Anniversary Post
It’s thedicepool.com’s second birthday today! Two years ago I decided it was time to stop keeping all my thoughts on RPGs to myself and start writing them down for other people to read. Why? Well, at the time, dear reader, it was not for the edification or entertainment of others. I was just looking for a creative outlet other than RPGs themselves. Blogging is good for that! It makes you organise and record your thoughts, it can promote interesting discussion, and in writing about a topic, you invariably unearth opinions and insights you might not otherwise have realised you even possessed. It’s a cool pastime. You should try it.
Anyway, this is my second anniversary and my 213th post. In some ways I am returning to a topic that I first brought up waaay back on July 24th 2024: returning to Ad&D 2nd Edition. That post was more Dark Sun focused, but it asked the questions that I’m answering now, during the Editioning, our challenge to play every version of D&D, from OD&D to 5.5E. The main question was, why? Why play this mouldering old edition that is, arguably, overly complicated, over-written and under-nuanced compared to more modern RPGs? Why play a game that I have played, without fear of hyperbole, a shit-tonne of already? Why not play something new instead?
Back in that original post, I admitted to a
morbid curiosity to try it out. More as a historical research project than anything else. How would it compare to more modern systems like 5E or the Year Zero engine or even actual OSR systems?
That sentence, right there, that I wrote two years ago, was the seed that grew into the Editioning. Come to think of it, I may have initiated the Editioning purely so that I had an excuse to play AD&D 2nd Edition again. And, so far, I’m not regretting it.
Back to the Eternal Boundary
The investigation progresses well. It has become very clear to the members of the party that there is something very strange afoot. If you need a recap, feel free to have a look at my last AD&D 2nd Ed post.

Aurora ended the last session on her way to the Mortuary, headquarters of her own faction, the Dead, aka the Dustmen. Here she encountered Toranna the Grey, another Dustman, whose job was to send unclaimed bodies to the Elemental Plane of Fire using one of the many interplanar portals located in the building. She consulted her records to discover that the barmy, Eliath, was sent to his ever-lasting reward through that portal just last week. His possessions, likewise, were gone, having been distributed to other Dustmen.
Disappointed, Aurora went to await the arrival of the rest of the party. This dead-end (pun intended) left them at a loose end. They decided to go and visit one of the other locations on the point-crawl style map of the Hive Ward, presented in the adventure, the Blood Pit. This is the most famous pit-fighting arena in the city. It is a centre of gambling and considered neutral ground for the factions.
On the way, however, they decided to revisit the alley where Aurora had seen the corpse of the Dancing Man. It was no longer there. Instead, as the thief and the necromancer argued about what to do next, the ever quiet paladin noticed that they were quickly becoming surrounded by Chaosmen. The Chaosmen, or Xaositects, are another Faction that makes there home in the Hive. They believe in the primacy of chaos in the multiverse and they like the barmies, who they see as inherently chaotic. Chaosmen also have a mixed up, garbled way of speaking that was fun to role-play with. It took a moment before speaking each sentence aloud to just throw all the words into a mental hat and then pick them out at random. This particular group of Xaositects made the assumption that the PCs were responsible for the murder of the barmies on their turf so they showed up and demanded the party’s surrender. Unsurprisingly, they refused and our first combat ensued!
Fight!

I gave the PCs a chance to surprise their opponents here, as our tiefling thief, Trance, had an idea to drop a sphere of Darkness over the battle-ground right off the bat. I had to double-check both the surprise and initiative rules since they have changed from earlier editions. In order to gain surprise on an opponent, the opponent rolls a d10. If they roll a 1 or a 2 (a variety of adjustments can be made to this roll), they’re surprised. Since I rolled a 9, we went straight to initiative, instead. Initiative in 2nd Ed is also rolled with a d10. Each side rolls, just once, rather than once per round. The side that rolls lower gets to go first. There is a weapon speed modifier to initiative, technically, but I decided not to use it as it’s very fiddly. The Chaosmen won initiative and attacked when they saw their opponents not dropping their weapons. They had a priest with them, who Blessed the others. A big fighter named Mordrigaarz Antill, led them into battle and immediately went to focus on Glaermond, the paladin. The other combatants, all mercs ran into attack everyone else. Fighter and paladin spent the fight smashing each other in the plate armour to no effect but the mercs had more success, landing several significant blows in the first round. When it came to the PCs turn, Aurora sent her familiar, a goat to charge at the priest and did a frankly disgusting 15 damage, leaving the poor bastard with a single hit point. Trance dropped the Darkness and then crept through it to finish off the priest with a backstab. Devansh, our priest of Varuna, decided enough was enough and cast Command on Mordrigaarz, ordering him to surrender. He failed his save and dropped his weapon. The mercs followed suit and that was the end of that. After demanding they hand over their valuables, they had a chat with Mordrigaaarz, who told them they wanted to stop the murders of the barmies in the Hive and that they thought the PCs must have been responsible. Satisfied that they weren’t to blame, he left with the remainder of his group and let the PCs go on to the Blood Pit.
The Blood Pit

At the Blood Pit, they got to talk to the ale-tap tender, a high-pitched gnome named Felgar. Regular told them a tall-tale about a Guvnor (a nick-name for the Fraternity of Order, another Faction of Sigil. They serve as judges and lawyers for the city.) This Guvnor allegedly discovered a way to transform into a demon to devour the souls of the Hive’s barmies and bubbers. Apparently this was to gather enough power to challenge the Lady of Pain, herself, for supremacy in the city. Aurora did not want to pass up the opportunity to have a little flutter on the fights while they were there. I made this mini-game up on the spot. I told them the next fight to occur in the cage in the centre of this dilapidated warehouse on the outskirts of the Hive, was between a nimble, leather-clad human rogue and a muscle-bound, scarred ogre. Then I got two of the other players to roll for each side. There was a roll off for each of three rounds of the bout. The first round went to the human rogue as he flitted around his opponent. The second was taken by the ogre who smacked the rogue a good one with his windmilling tree-trunk-like arms. The third round, was a tie so they died together as the human stabbed the ogre in the neck as he was crushed by a bear-hug. Aurora got her money back and counted herself lucky.

While in the Blood Pit, Trance was again approached by the messenger urchin from the start of the adventure. They were summoned to Bendon Mawl. They had a rest that night and went to see their patron the next morning. He told them that Eliath, the very barmy they’d been looking for, the man who Toranna the Grey had said was so much ash in the Elemental Plane of Fire, had been seen in a pub in the Lower Ward. Not only that but he didn’t look too barmy anymore and he seemed to have joined the Doomguard (yet another Faction, who believes in the inevitability of entropy.) Off they went to investigate this new lead. Eliath had been seen with a group of Doomguard in the Black Sail, a tavern near the Doomguard’s HQ, the Armoury. The building itself is the prow of a galleon sticking out from between two more mundane frontages. Its sail hangs low and is stained coal black from years of exposure to the smokes billowing from the Armoury. They got a room and set themselves up for a stake-out.
Conclusion

We have such a wonderfully diverse and interesting selection of characters in the party that it has promoted some genuinely engrossing philosophical arguments. There are three different factions represented, to lawful characters and two chaotic. Our priest is a Guvnor, so has to continually justify the party’s less than law-abiding actions, or, simply try to ignore them. He could not gamble at the Blood Pit but did consider just leaving some of his gold out on counter for Aurora to gamble with for him. Our Dustman and our Sensate, despite both being Chaotic, are furthest apart, philosophically, however, and this has encouraged some truly fascinating discussions, with the Sensate thinking that the Dead are, perhaps, responsible for what is happening in the Hive. Meanwhile, our paladin, somewhat deficient in smarts, is content to simply be led around by the nose to do whatever. This could come back to bite him in the arse at some stage, given how unforgiving the gods can be when it comes to paladins committing what they may deem evil acts.
Our first combat was quite successful! I had to check a couple of rules on the fly and I was caught flat footed by movement speeds, but otherwise, I think we all enjoyed it. It certainly helped that it was brought to a swift end, rather than turning into a war of attrition. Also, I am vindicated in starting our PCs off at 3rd level. It gave them a wider choice of abilities and spells to choose from and made the fight a lot more interesting.
OK, I’m off to my second birthday party. Gonna sit in my high-chair and plaster myself in cake and banana.







































