temple Adventure which I think worked out pretty well too.

My mistake came from constantly using the tiles and minis during that session to move the players through the dungeon, even for just exploring. Again, I think some players liked that and some didn't like it as much. So again, a nice balance needs to be presented.

That balance appears to me to not rely on minis during the general exploration of the environment and then use them for the more complicated combats. Some of the smaller combats won't even need them I'm anticipating. I think that would keep the game more in peoples heads and less on the table.

Now, back to the minis themselves. As I mentioned, the paper minis, though quite adequate, most likely won't stand up to the test of time. One solution I am kind of keen on at the moment I found over at Drance's Once More Unto The Breach blog. The concept of using washer tokens as representation on the table seems to be an inexpensive yet practical solution. His additional link to Newbie DM finalized the concept for me.

So that will be my next new path for PC table representation. I'll keep you posted on that progress. I have some ideas in addition to that that I'll peruse as well. Maybe this isn't 'old school' enough for some but it's practical and economical. Don't get me wrong, I love minis, and if I see something I like for a good deal I'll pick it up but the general time involved to do the mini justice is really not at my disposal at this time.

As a side-note on the dungeon tiles, I'll be putting a general dungeon tile booklet together for download sometime next week.

Wednesday, July 21, 2010

5 Great Things To Come Out Of The OSR / IEP3GCwC / Or Whatever You Want To Call It

Yeah, I use the label OSR, The Old-School Renaissance, and that's Renaissance as in 'a rebirth or revival'. Regardless of what you label it or refuse to label it, things have happened and are happening on a larger scale (some may argue that) in an independent way in recent years that has not happened since the birth of this hobby.

So lets take a look at some of the things that have come out of this 'Renaissance' shall we:

1. The Retro-clones, Simulacra and All Their Bastard Children.
Sure, people have always been playing the earlier versions of many of these games and there ain't a thing wrong with that. But what we have here is accessibility. I still have my Holmes, Moldvay, 1st ed AD&D books but not everyone else does. Free, pay, either way, anyone can pick up/download these rules. And who can't argue that some of these rules really needed to be rewritten and revised and not tossed out leaving room for a new more complicated set of rules. All these new rules and variations that have come out refined and enhanced the original game, not to discredit what has come before but to honor it. Sure some call it just house-rules but so what? After all isn't everything a house rule? Holmes seemed to have put quite a bit of his house-rules into his blue book. So without having to mention the incredibly long list of creative efforts (Swords & Wizardry, Labryinth Lord, Basic Fantasy RPG, OSRIC, Microlite, LOTFP and countless others rule, modules, supplements, etc.) just take a gander over here for just a brief glance at just the tip of the iceberg.

2. Blog Explosion.
It probably started with the Dragonsfoot forums or perhaps the passing of one of the great wizards himself, but wherever started it, the explosion of blogs related to classic style RPGs have created a fantastic resource of shared ideas. Good blogs, bad blogs, they're all out there. I know I've been inspired and 'borrowed' a'plenty from all of these interweb authors. I would have loved to have all this available when I was 10 and just starting out with the game.

3. One Page Dungeons.
Admit it, flipping through modules can, at times, be a pain. Yeah, I'm sure many of us have compressed dungeon making into a single page before but here we have a nice format put together by some thoughtful and inspired PnP gamers. You can cram a whole lot of adventure in that single page format and it has become my go-to process to whip out a new adventure for my players. One Page Dungeon Templates. Lets not forget the One Page Wilderness template either.

4. The Return of the Megadungeon.
Pure dungeon crawl joy. Nothing says Dungeons & Dragons more than an endless labyrinth of dark tunnels, cave, chambers, pits, traps and wonder leading a party deeper beneath the surface of the earth. From Stonehell to the Castle of the Mad Arch-mage to many others the wild and wacky worlds of wonder of the Megadungeon has resurfaced again to entice many'a adventurer to their fortune or doom.

5. Magazines and Fanzine.
Knockspell, Fight On!, Encounter, OD&Dities and Nod just to name a few. Nuff Said!

Regardless of what is happening and whether people see it differently or not, something has indeed created an excitement about the 'classic' game, something to bring in old players and new alike. Something to get us all delving once again.

Let's admit that TSR as we once knew and loved it is dead. For many of us it died at many different periods of it's history but it has indeed passed. Like all of you, I have fond memories of that brand, logo, creators etc. but lets face it, Wizards of the Coast / Hasbro has really done a shitty job carrying the torch.

Well, they did give us the OGL.

p.s. I'm not saying this is a movement or club or anything. Just play any game you want and have fun!

Monday, July 19, 2010

Dungeon Art

Cloud Giant and his ogre magi vs a (doomed?) party. Illustration for the upcoming issue of Knockspell #5.

Saturday, July 17, 2010

Destined Fate Of The Blog Spammer

d1gd21g231g21s said...

很喜歡看看別人的生活故事,謝謝您的分享哦~~............................................................

I know you all know this infamous spam poster here on my blog, your blog, hell everyone's blog. Every new post, there he is adding his two cents! Spammers are the goblins of the internet... no wait, goblins are fun. Spammers are the carrion crawlers of the internet - bottom feeders. There is a special place in the Virtual Nine Levels Of Hell for this spammer and all others.

Your destiny my friend...your destiny....

Friday, July 16, 2010

Read Languages, Riddles In The Dark And Other Resources

Want to give your Magic-using player a reason to use the Read Languages spell? How 'bout that third level thief being able to read that scroll? Well here are some great Ficitional Alphabets to write those riddles, clues and maps for your players. Alphabets from Atlantis, Tekumel, Tolkien, Star Trek and many more. Good Times!

http://www.omniglot.com/writing/fictional.php


And speaking of thieves and riddles in the dark here's a nice little link with some general Thieves Guild features & resources for DMs. It seems to be 3E based but there's plenty there to mine for your games from traps and tricks to riddles and more.

So I'll leave you all with this memorable little riddle of the Sphinx:

Round she is, yet flat as a board
Altar of the Lupine Lords.

Jewel on black velvet, pearl in the sea
Unchanged but e'er changing, eternally.