The Editioning, Week Eleven, OD&D

The First Ending

Last night we finished up the first of our games within the Editioning, our challenge to play all the major editions of D&D from Original Dungeons & Dragons (1974) to Dungeons & Dragon 5.5 (2024) over about 24 months or so.

I thoroughly enjoyed creating, running and playing this game as referee. I think the ending worked well, and I have gotten generally good feedback from the players.

Playing this very first iteration of the venerable old man of roleplaying games has taught me a few lessons about RPGs in general, D&D in particular and gave me many insights into the OSR.

Illustration from OD&D supplement III, Eldritch Wizardy. A fighter with a aword and shield and a magic user with a glowing wand face-off against a serpentine demoness with six arms and many weapons as a monster attacks from the rear.
Watch Out!

First though, let’s do a quick recap of the final session.

Malfunction

Last we left off, the PCs had discovered the holo-log belonging to the captain of the alien space-ship they had just teleported to. The captain appeared as the hologram of a crystal humanoid and spoke to them. The log described the dire straits the ship found itself in, crash-landed, engines damaged so badly all they produced was the crystalline by-product of their fuel. They had taken the decision to hand responsibility for their escape or rescue to the main computer while the crew went into stasis. Of course, they had already discovered that the computer had re-interpreted its orders to ‘crystal-form’ the surrounding planet to suit the physiology of its makers as, perhaps, escape and rescue were deemed impossible. I didn’t write much in the way of plot for this adventure. In fact, this about sums it up! You can read more about my methods in this respect in my previous post.

Armed with this knowledge about the computer, the adventurers were more determined than ever to find and destroy it. So, they girded their collective loins and prepared to move on through the ship. The next door was jammed so they spent some time using tools to wedge it open. While they did this, another information Assistant appeared to them. They asked it to open the door for them, which it did, but, more importantly, it showed them a map of the whole ship and its current surroundings. In practical terms, this allowed me to reveal the full map to the players on Roll20. This was a blessing as the partial-reveal functionality in Roll20 does not work very well in my experience. It has a rectangular reveal and a polygonal reveal option but, quite often, I find the polygonal one simply doesn’t work. Revealing a curved area with the rectangular tool is frustrating and time-consuming.

The Information Assistant was able to help them further by describing the adjoining chambers, the engine room and the computer and stasis chamber. It told them they could enter that final chamber by “simply passing through the wall.” They didn’t push the assistant on this point. Instead, I guess they decided they would pass through that wall when they got to it.

Having emptied and passed through the partially submerged chamber next to the bridge, they descended to the engine room. Here they discovered a number of crystalline golems running the engines to produce the fuel by-product which they were using to crystalform the surrounding countryside. The golems in this room were not fooled by the bio-hazard suits as the other ones had been so they attacked the entire party. Here they lost another dwarf hireling, leaving then with just one of the humans who’d accompanied them from the start of the adventure and one Dwarf, the leader, Gilda. While the melee progressed around them, Abbiss, the halfling thief and Ilaina, the elven magic user, tried to find a way through the wall, as they heard the approach of yet more golems from the other side of the engine room. Eventually, their listen and Intelligence checks paid off when Ilaina realised there was a connection between the frequency of the sound they could hear emanating from the wall and the ccredential crystals they recovered from the lockers on level 2. They downed the last of the golems held hands and pushed through the wall, crystals first.

On the other side they discovered a circular chamber. The wall was dotted at regular intervals with stasis pods. Each one contained a grey and brittle crystalline being, clearly long dead. In the centre of the room, the computer loomed. It was a 12ft tall, 10ft diameter, iPod-white, capsule-shaped machine with four long tentacles protruding from its carapace. It ‘spoke’ them in a loud and high-pitched form of crystalline speech they could not understand and then it attacked.

Tadhg, the cleric started off strong, throwing a lit oil skin at it. The fire licked at the outer shell and seemed to ignite some wires emerging from a gap in the casing at the top of the computer, but otherwise did no damage. As Siward the fighting man and the hirelings went in to attack the outer casing, Abbiss decided to climb up and examine the cracked area. Meanwhile, Ilaina used her last flying crystal to get up there as well.

The computer was able to use some spells during the fight. I gave it Charm Person, Phantasmal Forces and Confusion but only got to use the first two. It used Charm person on their remaining dwarf, Gilda, to get her to attack the ground based PCs. Ever the gallant, Siward refused to fight back, instead focusing on defeating the computer in the hope that that would end the effect. Siward was also the subject of the Phantasmal Forces. Spells in this game are interesting because they are so imprecisely described that, in some cases, even their effects are not obvious. Look at this description of the Slow Spell, for instance:

Slow Spell: A broad-area spell which affects up to 24 creatures in a maximum area of 6” × 12”. Duration: 3 turns. Range: 24”.

That’s great Gary, but what does it do?
This one stood out to me because I was going to give this to the computer as well before I read it.

Also, our cleric, Tadhg, had reason to use his last spell slot to heal Abbiss at one point. That was interesting for a few reasons. The first reason was that, after Abbiss widened the crack in the computer’s casing even further, Ilaina stuck a few fingers in there and let the innards have the full blast of a fifth level fireball. Unable to contain the full power of that, the casing belched flames out of the crack on top. Luckily, I decided to give them a Save vs Spell to avoid half the damage but this still hit Abbiss for 12 points. (This is another point about spells. Fireball has no Save mentioned in its description, so I had to home-rule that.) Our thief, already hurt from the precious fight and a couple of whacks from the tentacles, needed some healing. Now, in later versions of D&D, Cure Light Wounds, or any Cure Woulds spell, in fact, required the caster to touch the subject. Not so in OD&D:

Cure Light Wounds: During the course of one full turn this spell will remove hits from a wounded character (including elves, dwarves, etc.). A die is rolled, one pip added, and the resultant total subtracted from the hit points the character has taken. Thus from 2–7 hit points of damage can be removed.

Leaving to one side the mercurial and perverse wording of this description, you will note the complete omission of any sort of range. So, I ruled that Tadhg could, effectively use it to heal anyone on the face of the planet. Lucky too, as Abbiss was still on top of the computer and he was on the floor.

The combat continued, both sides hit and missed, but in the final round, all actions were resolved simultaneously so, even as the tentacles reached out to reduce our halfling once more to just one HP, and the Gilda the dwarf pressed the attack against Siward, our heroes hit it till it cracked open, finally reducing the crystal inside to a dull, grey ruin. They discovered treasure in some shiny lockers there in the computer room, and then they used the teleportation pads in the dungeon to take them back to the village.

After that, we did what I always like to do to wrap up a campaign, I asked them for epilogues for each of their character s. I asked one what they would be doing a week from the end of the adventure, one what they would be up to a month later, then a year and finally a decade. I loved what they came up with but I won’t go into it here. I recommend this as a nice way to wrap things up as it puts the final words in the mouths of the players and allows them free rein.

Conclusion

So, I ran this game while being very conscious of the history behind it. It’s hard to overstate the impact this game has had. It is, arguably, the origin of our hobby, the starting point for the world-beating phenomenon that is D&D today and, as well as that, its the kind of wonky, imprecise, strange love-child of a war-game and nerdy obsession with fantasy and myth.

DD&D never tried to be all things to all people, even though it did include a couple of different options for your combat rules, ie, the combat table in Men & Magic, the first booklet, or the detailed and labyrinthine war-game rules from Chainmail. It gave options but it never pretended to have all the answers. It is the very epitome of the OSR pillar, rulings, not rules. Sure, it has “rules,” but these are clearly only there as guidelines. Just look at those spell descriptions above. Look at the complete lack of mechanics for ability tests. In the end, I imported the roll-under mechanic from Basic D&D to allow for things like Intelligence and Dexterity checks. I resisted doing this sort of thing in the first few sessions. Instead I wanted to try to resolve situations using only the mechanics in the books. But, I quickly realised that, even at the time, OD&D was a work in progress. So many sourcebooks were released to clarify, overwrite, or even ridicule the rules from the first three booklets that it is impossible to ignore the fact that, even those people using the books to play in 1974, were not sticking to rules as written. They were house-ruling it, they were hacking the system and they were adding their own tweaks and options constantly. So that’s the way I began to treat it too. And it only got better as I did that.

One of the things I wanted to reveal in the Editioning was exactly how the game has changed over the decades and how it changed from one edition to the next. I suspect I will find that, over time, the rules became more exacting and less flexible. Of course, that is yet to be seen as we play through the editions. So come back for more insights into D&D and its evolution, dear reader. The Editioning is still in its infancy so there’s plenty more to come.

The Editioning, Weeks Nine and Ten, OD&D

Welcome back, dear reader, to the Woes of Sorrowfield, my homebrew adventure for OD&D. You check out the rest of my posts on this game here. We are playing this as part of the challenge I made up in February, the Editioning, which involves playing every major edition of D&D from OD&D right up to D&D 5.5E as I understand we’re calling it now. This was supposed to take place all in the space of twelve months, but at this pace, we’ll maybe get half way through the nine editions by February next year.

Revelations

So, returning Woes of Sorrowfield readers will be aware that I am creating this adventure myself. I started by taking advice from Gary and Dave. They have a lot of good, if basic advice for the beginning referee in terms of dungeon design, populating your dungeon with monsters, traps and treasure, running wilderness adventures etc. Essentially, I followed that advice until I didn’t. There was a point at which, the stuff they presented in the original white books fell short of my own decades of experience.

One thing that I’ve been quietly proud of is providing revelation and information through simple and, hopefully, not overly expository means throughout the game.

For example, the PCs discovered that a lake and river flowing through the Barrenwood had been polluted with some sort of magically glowing crystal that was turning the whole forest to crystal. Later, once they entered the dungeon, they found living beings, trapped in there, also being turned to crystal in a lab setting. Further down, they found a Flight Practice chamber which allowed them to literally fly around in the air. And finally, on a crashed space ship at the bottom of the dungeon, far beneath the earth and sea they discovered an illusory representation of another world that where flying crystalline aliens could be seen spreading the crystal pollution from high above in the atmosphere “crystal-forming” the surface for their own comfort. There’s more to the plot, but already, without any exposition or need for long diary entries or anything like that, I slowly revealed the nature of the threat they faced.

One thing that I am sure helped me do this was not over preparing before starting the adventure. I had a vague outline of the plot, the threat and the enemy before we started playing, but I never wrote down any specifics. I was creating new dungeon levels almost week-to-week. Doing it this way allowed me lots of room to improvise and also to play off things the players had said or directions they were planning to take.

As things all came together in the last session, and the entirety of the plot was revealed, I felt it was finally ok to include a small snippet of exposition, a captains log they discovered on the bridge of the alien vessel, which revealed that even the aliens on the ship had not wanted to necessarily crystal-form the PCs’ world. Instead, they were hoping for a rescue after their crash. In the recording, the captain indicated in a few short sentences, that the crew had gone into stasis and left the main computer in charge. It was the computer that decided to start the crystal-forming process, in the interests of maintaining the lives of its makers while they waited for rescue.

Back up

I skipped to the end a bit there, so here’s a recapitulation of the events of the two sessions that led us there since my last OD&D post.

The adventurers continued their experiments in the Flight Practice chamber. Abbiss tried again to fly but continued to prove completely inept. Still, she and the others made it up onto the shelf 10 feet above the main floor after defeating another two crystallised gargoyles. They managed to hit all three buttons on that level simultaneously and received a reward: a rain of gems! But not without the loss of two of their dwarven hirelings. During the fight, Abbiss had her left hand crystallised by one of the gargoyles. Also Siward suffered a crystallised pinkie from an attack.

Next, Ilaina decided to give this flight business a try, and, sure enough, she proved to be a natural at it. She was able to fly up to the hanging platforms in area 3. The first one spiked her and she had a toe crystallised. The other platform simply dropped to the floor far below when she threw a knife onto it.

Abbiss took a close look at the water fifty feet below in the southern section of the level. She realised she could see a gap down there that must provide access to the next level down. They all began to make plans for the descent. While Siward abseiled down and onto the fallen platform which he had thrown onto the surface of the violet coloured waves, Ilaina was able to fly down under her own power. Tadhg, Bryn and the Dwarves all followed Abbiss down the rope and Siward kept the floating platform steady as they ferried themselves across the narrow span of water one after another. Eventually, they all made it.

On the other side of the glass wall holding in the water on the next level, it looked like an aquarium. As they were searching the hall they found themselves in, another Information Assistant appeared and addressed the party members dressed in bio-hazard suits and holding credentials crystals. It informed them that this was the Teleportation Chamber Level and that it could guide them around it and in the use of the teleportation facilities if they wanted. It led them through a door and into and armoury where Abbis picked up a +1 Crystal Dagger and Siward and the dwarves also acquired some shiny new weapons. Little did they know that using the weapons would provoke a Save vs Stone or have a random body part turn to crystal. From the armoury, the Information Assistant passed through another door into a room with an elevator door with and up arrow on it and a number of crystal golems with sword-like arms phasing out of the floor. They moved to intercept the party members with no bio-hazard suits.

The fight started off badly enough for both sides. The golems won initiative but failed to hit anything. Siward hid behind the cover of the control console in the room, along with the hirelings and they generally also failed to hit. Using the advantage of the bio-hazard suit making her essentially invulnerable to the golems, however, Abbiss got a back stab in on another of them. Meanwhile, Ilaina, using her noggin, attempted to deactivate the golems through the use of the console. She succeeded only in turning out the lights, but at least she cast infravision on Siward. Moving into round two, Tadhg, with the same impulse, asked the Information Assistant for help in calling off the golems, which it promptly did.

They followed the IA into the Teleportation chamber. It was able to reveal there the three platforms. One could transport them anywhere on the surface but could only be used once, the second one could transport them to the ship below and the third one was being used by the computer to transport the fuel by-product from the ship’s engines high into the atmosphere from where it rained down like a crystalline bombardment on the surrounding countryside. Ilaina sent the IA into a buffering loop by having it refer to the makers who, it revealed, were all in stasis on the ship. The paradox that it was talking to what it thought were “makers” gave it a bad headache.

They also explored an adjoining room that was filled with crystalline barrels full of the fuel by-product, the crystal corruption that was transforming their lands.

My map of the alien ship crashed into a sea cave - the final level in my dungeon. It looks like a flying saucer with a crumpled hull at the bottom of the map.
Crashed ship map

It took them very little time to decide to teleport down to the ship to deal with the computer. From the teleportation room on the ship, they first went and explored the holo-deck room where they saw the vision of the alien world I described above. And then, after a random encounter with some star shaped crystal drones, they checked out the bridge where they found the holo-log of the captain.

Conclusion

Not just yet. Actually, the conclusion of the Woes of Sorrowfield is definitely coming next week. Looking forward to it! I have a big finale encounter planned. I hope all these PCs survive it. I’ve gotten really rather attached to them.

The cover of Planescape adventure, the Eternal Boundary. A pale, bald dustman pushes a gurney with a sheet-covered corpse in the foreground. The silhouettes of adventurers peek through an archway in the background.
The Eternal Boundary

In other Editioning news, our AD&D 2nd Edition journey starts this evening! We’re going to be playing the Eternal Boundary, a starting adventure for the original Planescape setting. I’ve already warned the players that making AD&D PCs is not like Basic or OD&D. I expect us to take the whole session just to roll them up, choose races, classes, kits, proficiencies, spells, equipment, factions (Planescape-specific but very important) etc. Its been so long since I’ve played this game… Can’t wait!

The Editioning, Weeks Seven and Eight, Basic D&D

The Basic Box

The Shop on the Borderlands has me in its thrall, dear reader. Every Friday, about lunchtime I receive their newsletter, News from the Borderlands, and my wallet doth quake with fear. There is, invariably, a long list of classic D&D titles newly received as stock. They tend to get them in job-lots, so one week, there might be a preponderance of AD&D 1st edition Greyhawk books, and the next there’ll be a dragon’s hoard of DCC adventures. In fact, it has been invaluable in building my collection of D&D books for the Editioning. The vast majority of books that I didn’t already own, came from the Shop on the Borderlands. It’s great. It has an amazing selection of used and new RPG books, from the original OD&D books going for thousands of pounds, to the latest 5E titles, not to mention all the other RPGs they stock. I would highly recommend checking them out, particularly if you’re in the UK. Check out one of my newest purchases in the gallery below. It’s the 11th printing of the Moldvay Basic D&D set. It’s missing the dice and the rulebook has seen better days, but, since I didn’t buy it as a collector’s item or an investment, that doesn’t bother me. I have been using it at the table while we continue our adventures in the module included in this very set, The Keep on the Borderlands!

Hard on the Hirelings

One moment, things are going your way. You and your mates have gone out on adventure, sowed seeds of war between rival clans of humanoids living in the Caves of Chaos, gained the respect of the local authorities and have even made a coins along the way. And then, dear reader, the random encounter table just fucks you. We have learned this the hard way, over and over in this adventure. We’ve been unlucky with our encounter rolls most of the time. On our very first encounter, my first PC, Edmund, went down to the very first arrow that was loosed in an ambush of Ospreys. Later, after braving and surviving the storied Caves of Chaos, our resident halfling PC, Lotharia was brutally disembowelled by a griffon while returning to the keep with a spell book delivery. In our most recent random encounter disaster, we lost half of our eight hirelings in an encounter with a troll on the road back from the Caves. We defeated it narrowly and followed its trail back to its stinking, filthy lair, where we took care of some larval trolls too, but not without first losing another of our hirelings.

These were heavy losses, all of them, although, I’ll be honest and say we had a respectfully understated celebration of the fact that we didn’t have to split the xp between all eleven of us…

Anyway, the point is to expect the unexpected in old school play. Also, that the more hirelings you have the more targets there are that aren’t PCs, so that’s been helpful.

Murder and Intrigue

Adventurers! A black and white illustration from the rule book depicting a variety of adventurers
Adventurers!

Events are moving along without us, or, perhaps because of some of our choices. As I noted in my last Basic D&D post, we’ve taken the side of the castellan of the Keep and taken the ears of a number of Ospreys, the rebel band who want to overthrow him. Perhaps, if we had decided to support the rebels instead, the most recent shocking events might have been prevented (though probably at a very high cost in lives.)

In the last Basic D&D post I mentioned we had been attacked by a band of mercs sent to kill my character, Thaddeus Nightbane. After killing them, we proceeded on to the caves of the Shakkelwart Clan of orcs. We spotted and safely set off a trap in the mouth of the cave. This attracted the attention of the guards, who we convinced to allow us to talk to their leader, Baralgus Dorden (no idea if that’s spelled right.) We convinced her to welcome us in and we feasted with them before delivering the arms sent by the Thyrenian Guild. This was a fun scene where we learned a lot and, hopefully, planted some seeds of doubt in Baralgus’ mind regarding her allies, the Barrowdelve clan and the gnolls as well. We gained a RESPECTED reputation with the Shakkelwarts in the process.

By the way, I mentioned in a previous post that there was a reputation mechanic built into this module, but that’s not true. Instead, this is actually DM Isaac’s genius addition to it. He was inspired by the Root RPG, and it has enriched our experience of the game. We are actually going out of our way to ingratiate ourselves with particular factions to improve our standing with them, instead of thinking of them all as fair game.

Following this, we returned to visit our other besties in the Caves of Chaos, the goblins led by Sharktroll. We delivered another cache of weapons and armour to them (in fact, this is just stuff we’d picked up from looted enemies, some of whom belonged to this very goblin clan!) We’re hoping for all out war between the orcs and the goblins, and we might get it if we keep pushing this way. The goblins also released some prisoners that our Thyrenian Guild contact, Richard “Dick” Kirkdon, has asked us to retrieve for him.

With that, we set off back to the Keep again. And that’s when we ran into the aforementioned troll. I have to give props to Isaac here once again. Trolls are common enough in D&D and related media, that we generally feel we know them, we might fear them a little given their regenerative abilities and all, but, the knowledge of them makes them a little less scary. Isaac turned this on its head with his sensory descriptions of its look, its smell, its otherness. Scared the pants off us. And then it started killing hirelings. Anyway, that was bad, as I mentioned before, but we did get some treasure out of it.

Back at the Keep, we went first to the Temple of the Holy Sun, where the entire populace had gathered for the funeral of Father Burgoyne. The mourners were giving Tom’s Elf character, Eandril, the dirty eye. We soon discovered that this was because the priest had been murdered by the Castellan’s elven advisor. So, of course, we went to talk to our good buddy, the castellan. After enduring some more anti-elfism from he guards, we were granted an audience. He explained that Cywyn Morningflower, he advisor had been accused by Father Burgoyne of being a member of the reviled Serpent Cult that had once made its home in the Caves of Chaos. In response, the elf had drawn his sword and run the priest through. The castellan had little choice but to imprison his advisor since the murder had happened in his hall and in his presence!

We told him we’d crack this case wide open so he let us talk to Cywyn (genuinely have no idea about this spelling either btw.) Turns out, the elf was just sick and tired of Burgoyne and his constant racism and this was the final straw. He really did murder him in anger. But one other thing came up. The priest had claimed that he had evidence that proved Cywyn’s cultishness and that it was in his chambers beneath the altar in the church.

Next stop, church! I distracted the gathered acolytes while the Anastasia and Eandril investigated the hidden chambers below. They discovered no evidence against Cywyn, but they did find a snake staff and some magical armour and maces, which raised questions more about the church than the elf.

Conclusion

How to use the dice. Black and white illustration depicting some polyhedral dice, a mini, a pencil and some paper
How to Use the Dice

I think there might only be a couple more sessions of our adventures on the Borderlands. I’ll miss it when it’s over. I have grown fond of our little band and and the relationships we’ve built in this place.

I probably won’t miss the random encounter tables quite so much, but even they have introduced elements of true peril and danger to get the blood really pumping.

Back with more soon.

Prepped Prep Posts

I have had a very busy few days, dear reader. Family stuff, work stuff, travel, have all conspired to prevent me from posting anything new this week. Sorry about that, but sometimes, these things are unavoidable.

Instead, I thought I would share a brace of posts from last year. I wrote them as part of Prismatic Wasteland’s Blog Bandwagons and I like what I wrote so I thought I would take this opportunity to present them to you here again:

Please enjoy them again or for the first time.

See you next week!

The Editioning, Weeks Seven and Eight, OD&D

GM prep is play, drawing shitty maps is play, and seeing your players react when they start flying like Charlie in the Chocolate Factory, because of something you did, that’s the really good sort of play and you won’t feel half as good about it if some robot came up with it.

iPod Future

MIB HQ - This is iPod Future, all white and ambient lighting.
MIB HQ

I think I first heard this term on one of the Worlds Beyond Number Patreon podcasts. Lou Wilson was taking about his sci-fi influences. The main thrust of it was his fascination with Men in Black. There were a lot of reasons for this but one of them was the design of the MIB HQ. If you remember, dear reader, it was mostly a smooth, white plastic look, with elements of chrome. The WBN crew described it as an “iPod future” design. I don’t know if they originated the term but it was so evocative that I immediately stole the concept for the design of the dungeon in my OD&D game. Well, parts of it anyway. Level 1 was an old ruined wizard’s tower exposed to the elements (or , at least, that’s what it was supposed to look like to any nosey adventuring types,) Level 2 was basically a locker-room/ante-chamber designed to scare off any potential burglars/curious cats. That level was constructed almost entirely of untreated concrete, rather than iPod material since it was a transitionary area. From Level 3 down to Level 5, its iPod as all get out. I even gave the levels and many of the rooms rounded corners, as you can see from the maps below.

Why focus on such a design choice? Well, apart from the point that it sets it apart from other, more fantasy-based dungeons, and unifies the whole thing with a particular aesthetic, which works to emphasise a theme, I found it useful for descriptive purposes. I was able to describe these levels as being clad in some smooth, white, slightly translucent material that the characters could not identify, but for the benefit of the players, when I said the words, “iPod future,” they immediately got it. I even referenced the MIB HQ, which helped even more. I am not interested in being coy and mysterious with my players when it comes to this sort of thing. I want them to be on my wavelength. I enjoy sharing the vibe I’m going for with them.

Crystal Clear

Map of Level 3 of my dungeon. It in the chape of an airpod case turned on its side.
Level 3: Crystalline Experimentation

After a short rest in the secret room on level 2, the party decided to tackle the evil in the northwest of the level. They gathered outside a door at the end of the hall. It was not trapped but it would not open easily. They used tools to open it after hearing rustles and squawks from beyond. Once they got it open they were immediately confronted by an angry cockatrice protected some eggs in its filthy nest. Despite the danger of being petrified they triumphed easily, by setting fire to its nest and then cutting its head off. This encounter, was, undoubtedly, underpowered for this party. They are all levels 4 or 5 at this point, so a single 5 HD monster was not going to pose a huge problem for them. However, there was always a danger of instant death. If the cockatrice got a single hit in, and the PC failed their save, they were going to be petrified. That would have been the end for that character. And when the players know that, they still take it seriously. Anyway, They found a bounty of treasure amidst the bones in the room, and took the cockatrice talons as a prize. Abiss then crept through the earthen tunnel on one side of the room. It led out to a ledge in the sea cliff where she was mercilessly battered by the raging storm. She went back inside. As I mentioned on my first OD&D post, if they had wanted to, they could have climbed down to the surface of the sea below from this ledge. It might even have been a shortcut to Level 6. But they would have had a difficult climb, especially as there was a storm blowing outside. Also, they did not know that there was a level below the waves. That’s on me. I think it might have been fun to hint at a submarine area and tempt them to take that plunge.

Instead, the party took the stairs down to the next level. There, they found a large open space. This is where the iPod future aesthetic began. There was a soft glow coming from nowhere and everywhere. Dotted around the chamber they discovered a number of tall, glass cylinders filled with creatures. They examined one with a goblin inside. As they did, they were bothered by a swarm of crystallised insects. The insects poisoned Siward, the Fighting Man and Ilaina, the Magic User, reducing a random ability score by one, before Tadhg, the Cleric did his fire breathing trick again, decimating the swarm in one go.

The swarm came along because of a roll on my Random Encounter table for this level. This is it!

  1. 1d6 Crystal Security Drones phase out of the floor: i) Spider Configuration (Paralysis) ii) Bat Configuration (CON damage) iii) Cat Configuration (DEX damage) iv) Humanoid Configuration (Save v Stone or crystallise body part on touch)
  2. Escaped insect swarm: Save v Poison or take 1 point of random ability score damage
  3. Information Assistant in the form of a hardlight hologram of a crystalline humanoid:
    • If they interact with it, it will speak common to them asking for credentials
    • Can explain the purpose of this level as a lab
    • Expresses the requirement to continue the experiments for the makers
  4. Specimen tube trap: Randomly select a party member. They must save v Death Ray or become trapped in a stasis tube that drops from the ceiling. Controls in Room 15 to release.
  5. Stasis Malfunction:
    • 1-2 – Creature escapes from Room 10
    • 3 – Creature escapes from Room 11
    • 4 – Creature escapes from Room 12
    • 5 – Creature escapes from Room 13
    • 6 – Creature escapes from Room 17
  6. Nothing happens

You’ll notice the list of escapees on the roll of a 5 there. Each of those rooms is a stasis chamber. They contain a selection of large, dangerous creatures, from a chimera to a hill giant, in various stages of crystallisation. The players were lucky that they didn’t roll that one. Instead, while they were on this level, they rolled the insect swarm twice, the stasis cylinder trap once, and the information assistant once. The cylinder trapped one of their dwarf companions, who was rendered inert until they beat the shit out of the tube, releasing him along with some stasis gas.

Now, the information assistant is the closest thing to a helpful NPC in this dungeon. It could, potentially, provide a lot of information about the nature of the place, its purpose and even how to work its systems. But, they hadn’t got any credentials when it appeared so there was only so much help it would provide. The one that appeared to them identified Ilaina, dressed in one of the bio-hazard suits they’d found in the lockers on level 2, as one of the “makers” and addressed her as such. They learned from this assistant that all other makers were in stasis in the the “ship” below. It told Ilaina to use the controls in room 15 if she needed to do anything on this level. Ilaina then dismissed the Information Assistant while one of the hirelings was sent upstairs to retrieve the other two bio-hazard suits that they had left there. When they searched the suits, they found a pair of crystals they surmised might act as credentials.

They figured out they needed to place a selection of gems into indentations in the outer wall of room 15 to enter. Rather than making this a true puzzle where they would have to guess the correct combination of gems, I asked for a luck roll, which they succeeded on first time round. Ilaina and Abbiss entered the room and experimented while the others dealt with the second swarm of crystalline flies outside the door. I told them that control pillars rose from the floor as if by magic when they moved close to them and descended again when they moved away. Eventually, Abbiss, with her shorter stature, noticed that each of the pillars bore a mark, or rune, similar to the ones they had seen in the hologram upstairs. She found one that simply bore a down arrow, just like the door they had found on the north-east wall of this level. She removed the gems from it and they went to investigate. They found a now operational elevator there. They all hopped on and went down to Level 4.

Getting High

Level 4 of my dungeon. it is in the sahpe of an airpod case.
Level 4: Flight Practice

I had fun coming up with the ideas for this level. I had always planned to have a level of the dungeon where one had to fly to achieve anything. I basically made this entire thing up in the last hour before the session on Friday night though, because of procrastination.

It looked similar to the previous level, except the ceilings were 20ft to 50ft high, and there was a 50ft drop down to the water in area 2. The big crystal in the centre of the space allowed anyone who touched it to fly, but did not imbue them with the ability to do so with any sort of finesse. Only Abbiss, the halfling thief, dared to touch it, and only after she had figured out what the plaque on the crystal said: Flight Practice Crystal. I told Abbiss that she was floating upwards and asked her to decide which way she wanted to go. Then I asked her to roll 1d6. On the roll of 1 or 2 she would go the direction she wanted to, otherwise, she would have to roll another d6 on this table, which would determine the actual way she flew:

  1. Up
  2. Down
  3. Left
  4. Right
  5. Forwards
  6. Backwards

After a couple of dangerous experiments, they decided to tether her so she could be dragged around through the air like a bunch of balloons. They also discovered the effect only lasted about one dungeon turn. As they were testing this out, one of the crystalline gargoyles atop the ledge in the north part of the room came to life and attacked. This encounter came from the random encounter table for this level:

  1. 1d6 Crystal Security Drones phase out of the floor: i) Bat Configuration (CON damage) ii) Giant Wasp Configuration (Poison damage) iii) Eagle Configuration (Bleed on hit until healed) iv) Flying Squirrel Configuration
  2. Escaped insect swarm: Save v Poison or take 1 point of random ability score damage
  3. Information Assistant in the form of a hardlight hologram of a crystalline humanoid:
    • If they interact with it, it will speak common to them asking for credentials
    • Can explain the purpose of this level as an area to practice flight and descend to the lower level
    • Explains the nature of the challenges on this level and the importance that flight will have for the makers in the future
  4. 1d3 Crystalline Gargoyles on 1a come alive
  5. A splash comes from the water below
  6. Nothing happens

The splash referred to in no. 5 is from the surface of the water fifty foot below the room in area 2 on the maps. It has the purplish tint that other contaminated water they encountered so far had, and swarms of insects above it. It is impossible for the PCs to see from here but just above the surface of the water below, there is an opening that would allow them to get to Level 5.

Meanwhile, there are a series of challenges on this level. For instance, flying to the top of 1b, a tall pillar, and touching it, would reward the flyer with a gem. The other pillar, 1c, has a spiral pattern on it. If the flyer can manage to fly around it in a spiral, they will be rewarded similarly. Meanwhile in the tall section of the level, area 3, they can fly 50 ft up to a couple of platforms. These are more like traps, that, if the flyer is not fast enough, will hurt or kill them through the use of crystalline spikes or abrupt drops.

Conclusion

This is pretty much where we left off with the last session. They haven’t figured out where to go from here and they are not done experimenting on the level just yet.

I can’t quite express exactly how much I have enjoyed coming up with the content, the encounter tables, the traps, the challenges and the overall look and theme of this dungeon. I really should do it more often. And I would encourage other GMs to do the same. Your maps don’t have to look professional, you don’t even have to write everything down, you just have to know how it works.

It feels like a radical act of creativity in these times when you can buy a bundle of maps and tables for a fantasy RPG in their hundreds and thousands, and other people in the space are using AI to come up with scenarios, NPCs, even campaigns. The creation is play too. GM prep is play, drawing shitty maps is play, and seeing your players react when they start flying like Charlie in the Chocolate Factory, because of something you did, that’s the really good sort of play and you won’t feel half as good about it if some robot came up with it.

Blades in the Dark, Thoughts

Set-up

I made quite a big deal, last year, about the process of choosing an RPG to play. For months, I perused books and created characters to get a feel for a selection of games. Most of these games I would put squarely in the story game or, at least, narratively focused category. Blades in the Dark beat out Triangle Agency, Slugblaster, Wildsea and Deathmatch Island to name a few.

Once I had decided on Blades, I wrote a bunch of posts relating to the advice presented in Blades and its recent expansion, Deep Cuts. Reading the books and absorbing the advice helped to boost my enthusiasm for it.

We got into Blades well. We had a regular game every three weeks and we found a natural rhythm of having a score session followed by a downtime session. I had always planned to have only six sessions in our Season 1 of the game. This seemed like a reasonable amount of time for all of us to get a good taste for the game, the setting, the system, the characters and the crew.

We had our sixth session last week, so I thought I would take this opportunity to gather my thoughts, lay them out and examine them.

Up-sides

The scores; it’s what it’s all about. Even in the instances where I had no time to prepare and found myself recycling old ideas, we got really into the scores. The players seemed to enjoy the freedom of the narrative-first style that allowed them to fully describe an entire action scene rather than just rolling a die to see if they hit a guy. This bred inventiveness both in-score and out so that they pushed the envelope of what was possible even during downtime.

I enjoyed them because I found I had a curious amount of control over the proceedings. If we had a full session for the score, it was easy and fun to allow the PCs as much leeway and time to describe and indulge in their scenes. Conversely, if time was against us, I was able to push things to a conclusion with the flick of a narrative switch. I used clocks in every score, which will be no surprise to anyone, but, for me, it was remarkable. Looking back, I feel like I could have utilised them more often and to better effect. Almost every score involved just one clock representing the PCs goal and one representing the potential negative consequences. Especially in the final score, it would have been fun to introduce other clocks representing minor peripheral goals or dangers as well, but I didn’t think of it at the time so it didn’t happen. But, what I’m saying is that I like the use of clocks to track eventualities and possibilities. They are easy for everyone to understand and impress on all players the urgencies and exigencies of their situations.

Secondly, I loved the player-characters. The playbooks are iconic and the players loved to lean into them in fun and notable ways. I think the players all became attached to their characters in short order, which was essential since we had only six sessions. The crew became almost a character of its own, especially with its reliable cohort of thugs. I liked that the crew had a sense of ambition. They wanted to become the number one gang in Crow’s Foot, and by the end of the season, they had made significant headway towards that goal, defeating the Red Sashes in a war and capturing their leader. But they also each had their own motivations, religious or “scientific” or naval(?) I think the game itself has something to do with that, with stress and heat and reputation all conspiring to drive them in certain directions. But, I also know that my incredible group of players would build memorable characters no matter the influence of a ruleset so I don’t want to overstate that.

Thirdly, the setting. Duskwall is such an evocative setting. The eternal darkness, the ghostly hauntings, the leviathans and the empire. The nobility, the workers, the weird science and the gangs. It is rich and deep and you would be hard-pressed to fail to come up with interesting things to do in it. But it is not oppressive in its richness. We never felt as though we had to stick to some Akorosi canon. There is a freedom to create parts of the world that you would never get in, for instance, a published D&D setting. But, on the other hand, the books provide a wonderful assortment of factions, places, NPCs and items that can come in handy when you need something specific or general in a pinch. I was rarely left scrabbling for a needed detail. There was always something close to hand.

Up-hill Climb

Light shines down from above on a scoundrel running acorss the rooftops of Doskvol
Light shines down from above on a scoundrel running across the rooftops of Doskvol

But we had some significant issues in our six sessions. Now, some of these are entirely my fault. Some of them are a symptom of having only six sessions to become familiar with the game and some arose because we sometimes struggled to keep our sessions regular. But still, they were there so I’ve got to discuss them.

Downtime was the biggest struggle for me. Now this was, perhaps, the part that I can take most responsibility for, but there are elements that we found just rubbed us up the wrong way. So, firstly, about half way through, I decided to start introducing downtime rules from Deep Cuts. I liked these alternate rules. They were largely diceless and gave the PCs a bunch of other things to spend Coin on. I thought they would speed things along a bit more, compared to the original downtime rules. But it introduced confusion more than anything else. Because we had had so little time to get used to the original rules, and I had an imperfect understanding of the Deep Cuts rules, we ended up often very confused about what was needed for any given downtime activity. We often ended up mixing the two rulesets into some unholy abomination that we could never remember at the next downtime. I wish now that I had started with the Deep Cuts rules and used them the whole way through. I think they are, comparatively, smoother and more interesting overall.

But the main issue I had with downtime was the idea of having a separate and overtly different phase of play. The fact that you need to use a completely different set of rules for it delineates it deliberately from the score. It slows things down, it deals with each PC so separately that they are largely on their own for long periods of the game. This meant that the only other person they were interacting with most of the time at the table during downtime was me. This is a significant increase in mental load for the GM. On top of that, each PC has a few notable NPCs and I was responsible for voicing, playing and inventing them almost from scratch. That’s a lot to remember and a lot to do at the table.

And, the mechanics themselves, to me, made this part of play feel like I was constantly explaining the rules of a board-game to the players. All those currencies and meta-currencies, Coin, Rep, XP, Heat, Wanted Level, Status, Stress. There is so much to keep track of and it often feels like shuffling tokens and cards around on a board. I am not a big player of board-games. Given a choice, I would choose an RPG any day. Combining the two in this manner did not endear the game to me. And all the sheets required to keep track of everything go to evidence exactly how much admin is involved in Blades in the Dark. Now, I understand that this is actually a positive for many people. It’s just not for me.

In general, I found that role-playing, as one might traditionally think of it, was difficult to work into sessions of such heavy admin. Even in the score sessions, there is little time for inter-character development, so focused is the whole crew on the goal of the thing. This is, perhaps, a symptom of the style of play I am used to. Generally, in OSR or more trad games, the players are often role-playing amongst themselves constantly and then with me, as the GM, whenever they need to interact with an NPC in the world. Blades requires the players to know what sort of scenes they might want to role-play, set them up with the GM and know when to end them as well. So, that might be our relative inexperience with this type of game showing. But, if I might be allowed to make a comparison, I never felt like this when playing Spire or Heart, which are hardly OSR or trad. It think they sit more firmly on the story-game side of the divide, but we never had any issue with fitting in role-play in our campaigns of those games. I think this is due to the fact there was so little admin in those games. They feel more streamlined to me. Not perfect, by any means, but, perhaps, more to my taste.

Everyone agreed the character sheets were an issue. This was more from the player side than from me. The design of the character sheets is too busy and the text is too small and the little boxes to fill in are fiddly. In general, there is far too much text on them, even though I know the idea is that the player has everything they need at their fingertips. Interestingly, one of the things some players said was that, even with the quantum equipment rule where you don’t have to mark a piece of gear until you say you’re using it, they found the item list restrictive. They would often look at that list when trying to figure out what to do with their turn. Too often, they could see nothing of use, and instead, just defaulted to the usual skirmish or shoot. I thought this was a very interesting observation, that the design of the character sheet or the item list, at least, conspired to stunt their creativity in the moment.

Up-shot

Now, like I said at the start of the last section, its possible that a lot of these negative views are due to the way I ran the game, the irregular nature of the sessions, the limited exposure to the game, but I think its equally possible that I bumped up against it because I have a particular preference for a different type of game.

I confess that most of my best and most memorable experiences with RPGs recently has been with the OSR. Mythic Bastionland, Mothership, Black Sword Hack, Old School D&D. I am rooted in old school play after all. But, then again, I have played other story-games, like Heart and Spire, like Trophy, Root and Dungeon World and I have enjoyed them immensely. I might be forced to come to the conclusion that Blades is just not for me…

I guess we’ll see when we go back for season 2 of the Death Knells.

The Editioning Weeks Five and Six, OD&D

The Woes of Sorrowfield, Sessions Four and Five

The rain won’t stop and the woes keep coming.

As you may have read in my last post on our Editioning, Basic D&D game, my approach to the Editioning is evolving. Originally, I had only wanted one adventure of about six sessions per edition. This seemed reasonable at the time. But, as the weeks go on, I can see that it was never realistic. The Keep on the Borderlands feels like it’s only just now, seven sessions in, getting into full swing in that game, and Isaac, our DM, asked us all about the future of it. We all agreed that we’d like to continue until we got to a natural end point. This is a huge feather in Isaac’s cap. He has been running a fun and fascinating adventure for us, and, despite the character deaths, we all are enjoying it enough to want to continue.

OD&D is in a similar but slightly different spot right now. We have an enthusiastic bunch of players and the adventure is still going into session six. But there is an end on the horizon, at least from my point of view. Since I am making this adventure from scratch, using guidelines from the Original D&D books, I have more control, and have had from the start. The hexcrawl through the Barrenwood took a bit longer than I expected, three full sessions but I don’t regret that at all. I think it was a lot of fun and set the scene for the dungeon nicely. I’m expecting three to four more sessions of this game. And you never know, there might be more in the future sometime, if the players are interested.

So, the general philosophy behind the Editioning is to play the adventure for each edition for as long as we’re all enjoying it, and hopefully to the end to the adventure, rather than enforcing a strict six session limit. I think the challenge has to take a back seat to the players and their fulfilment, after all. This change in approach might mean the challenge takes longer than expected, but that’s ok too! Long may it last, I say!

Dungeon Time

Breandan the Hermit set them on their way, helpfully providing directions through the forest that allowed them to avoid any further random encounters. The party soon found themselves on the coast, not far from the edge of some sea-cliffs, getting whipped by gale force winds and soaked by torrents of rain. The ground beneath their feet was a sucking bog of muck, but they were still able to identify an ancient road that brought them, inexorably to the ruined wizard’s tower they had heard so much about recently.

Level one of the dungeon, the ruined wizard's tower.
Wizard’s Tower Ruins with player doodles

The is level one of the dungeon. It is specifically supposed to disguise the nature of the levels below. The ruined look was designed by the builders of the dungeon to make outsiders think nothing of the place. I even made it so there was no entrance on the ground floor. This is a common trait in Irish round tower design (although, my tower is anything but round.) The idea was to make it easier to store and protect your valuables but making the entrance inaccessible without a ladder or something. Since my ruined tower was just a roofless, ground floor, overcoming this obstacle was trivial for the PCs; they just climbed.

Inside they found a group of dwarves, mercenaries from the south who sought refuge from the elements in the ruins, as they found themselves rebuffed every time they tried to enter the forest. They, too, had heard the call for aid from East Barrens village, it seems. The adventuring party, now two hirelings down, decided to take the four dwarves on as retainers and then set about searching. They had a couple of advantages here, information they had gleaned from rumours and previous encounters. First, they spotted a raven settle into the tower ruins as they searched the perimeter, and they had stories about talking ravens who they should not cross, from he people in the village. Second, they had found Ferris’ diary. Ferris was one of the previous adventuring party to attempt to enter the dungeon. It told them they would need a special handle to enter the dungeon below.

The first thing they did was to try and find the raven in one of the tower’s ruined rooms. When they did, the rumours about talking birds proved true. In classic style, it asked them a riddle and promised them rewards if they could deliver. I had no particular origin story for this raven, and it’s not connected exactly to the plot, I just like the trope and wanted an excuse to have them answer a riddle. It felt very old school. They got it right and were rewarded with a variety of magic items from the raven’s apparently invisible hoard. With that, they left the corvid alone and proceeded to search the level, eventually discovering both the handle and the trap door that opened it. I had popped a Grey Ooze on top of the trapdoor as an encounter, because it was transparent and they could try to grab the trap door through it. They didn’t quite fall for that though. In fact, they defeated fairly quickly, despite it taking no damage from blunt weapon attacks. With that, they opened up the trapdoor and descended the smooth, cement shaft with the inbuilt ladder to the floor below.

Dungeon Level Two

Dungeon Level Two, a five room underground level
Dungeon Level Two

I enjoyed the reaction to my design of the room they landed it. I described it as being all constructed of a singular light grey material, like cement, with a low bench of the same material, a row of lockers along one wall and small, tight chamber constructed of glass with a spigot in it. It took a few beats, but then Isaac asked, “is this a locker room?”

Perfect.

Anyway, they sent the cleric down first since they had heard about a horde of undead down there. Sure enough, after a low humming noise from the adjoining room, they heard the clacking and chattering of skeletons.

I have already written about my idea for this floor in my first OD&D post. Essentially, these undead are projections. As they were defeated more would be spawned in that room, but they would get more and more powerful to kill or frighten off potential explorers.

The order was:

  • Wave 1: Skeletons – I rolled up 19 of these, but with a cleric on the party they made short work of them
  • Wave 2: Zombies – I only rolled up four of these, but their appearance out of then air in room 6 alerted the players as to what was happening
  • Wave 3: Ghouls to up the ante with their paralysing touch
  • Wave 4: Wights – these bastards always scared the shit out of me as a kid playing this game. It was devastating if they managed to suck a level of experience out of your character. I mean, you worked so hard for that!
  • Wave 5: Wraiths – similar to the above but even tougher

Room 6, where the undead spawned, contained four crystal orbs that hummed and glowed when a new wave spawned. So the PCs figured out immediately that they needed to disable them to stop the undead. That’s what my players did, but there were other options.

In the secret room 7, there was a series of control consoles. They managed to find it by noticing the strange vent in the wall and removing it. On each console was a series of indentations, and in each indentation, a gem was placed. These were valuable cut gems, but they were also used to control things on that level. They controlled everything from the lights to the hard-light undead projectors. With a little experimentation, they could have used these controls to disable the undead waves.

The room also contained a holographic projection of a crystalline the humanoid. This was a simple prerecorded message, which, if they could have understood the language, would be telling them how to use the consoles and their purposes. But the Magic User had already used up her Read Languages scroll, so they’re just going to have to figure it out for themselves.

A couple of other things in room 5, I put some bio-hazard suits in the lockers which will act as magic armour of sort, giving bonuses to saves, and I also left a futuristic looking wand of Detect Magic. I did this because the Magic user always wants to use that spell but not really at the expense of a precious spell slot. It also gave them valuable information about the undead (they emanated illusion magic, not necromantic) and other parts of the dungeon.

In room 6, They noticed difference in the surface on the floor in front of the iPod-future, translucent white double doors. The Fighting Man in the party used his ten foot pole to poke that surface and set off the trap beneath, a lethal spray of tint crystal shards exploded upwards, making his ten-foot pole into a nine-foot pole. He did manage to poke the doors which opened to reveal a stairwell leading down.

Conclusion

They are not quite done on this level. When we left them, they were still mucking about with the controls in the secret room. And they had detected an evil presence to the north west (room 8.)

Even after they make it to the next level, where things become even more sci-fi, they have a ways to go.

I’m still really enjoying the creative endeavour of building and populating this dungeon. I went into it only with the map, the outline of the plot and the general themes. I have been adding details as we go along so I can respond to things the players say or do. Maybe this is not quite in the spirit of the Original D&D, but I find it works very well, so I’ll stick with it.

The Editioning Weeks Five and Six, Basic D&D

Taking Sides

The Keep on the Borderland wants you to commit to a faction, become their champion and do quests for them. Or, at the very least, it wants you to pretend you’re doing that so you play one faction off against another. We got deep into these politics in our latest session.

Losing Friends and Making New Ones

The image of the Keep on the Borderlands on the back cover of the adventure, showing a large keep at sunset, a group of adventurers running up the road towards it.
The Keep

We have been growing in the esteem of various factions and drawing the ire of others for the last few sessions. For instance, as I mentioned before, we have ingratiated ourselves to the Castellan of the eponymous Keep, but, we have decided to go against the Ospreys, the bandit-like rebel band who want to overthrow our friendly Castellan. With that in mind we used an osprey feather and a secret handshake to convince a group of these bandits we wanted to join them. This turned into a fight, of course, since they came in force and, although we only needed to capture one of them for questioning in the keep, we couldn’t separate them. This all worked out in our favour as we came away with not one, but two prisoners, one of whom was a high-ranking lieutenant. But one of them escaped the ambush, no doubt returning to Lord Osprey himself. I’m pretty sure we’ve ruined any chances of being best buds with that guy.

Anyway, we went back to the Keep for some carousing and continued making enemies and rivals. Our DM, Isaac’s carousing table has not necessarily been very kind to us so far. This time proved to be even worse than the last. The only thing that happened last time was that we woke up in the street. This time, my thief, Thaddeus Nightbane, got barred from the Blue Wine Tavern for being a know-it-all, Tom’s elf, Eandril, managed to get into a duel with the keep’s armourer and Lotharia, Charlie’s halfling, pissed on the spell book of Thaumic Juggernaut Billiam Asda (is that right, Issac?) Now, we had a bunch of booze back in our apartments so I didn’t mind getting barred too much and Eandril won the duel, impressing the armourer so much that she offered us discounts. But Lotharia? Well, the only way we could satisfy the Thaumic Juggernaut was to quest in search of a replacement spell book. So, we took ourselves off into the mountain woods in search of the Hermit, Dimblemist. It wasn’t too hard to find him, but we wanted to get out of there as quickly as we could. The frog-like man gave us all the ick. Anyway, we traded my ill-fated first character, Edmund of the Sun’s old holy symbol for the spell book. Dimblemist hung the symbol on his pet puma’s collar, oddly enough. They both seemed pleased with the result.

Dimblemist the horrid little hermit in his tree home.
Dimblemist the horrid little hermit in his tree home.

It was on the return journey that we ran into a random encounter. A griffon attacked a shepherd and his flock right in front of us on the road. The shepherd was already a goner by the time we got there, so we decided to try sneaking around to avoid a fight. No such luck. The bird-brained pussycat spotted us and attacked, making short work of Lotharia. She was rent asunder by the beast’s great talons. I’m sure it would have killed us all if we hadn’t had a small army of hirelings with us. So we defeated it with sheer numbers. Poor Lotharia, we barely knew her! She was only the second PC fatality. I’m sure there will be more to come…

Anyway, we returned to town with the replacement spell book and poor Lotharia’s corpse, in an effort to glean a little sympathy from Thaumic Juggernaut, Billiam Asda. Surprisingly, he paid us 100 GP towards the funeral costs. We later heard that Billiam had Power Word: Deathed a man in the pub for shit-talking his mum or something. Counting ourselves lucky, we wrapped that session.

Ethics in Business

Look, this is a game, alright? I want you all to remember that before you judge Tom, Charlie and me on the paragraphs below. Especially as, you know, we’re just doing what our characters would do or whatever.

We buried Lotharia and greeted Charlie’s new PC, Anastasia, Cleric of the Sun and newest member of the Company of the Dark Sun (we change the name from the Company of the Summer Sun after Edmund died.) Soon after we received a visit from Richard Kirkdon of the the Thyrenian Guild, a group of merchants with a base of operations in the Keep. They had been paying us for Osprey ears and, unsurprisingly, were very happy to hear with had ambushed a bunch of them and taken prisoners. Dick paid us 900 GP just for being cool. He then offered us a small fortune to find some of his mates who had been captured by the hobgoblins in the Caves of Chaos and, oh yeah, to deliver a shipment of arms to the Shakkelwart Clan of orcs, also of the Caves of Chaos. He even paid us a third of the fee up front. We agreed, and bid him farewell.

Now, Thaddeus Nightbane’s immediate instinct was to sell out the Thyrenians to the Castellan for arming his enemies. He saw it as a win-win, especially as we had already been paid so much for doing nothing. But the other PCs talked me around. Several other plans were thought up and shot down. We considered damaging the shipment and delivering it to the orcs, thereby damaging their relationship with the Thyrenain Guild. We thought of just destroying the shipment and telling Dick we delivered it. In the end, after a debate that consumed the lion’s share of the session, we decided to deliver the shipment as requested, but also to deliver another shipment of arms and armour to the goblins we’d made friends with earlier. The idea was that, if both sides were well armed, they might just weaken each other enough to make them both easy pickings for the keep’s forces, thereby increasing out standing with the Castellan and earning the rest of the gold promised us by the Guild.

So, off we went, back to the ravine containing the Caves of Chaos. As we were scouting out the best way to approach the Shakkelwart Clan’s caves, we encountered a few representatives of a rival mercenary group, known as the Great Company. They took one of our hirelings hostage but we managed to defeat them despite that. In searching their belongings, we discovered they had been contracted to find and eliminate Thaddeus Nightbane!

Conclusion

Less and less am I concerned with the mechanics of playing the game, now. We almost never need to refer to the rules or even question the way things work in Basic D&D. Its fair to say that “basic” is the right word for it. Your characters are simple, the rules are straightforward and everything that isn’t spelled out can easily be ruled upon by the DM.

More and more am I invested in the occurrences of the adventure, the faction play, the NPCs and the quandaries we are presented with. We are figuring out what we want from this whole caper and we are also figuring out how the various groups involved can help or hinder us. It is bringing the Machiavelli out in us quite a bit, whether we’re lawful, chaotic or neutral. And it’s very fun.

The last session we played was Session 7, which is one more than I thought we’d be playing for this whole adventure. Isaac asked us if we wanted to continue until we reach a reasonable end point. This obviously sticks a spanner in the works of the Editioning plan, but I had already come to the conclusion that if we were having fun with it, we may as well keep playing. I’m coming to the realisation, actually, that we won’t get through an adventure in each edition in a single yer. More likely, it’ll take two. And I’m fine with that because, right now, I’m enjoying it so much!

UVG x Troika

Vibes

It’s easy to categorise RPGs by genre. Traveller is sci fi, D&D is fantasy, Cyberpunk Red is, well, cyberpunk, Call of Cthulhu is horror. There’s no real question about that. But, when you want to do an RPG medley, you’ve got to consider rulesets and vibes. D&D and Gamma World are basically the same ruleset, which makes it handy to mash ‘em up. But more importantly, their vibes are vibing on the same frequency. This has a lot to do with the art style in the books and the ways in which the games themselves are presented as well as the settings. I’m sure I’m not the only one to take their Gamma World players through a portal to a D&D fantasy world where they could blast dragons with their enormous radiation guns. It just made sense because of the vibes.

We finished a Mörk Borg campaign earlier this year. Got all the way to the end of the world, believe it or not. Cleverly, our GM, Isaac, ended that world and then woke us up from the the virtual reality game our Cy-Borg characters had all been immersed in. Someday, we’ll return to this game that’s also a new game. Now the vibes of these to are so obviously similar because they were both made by the Stockholm Kartell and designed by Johan Nohr. The art style is brash and neon and loud for both so you feel like they vibe together naturally.

Today I want to discuss a couple of games that you might not automatically mention in the same breath, Ultraviolet Grasslands, Luka Rejec’s psychedelic, prog-rock fuelled old school trading simulator, and Troika, Daniel Sell’s Science Fantasy Moorcock/Wolfe mashup using the rules for Fighting Fantasy and the surreal art stylings of Shuyi Zhang and Andrew Walter among others. OK, you might mention them in the same breath, actually. They both tickle a very particular armpit, in between the arm of sci-fi and the torso of fantasy, and, to me, their vibes intersect perfectly. So much so that I decided to employ a Troika adventure in UVG.

The Adventure So Far

The PCs have been on the road for more than six weeks. From the Violet City on the shores of the Circle Sea they have traveled west through the Ultraviolet Grasslands. They’ve encountered Lime Nomads, giant mushroom-tending armadillos, cyborg-like bio-tech lifeforms called vomes, and even a furniture trader named Jonky Bonko so far. And at every point along the way they have gathered resources and items to trade, hopefully for a profit. This has been their over-riding motivation thus far in the campaign. The players are utterly invested in the success of their joint business venture, which they have named Isosceles Inc. Watching their Cash numbers go up has definitely been exciting for them, especially when they make a really good market research roll, or haggle their way into a selling price three times higher than their buying price. But I have been wanting a bit more old-school in it too. To that end, I’ve been seeding something in the otherwise completely randomly generated adventures. It originated in a random encounter, but I kept it running through a couple of other random encounters.

They rescued the daughter of a Lime Nomad clan chief and returned her to her mother. The mother, grateful and impressed, entrusted them with a message in the form of an item known as a portable illusion. She asked them to take it to her sponsor, a Porcelain Prince called Black Pot 5-Body at the Porcelain Citadel. Almost immediately, they rolled up another random encounter with a Porcelain Prince out on the road. A Porcelain Prince is an intelligence that’s distributed across a number of humanoid bodies that wear matching porcelain masks. The PCs, wary and out-numbered mentioned that they were on the way to see Black Pot 5-Body in the Porcelain Citadel in the hope that it would encourage this Prince to treat them favourably. On the contrary, the mention of Black Pot seemed to cause something of a stir. The Prince promptly sent a messenger off in the direction of the city. The PCs promptly killed the messenger in the grasslands and buried him in a shallow grave.

Later, at the Low Road and the High trading post, they heard a rumour that an ultra-conservative Porcelain Prince, Meissen 13-Unity had dedicated themself to restoring the Citadel to the unity of thought not exemplified since the end of the Properly Recorded Period. Not only that but that Sunfire 3-body, who they had met on the road, was an adherent of theirs. At this stage, the PCs were not able to put things together. But once they pushed on towards the Citadel they ran into a random encounter, the caravan of another Porcelain Prince, this time, an ally of Black Pot 5-body. This time, the Prince sold them a pass to get them into the Upper Citadel, where they could do business and find the Prince they were looking for.

Finally, they reached the Porcelain Citadel, the great hand-shaped edifice towering over the grasslands doing devil’s horns. They had been eager to do some carousing here. The PCs had a taste of it in the Violet City at the start of the campaign and gained a lot of XP from it so they saw it as a short-cut. This time, one of their number got completely fucked up on drugs and managed to lose most of their Cash as a consequence of a particularly poor Carousing roll. So they needed to make some money quick. The next day they went to visit Black Pot 5-Body in their workshop. There they presented the eccentric Prince with the Portable Illusion. They activated it and they all witnessed a Porcelain Prince being abducted from a camp by an enormous winged creature with a hand where its head should have been. They were dumped in an enormous nest at the top of a massive index finger stretched up into the sky, as high as a mountaintop. From there the view within the illusion changed and they saw the Prince negotiating with a wizard in a black tower atop another digit of this huge hand. He exchanged a copy of a book for the wizard to help him escape back to the Grasslands. And then the illusion ended. Black Pot was very excited. This was their chance! They had finally found the evidence they had needed for so long. The original book that would prove that the laughable philosophy of their political rival, Meissen 13-Unity was based on nothing more than a work of fiction designed to satirise the exact sort of overtly conservative views they thought were espoused by it.

That’s a lot of backstory. Suffice it to say, Black Pot employed the PCs to get abducted from their dreams by the bird-with-a-hand-for-its-head so they could be taken to the mountainous hand and retrieve that book. They went into the grasslands and did just that. They woke up in the nest, just like in the Illusion. After avoiding the gaze of THOG, the bird-thing, they killed some worms escaped the nest and found themselves on the tip of that cyclopean index finger looking out on a wide green land and a cerulean blue sky. They knew immediately that they weren’t in Kansas anymore.

I loved this moment. At this point, the players did not know they had just transitioned from UVG-proper to the Troika adventure, The Hand of God, so they had no reason to suspect anything. Also, there have been hints of portals and other worlds dotted around the plains in our campaign so far, so they had no reason to think this was anything but more UVG weirdness. I kept up the pretence as long as I could. But, eventually I shared one of the illustrations from the adventure in our chat and Isaac was quickly able to identify the distinctive style of Andre Walter, so well known for his Troika work. He asked me if this was a Troika adventure and I answered honestly as is the law.

But that was ok! It helped me in fact. The players understood that I would have a little work to do to translate from one ruleset to the other when I had to spring things on them so they have been quite forgiving.

Conversion

For the first session in the Hand of God, I didn’t even do any preparation of encounters in UVG terms. I winged it completely and that was fine. It would absolutely have been better if I had prepped, but it was ok. The nice thing about both rulesets is that they are light. A UVG creature’s strength is based largely on levels/hit dice, in a very D&D-esque way. So I was able to use the following table to work things out approximately while my players waited patiently.

But the fact was, the only combat encounter they had was with a couple of weak and lowly Prayer Worms. In Troika terms, they had low Skill and medium Stamina and their only special was screaming when they died so it was was easy to look at that table and decide to make them level 0.

I rolled up another random encounter as two of the three PCs made their way down through the index finger’s stony interior. There, on the stair, they found a poor undead whose body had been crushed by a fallen boulder. She told them she would reward them if they would bring her to the undead village of Jigigji over on the Little Finger. So they re-reanimated her decimated body and brought her along with them. Meanwhile, the third member of Isosceles glided across the span to the next finger on his handy glider. He landed on the opposite side of the bridge long before the other two made it there. At this point I knew they would be running into a lot of potentially tricky encounters that I thought I should prepare better. So we left that till the next session. In between, I converted all the stats for all the potential encounters, whether random or planned. The conversion did not always fit neatly into the rows of the table above. Sometimes I would add more hit dice if they had more Stamina than Skill, and I would always look at the potential damage on the Troika damage tables to decide the dice and bonuses to give them in the UVG context. None of this was particularly taxing, although I’m sure some GMs would do the conversion differently to me, if they wanted something more or less balanced.

The next session they dealt with a bridge troll and his gremlin minions, but realised they were in for a tough time on this adventure quite quickly. Once they got across the bridge, they soon reached the black tower of the wizard as shown to them by the Portable Illusion. In the adventure, this is known as Rezkin’s Folly. All they would have to do is get into this powerful wizard’s abode, avoiding the fireballs being flung by the magical orb security system and all the weird shit inside, and they would get the chance to maybe retrieve that book!

The Folly is presented as a mini dungeon within the context of the overall adventure. It has fourteen rooms and its spread over a mere eight pages. It is very easy to read and absorb and most of it is usable in any system, with only the creature stats requiring conversion.

There are some Wizard spells referenced in the adventure that are taken directly from the Troika core book. I had to spend a bit of time looking up UVG spells that worked as alternatives to their Troika counterparts. None of these were really done on a one-to-one basis. Troika spells are generally fairly D&Dish, but UVG spells might really do anything, conceivably. I used both the UVG core-book and the forthcoming Wastelands Guidebook to help with this.

Conclusion

Well, we haven’t concluded this adventure by any means. Isosceles Inc have only made it into the tower’s lowest floor. They have encountered a gossamer assassin creature and survived, but still have to make it to the treasure room and out again. They also need to bring their undead companion back to Jgigji and then escape this potential dreamworld to get back to the Grasslands!

So far, I am loving how well the Troika adventure vibes with UVG. There are some anachronisms, like trolls and gremlins, which seem a little too generic-fantasy for the weirdness of UVG, but, on the other hand (if you’ll excuse the pun) they’re on a ginormous hand and they were sent there by a weirdo who lives in a giant hand. This was obviously the thing that linked UVG and the Hand of God in my head. Somehow, this dreamworld leaked into the “real world” of UVG and led the Porcelain Princes to build their Citadel. And, perhaps, the item that same their citadel from repression is contained in it.

Anyway, this adventure will continue soon, hopefully. Our gaming has been dominated by the Editioning recently, but, hopefully, we’ll get some more UVG x Troika in soon!

The Dice Pool at Two Hundred (posts)

Milestone Levelling vs XP

There’s a strong argument for XP levelling in D&D type games. The pursuit of XP can be used to promote certain behaviours from the PCs, leading them towards the bigger, badder monsters and the shinier, more valuable treasures. I have been using XP levelling in our OD&D game to preserve an element of authenticity, and in UVG to stay true to the rules. But I have been more than generous with the provision of experience points in both. The GM has the privilege and responsibility of controlling the XP tap to speed up or slow down the progression of the PCs as seems appropriate, but it is an imprecise instrument. For instance, in OD&D a Magic user requires more than twice the number of XP to level up than a Thief does, and PCs with high prime requisite scores are getting 5 or 10 percent bonus XP as well. So no-one is really levelling at the same rate, even if you ostensibly give them all the same amount of hit points.

So, when I first encountered milestone levelling in D&D 5E, I saw it as a way to unburden myself and our group of the calculations XP levelling lumbered us with and to reward PCs with levels at narratively appropriate points in the campaign. I never really planned when I would give them a new level, I would just tell them to level up at the end of a particularly significant session. This method, or lack thereof, had the added bonus of it being a nice surprise for the players. They were still able to plan ahead for what new feats, spells, etc. they were going to take when they levelled up, they just were never sure when it would happen, unlike with XP levelling.

Anyway, I have been thinking about my progress with the dice pool dot com in a these terms recently. Obviously because I’ve known this 200th post was coming for some time. I’ve certainly hit a few big milestones, like when someone first subscribed to the blog, or when the blog was first linked on the Indie RPG Newsletter, or when John Harper reposted my bleet (skeet?) about my Blades in the Dark posts on Bluesky. All of these milestones built my confidence, motivated me to continue and improve and got more eyes on the site. It felt like levelling up each time. Every unlooked for goal that I reached made me want to write more and se what might come next.

In the time since my 100th post my views and visitor numbers have grown enormously. This has been true since the start of the blog in fact. My guilty obsession is checking the Jetpack app to see what the daily/weekly/monthly numbers are at. I often do it a few times a day. This feels like the accumulation of XP. Each view is another point towards the next level. You can even measure the effects of the milestones I mentioned above in this way. John Harper and Thomas Manuel granted the site a lot more XP than it got most days. It was like completing a quest I didn’t even know I was on.

If I’m honest, I have to admit that the everyday XP grind feels more like where the real progress is made. The milestones certainly come up, but if I were to rely on them, I would level up pretty infrequently. Also, I like the ability to measure the progress through numbers, as you will have noted from my New Years post. Not that the numbers really influence me to write on any particular topics. I have and always will write what I want, whether its Triangle Agency Character Creation or half-assed flash fiction. Maybe I’m obsessed with the numbers because I’m just old school, maybe I crave XP.

Anyway, here are some links to a few of the last two hundred posts that I’m most proud of:

Conclusion

It’s a short one today, dear reader. I just wanted to acknowledge the milestone, as it were, and reflect on how the blog has built and changed over the last two hundred posts. Thanks for reading!

I’ll be back soon with the promised discussion of the Hand of God x UVG.