Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Adventurers

Character Class Description
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Barad the Bald Magic-User level 1 Bald, beardless, chinless, and lazy-eyed.
Tamren Cleric level 3 Stoic paladin of Coriptis, the Goddess of Battle and Inamorata of Berserkers. Aventail hides all but his two piercing blue eyes.
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.

Maggotfeast 13th, Earthday

“You know what? We should go back to the den and finish what we started. Look we even have a paladin with us now! And Derennan is no joke either!”

On top of that Barad, Zarifa's Toy-Boy, also disclosed a marvellous discovery he had—a wand he recovered many months ago turned out to be a potent weapon. It was in fact a Wand of Paralysation, with a conical effect.

The quintet prepared for expedition and set out at once. They reached the familiar tree by next day's afternoon.

Maggotfeast 14th, Fireday

One of the dwarves moved the broad plank concealing the shaft leading into the den. As he did so everyone could hear loud tumbling sounds of rocks and debris falling down the shaft; as if something was lodged right underneath the plank.

Caring little for making noise—after all they are here to stop a drug ring—the party headed down. Bell-shaped entry chamber was as they left it. Filled with animal carcasses, small bones, a dead elf, and a spider husk.

Two doors to the left, two doors to the right, and an archway straight up ahead. Doors to their immediate right were chosen. A little bit of listening, a little bit of prodding, and a corridor unveiled itself.

Remembering a pit trap from their last delve, the party proceeded whilst carefully tapping the floor.

“Stop! I hear something!”

One of the dwarves picked up on giggling sounds behind the doors they just came through. Alas, everybody heard the next thing—the sound of doors being swung open.

And then Barad felt getting shot in the gut. He fell down to the ground and blacked out. Three dwarves and a paladin charged into the darkness. A mass of small brownish creatures armed with short swords and light crossbows cried and fell back into the bell shaped chamber.

Party gave chase, only to find themselves surrounded from all directions. From now on it was a bloody free-for-all. Wherever they swung something died. In return they got stabbed and shot at and insulted relentlessly.

“Look at that big-nosed dwarf! I'll have his beard!” Nolmbork could pick up between heaves and screams and sounds of metal clashing. It was dirty Goblin language. And they were dirty little goblins. And there was lot of them.

And then a torch-bearer dropped the torch.

Little did the darkness help the goblinoid bunch, for the adventurers kept swinging wildly; back to back. Nolmbork unleashed a fierce warcry, sending a bunch of small critters fleeing for their lives.

Adventurers' respite did not last even a minute. The doors they cam through and then came back from swung open once more!

“Drop your weapons or we slit his throat.” a large humanoid with leathery skin and oversized pig-face spoke in broken Dwarven as he held up unconscious Barad. There were at least six more like it, and they were well armed. Surviving goblins rallied and picked up their weapons once more.

Nolmbork The Quick-Witted explained that all of this is merely a misunderstanding and that they are here to buy some Red Dragon. That landed well with orcs.

“How much is it?”

“How much do you have?”

“A hundred and something gold coins...”

“That will do it.”

Orc dropped Barad unceremoniously, turned around and left.

“Now, which one of you was interested in my beard?”

Remaining goblins did not cry for long.

Tamren hung his head in shame. He bought his life! Instead of earning the right to live in battle! Coriptis would never even look at him; let alone sleep with him! Now he was nothing but a disgrace looking for redemption!

“Uh, are these orcs coming back? For how long do we wait?”

They got out and headed straight back to Hara.

Maggotfeast 16, Airday

“What did you do to my handsome sage!”

Zarifa Pilter, usually ice cold and reserved, fumed at Barad's beaten-up, bloodied, and battered state.

“You imbeciles! Don't you know that blunt force trauma renders one stupider?! Of course you don't, you bunch of stone-cutters! Oh my lovely sage, what have they done to you?”

The rest retreated to their comfortable townhouse where they rested, recovered, and licked their wounds.

Barad received the finest treatment at the Pleasure Palace. There he also received an offer of employment. Eight hundred gold coins a month to become Pilter family chief sage. A vizier perhaps! The only condition? He would never be allowed to adventure. Ever again!

It is unknown how he weaselled himself out of this deal, but what is know is that he snuck out in time to join the next expedition to the den.

Coldrain 1st, Airday

Winter is here. Days are shorter.

This time removing the plank caused no unusual sounds.

Bell shaped chamber was as before. Well, mostly. Five mutilated goblin corpses were hanging from the ceiling.

“Let's head left”.

A thirty foot long corridor leading to a t-shaped junction. Left again, into a four-way intersection. A door to their right, corridors in other directions. Left corridor turned left into a dead-end. Right corridor led to stuck doors behind which nothing could be heard.

Up ahead, thirty feet further, the corridor terminated in another t-shaped junction. Stuck doors at the end of both passageways. The right ones stank of shit.

“Let's head back...”

Backtracking to the first t-junction they encountered, the party turned left and followed the long corridor until they reached another doors.

Loud grunts and noises could be heard from behind.

“Brace yourselves...”

Hagar the Mighty smashed the doors open.

Four pig-headed creatures, with dumbfounded expressions on what is an insult to call face, sat around the table playing dice. Dim-lantern rested in the middle of the table. Left and right side of the chamber were lined with straw-mats on which more of the creatures were sleeping. Another doors were straight ahead.

“Charge!”

The party spilled in, breaking into right and left wing, leaving Barad alone in the center. Magic-User pointed his wand, yelled some incomprehensible words, and sitting orcs froze still. Sleeping orcs were slain before they had a chance to react. Paralysed orcs wept as they were inefficiently hacked to death.

Hagar the Curious opened north doors, “just to check it out.”

First he was hit a strong whiff of rancid alcohol that made his eyes watery. Then he realised what were the shapes in front of him. A dozen or more half-naked orcs singing, yelling, and wrestling. On north wall was a bas-relief of large war-hammer. By it was a dressed orc wielding hammer and yelling whilst holding his arms spread out.

Unsure what to do, Hagar whacked the closest orc that stumbled towards him. Alas, the monster fell and wedged the doors open.

“The wand! The wand!”

Illustration by kickmaniac

Dwarf rolled to the side as Barad unleashed his super weapon once more. Everything, including the imposing hammer-orc froze in place. Everything but a dozen orcs that didn't. Drunk, they stumbled and fell over each other, looking for weapons to fight with.

Barad's triumph lasted ten seconds. An intoxicated orc rushed out and speared him right through heart. Zarifa's lover fell dead.

Derennan, Tamren, Nolmbork, and Hagar formed a gauntlet around the bottleneck. They hacked and smashed and skewered orcs like pigs for slaughter. Drunken horde flailed and fell over each other, and then clashed against open doors as a sea of flesh, yelling & roaring. Too many to fit through, one after another they fell under the mighty adventurers. Except Tamren; disgraced paladin was missing. A lot.

A minute later they stood victorious on a carpet of corpses. Nineteen of them. And Barad. Somewhere at the bottom of the pile. Paralysed monsters were promptly executed—sans the shamanistic figure.

As they moved into the chamber, they could see what was an obvious party scene: wine spilled all over the ground, food trampled in chaos, and two dead goblins pinned to the west wall with daggers and darts sticking out of them. Several small barrels, wine or some other dark red liquid, and three sacks of flax seed were the only obvious “valuables.”

“Gag the shaman, frisk the corpses, take Barad, and let's get out of here!”

The party recovered 97 gold coins, one small lapis lazuli, one small piece of obsidian, one black onyx, one small ruby, one jeweled scabbard of fine make (possibly elven), and one magic-user corpse.

Enroute to Hara the party had been accosted by patrol heading to Violentague. Patrol was taken aback by their shabby prospect and were very disinterest in their affairs.

The party reached Hara on noon of Coldrain 6th, Airday.

“Quick, to the temple with Barad! Before Zarifa finds out!”

As if they could afford Mavis the Magnificent, High Priestess of Poseidon, whom said no to the mightiest men of Hara and paid the price for it!

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Celeborn of Revelshire Elf level 1 Hails from a distant community led by an Ent. Also potentially the ugliest elf you've ever met.
Oberon Fighter level 3 A tall, supple hunter adorned with bones and horns of his prey.

Maggotfeast 5th, Spiritday

“Surely there is something for us to do...”

B-team left behind in Hara was hard at work collecting intelligence, seeking new opportunities, and taking care of their newly acquired townhouse.

Myrna Blaxter offered one such opportunity to Flamthwynn and Barad the Bald. Hara's alchemist—queen's good friend if rumours are to be trusted—is concerned that Red Dragon is back on the streets of Hara. It is a highly addictive paste that leads to a zombie-like existence after sustained use.

The name comes from eye-wateringly hot belch that follows each consumption. A decade or so ago, Myrna was a member of an adventuring party that executed the brewers of Red Dragon, destroyed the recipe, and demolished their den.

She offered 800 gp worth of gems, as well as her friendship, if the party would check the old drug den for any trails.

Another opportunity came in a form of a distressed man knocking on the doors of their new home. The man sought Norwood Bode, previous owner. Hagar the Hewer and Derennan greeted him and learned that he wants to sell information about Klekless Racoba's whereabouts. You know, the notorious wizard whom had to flee Hara because of our brave adventurers and whom currently has a large bounty on his head (3 000 gp by Imrael to bring his head, 3 000 pp by Namelin to bring him alive). The man asked for mere 847 gp for this information.

Finally, Tamren dreamt the following, vivid as reality itself:

A circle of large stones atop a dark hill; a circle that runs in circles and circles; a black hole in the ground, broken round stone slab next to it; a seal of something that should be sealed; a spiral staircase covered with roots and bones and dust going deep, deep, deep; a dark hole, a blue mist, an army of many legged and many armed horrors; a pulse that makes you sick a pulse that makes you angry; a site where Paladin of Coriptis could find his glory—in life or death.

“You know what? Checking that den out could be some easy money. And it's just days walk away. Can't be that bad, right?”

Hagar assembled an A-team of Oberon, Nolmbork, Celeborn of Revelshire, and, of course, himself.

Maggotfeast 6th, Airday

“There!”

Indeed, there stood a large tree fitting Myrna's description. It didn't take a lot of searching to find a poorly concealed entrance next to it. Broken branches, an assortment of bushes and random detritus covered a solid wooden plank, which in turn covered a ten feet wide hole. A shaft led deep into the ground dropping fifty feet straight down. Old, rusty rungs were spaced along the shaft to allow persons to descend deeper into the earth. Some of the roots of the old tree have found their way into the shaft, making the descent difficult at times, and causing those lowering themselves down to be blinded to the room below.

The quartet descended, with Nolmbork leading the way.

Soon enough they entered into an oddly shaped chamber. There were doors the their left as well as right, and an expanse up ahead. The air was a mix of dampness and rot. Small animal carcasses littered the floor.

“Oh, my.”

Oberon's torch illuminated a rotting elven corpse impaled on a spear in the center of the chamber. Behind it were two more doors as well as an archway leading into a corridor.

Listening at the doors revealed very little. The corpse was in bad shape. Eyes, teeth, and tongue were missing.

“Watch out!” Nolmbork spotted a large spider dropping from above on unsuspecting Oberon. Luckily the fighter was agile enough to avoid the insect's bite. He squashed it without breaking a sweat. Then he pulled out the spear from the elven corpse, letting the latter slump down to the ground.

“Pssst, I heard something!”

Sounds of something hard hitting something soft could be heard from behind north-east doors. The quarter huddled up and opened the doors.

A corridor up ahead as well as to the right.

“Let's check it out quietly.”

Not even five steps in the party was rewarded with arrows to their faces. Celeborn took two hits, nearly dying in the process. He took out his sword and charged on into the darkness. Others followed.

They soon clashed against three pig-faced humanoids.

Celeborn ran into one holding a bow, took a swing, missed awkwardly, and then dropped his weapon. Hagar followed him, but was checked by an unexpected monster to his right. Pig-faced one was promptly turned into flat-faced one; dead on the floor.

Nolmbork challenged the biggest looking one, preventing him for chasing after wounded Celeborn. Brief but brutal skirmish ensued. The elf recovered a weapon from downed monster—which he recognised to be one an orc or similar breed. As he did so he overheard the other two discuss which one of them will get to eat elven ears.

Outnumber two-to-one, two remaining orcs had no chance. Celeborn cut down one in a single strike while others beat the other into retreat. Celeborn gave chase and stabbed it into its back as it tried to open the doors into the chamber whence the party cometh from.

“Let's frisk them!”

Two shortbows, 16 arrows, one spear, one solid wooden shield with metal rim, and eight gold coins.

“Aaaa!”

Celeborn just caught glimpse of Oberon falling through the floor in the corridor to the right of the doors.

Oberon rolled and tumbled until he hit a patch of cold soil.

“Huh...”

“Time to take out that ten foot pole!”

Hagar commanded everyone to stand behind as he taps the floor.

Nothing.

Nothing.

“Aaaa!”

Hagar's pole might have not been enough to get the trapdoor to open, but his heavy frame sure was.

He too tumbled down, nearly falling on Oberon's head.

Both found themselves in a very small area, barely five by five feet. The chute they fell through was at an angle they'd find impossible to scale without proper equipment. To their right were iron rungs leading some twenty feet above, terminating with a trapdoor.

“Listen, I have an idea!”

Nolmbork and Celeborn came up with ingenious plan. They tied orc corpse to the door handle on the opposite side, closed the doors, tied on the handle on this side, and then placed it on the trapdoor. Nolmbork the Engineer figured out the mechanism and how to keep it open!

Then they threw down excess rope. Nolmbork slowly descended, holding rope in one hand and torch in another. This was definitely a chute leading down, at an almost 60 degree angle. The fall was at least 50 feet long, if not longer.

“I am at the end...”

The dwarf gingerly sat down and then he let go of the rope, sliding down on his bum. Celeborn followed.

The duo found thyself in a very small area, barely five by five feet. To their right were iron rungs leading some twenty feet above, terminating with a trapdoor. Oberon and Hagar were nowhere to be seen.

“Uh, I might be too heavy!”

Nolmbork worried as one of the rungs squeaked under him. Hence he got rid of everything but essentials. Celeborn waited before climbing.

“I hear fighting sounds!” Nolmbork forced the trapdoors open, bursting into a chamber some twenty by thirty feet. There he found the other duo victoriously standing atop a pile of bones.

“Four dog skeletons and two bird skeletons animated when we entered. As you can see we successfully deanimated them.”

This chamber was full of doors as well. One to the west, one to the south, and one to east. But it was not doors that occupying Oberon's attention. No. It was a chest by north wall. Big iron padlock made it only more attractive. So attractive he took out his little axe and hacked it to pieces. The chest, not axe.

Inside was a rectangle of solid silver, roughly palm-sized. Its lightness suggested it might be hollow, but it had no hinges, nor any opening of any kind. Hagar inspected it closer. Ha! There was a hairline thin seam running around the whole circumference of the rectangle. But what for? Who knows; Hagar threw it into his backpack.

South door led into a short corridor, leading to locked doors, which Hagar battered down without even blinking thrice. Another twenty by thirty chamber, with a door on each wall. A ten feet wide fountain dominated the center. A small, winged cherub, spewing water from its mouth, was perched atop an evil looking gargoyle.

The moment Hagar stepped into the room, the water stopped flowing from the chubby cherub. Then the gargoyle and cherub rotated to face Hagar. Dwarf heard the following:

You take up thy knife And slice off my head Then you stand o’er me And weep that I’m dead

“Ooook?” dwarf stepped in and to the side. Upon entry, both Celeborn and Nolmbork heard the same cryptic message. The stone duo faced Nolmbork since he stood between other two characters. The elf separated to check on the east doors. Hagar took out his pole once more, and prodded the fountain statues.

The cherub sprayed both dwarves with viscous oil. And then gargoyle breathed fire upon them. The duo quickly rolled out of the chamber, while Oberon beat on them with a blanket. Celeborn hurried out of the room as well.

Backtracking into the chamber with hacked chest, the quarter went through west doors, eventually finding their way to the corridor with pit trap. They jumped over and then got the hell out of this place.

“There were no drugs here?”

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These are may reading notes of various Dragon Magazine articles. Learn more about the collection here.

The Referee’s Code of Honor: Six simple ways to earn players' trust

Author: John Setzer Issue: Dragon Magazine #184 Rating: ★★☆☆☆

Trust is vital to the Judge-Player relationship. John offers six ways to build it:

  1. Always treat your players with respect. If they do something wrong, let them find out through the play and game itself.
  2. Never take a character away from a player. Give fair descriptions that do not deceive characters.
  3. Don't take on more than you can handle. Be careful when playing improvised games that you do not do something that you will regret later.
  4. Be reliable outside the game. Players will have difficulty trusting your word during a game if your word is worth little outside the game.
  5. Make the game fun for the players and yourself. Players will let you know they are not having fun by not coming to your game. Judge should be having fun as well. Judge is not there to be a tool to provide amusement only for the players.
  6. Take pride in your work and also in the group. While a group effort is needed to really have a fun evening of roleplaying, most of the responsibility lies on the shoulders of the Judge. When a younger player begins to show gaming maturity, you can be proud that you had a lot to do with bringing enjoyment to that person.

The advice isn't bad (although there is a fair bit of player pampering with fudging rolls and avoiding enticing them to do stupid shit by asking variants of are you sure) but is so verbose. Three pages (less when you remove ads and an illustration that takes 2/3 of the first page) is too long. Hence two stars.

The way we really play: Development of a DM is a three-stage process

Author: Tom Armstrong Issue: Dragon Magazine #106 Rating: ★☆☆☆☆

A confused article. First half is an attempt to generalise anecdotal data and fit it into some kind of progression model. Tom argues that Judges go through the following three stages:

  1. “Monty Haul” or, in other words, giving too much treasure and magical items to players, way too early, and way too easy.
  2. Strict rules-as-written, as response to players becoming too powerful and campaign going out of control.
  3. “Normal” or house-ruled AD&D.

Above doesn't resonate with me at all. Following that we get two long example of how Tom mishandled his games. He does share a following important titbit for all Judges:

I hadn't thought to ask the players what kind of campaign they wanted. ... Dungeon Masters should try working with their players instead of for or against them; players have good ideas, too.

Playing Dungeons & Dragons is a cooperative affair. Yes, it is very important to be giving feedback to each other throughout the game. That's how we make it better, together.

Another article that could've been two paragraphs.

Beyond the rule book: Procedure and style tips for good GMing

Author: Lew Pulsipher Issue: Dragon Magazine #75 Rating: ★★★★★

Now we are talking! Lew runs games! His first-hand, lived experience drips from every paragraph. And he packs a lot in this article; twenty points on being a good Judge!

First we get ten point about Judging procedures:

  1. Don't let players push you around. You are the ultimate authority; rely sensibly on the rules and on logic.
  2. Be consistent. Players make in-game decisions based on in-game “facts” and physics you provide. Make sure to be consistent so they can make rational in-game decisions.
  3. Tell players how you've changed the rules before you start the game.
  4. Don't stonewall. Always hear out players.
  5. Prepare before the game. As much and as little as need to keep the game running smoothly. Use index cards—that way you can reuse card for the next session.
  6. Maintain some semblance of order. Don't allow one person to destroy the fun others. Don't be afraid to kill a fool's character if his actions call for it. Let the player know what you disapprove of and why.
  7. Be humorous or open to humor. It's a game.
  8. Don't favor one player of another. Try to be impartial and fair, as much as you can. Never favour the monsters.
  9. Don't pursue a vendetta against any particular player or players. Vendetta for in-game reasons is fine, but for outside reasons is a no-no.
  10. Don't give away information. Don't give a player more information than his character would have. Don't tell player more than their character would be able to sense.

And then we get ten points on Judging style guidelines:

  1. Your style is not for everyone. You can't satisfy everyone, but you should be able to gather a group of players you can satisfy.
  2. Let the players gain abilities at the slowest rate which maintains their interest in the game. A ““rate of gain” that is too fast can disillusion players as surely as one that is too slow.
  3. Don't pass the buck. Your campaign is your responsibility. Dice, random tables, modules, supplements—all of them are in your service, and not the other way around. You must change them as you see fit.
  4. What is good for player character is good for the monsters.
  5. Err on the side of stinginess. It's easy to give stuff, but very difficult to take it away.
  6. Don't try to stop the irresistible force or overthrow the immovable object. In AD&D gods, protection from magic scrolls, clerics' undead turning ability, magic-users' inability to use swords, and inscrutability of magical tomes are inviolable. Resist the urge to add something to the game in order to avoid such restrictions.
  7. Don't allow anachronisms. Fantasy role-playing is only a simulation, and not reality. Foil players' attempts to bring forth inventions and innovations from our world into your fantasy world.
  8. Never let the players feel that their characters are invulnerable. Much of the excitement of role-playing comes from the possibility that death may be around any corner. At the same time, if too much is unpredictable, the game degenerates into a lottery.
  9. Avoid arbitrary keying. Avoid encounters and situations which have only one single solution that has to be executed exactly as you envision it. Allow space to be surprised by players' ingenuity.
  10. Don't expect players to perceive a problem the way you do. Judge must expect the unexpected!

Great article every Judge should read; even if you disagree with some of the points. I'll include it in the final Judge Advice collection.

Five keys to DMing success: Make it easy on yourself and fun for your players

Author: Mike Beeman Issue: Dragon Magazine #80 Rating: ★★★★☆

Mike argues that every good campaign has the following five elements:

  1. Continuity. Go beyond series of dungeons; introduce elements that make all the things in the campaign fit together in a cohesive whole. Even better if all these interconnections are covert, so players can discover them for themselves.
  2. Character. Give character a focal point for their life, but don't force them into anything. You can give them a quest, a magic item, an anti-hero, or destiny.
  3. Competence. A good judge must have an active imagination, working knowledge of the rules, and a sense of dramatic. Keep the game running, don't be afraid to make rulings, equip yourself with good play aids and supplements.
  4. Creativity. Plagiarise whatever excites you and then enrich it with your own imagination.
  5. Cooperation. Playing in other games will help you become a better Judge. Consider taking on a co-Judge; either to take turns running games or to run sessions in the same game. Only play in campaigns with people you like, not merely tolerate.

Good article. One star removed for shit, contradictory advice on giving player characters “a focal point for their life.” Players should do that. The article will be included in the final collection.

History of a game that failed: An essay on mistakes—and how not to make them

Author: David F. Godwin Issue: Dragon Magazine #99 Rating: ★☆☆☆☆

By Gygax, this article is a torture! Eight pages of three column dense text on how David managed to consistently fuck-up his games and what he did about that! +5 items abound, nigh invulnerable characters doing whatever they want, and what not!

Let me sum up his advice in the following list:

  1. Feel free to fudge.
  2. Just because it's in the module doesn't mean it's so.
  3. Be exceedingly stingy in handing out magic items.
  4. Don't let your players have a continuous commune spell.
  5. Do not allow a character to become more powerful than a chugging locomotive.
  6. If they wish for the moon, don't let them have it.
  7. Don't allow your players to polymorph a henchman into Odin.
  8. Be careful playing with fireballs.
  9. Be reasonable in awarding experience points.
  10. Go easy on the poor deities.
  11. Beware the many-headed hydras.
  12. Avoid an adversary relationship with your players.
  13. Do not allow thermonuclear devices.

Now, seeing most of the above you might wonder why only one star? First minus: pro-fudging. Second minus: discouraging troupe play. Infinite minus: EIGHT PAGES OF DENSE THREE COLUMN TEXT TO COMMUNICATE ALL OF IT. IT WAS ENDLESS. ENDLESS.

I hope David runs better games today.

No campaign ever fails: What to do if your game gets out of control

Author: Joel E. Roosa Issue: Dragon Magazine #111 Rating: ★★☆☆☆

Joel offers eight yes/no questions to evaluate if a campaign is out of control:

  1. Have most of the characters achieved their levels fairly without undue “favours of the gods,” and through real danger to the characters?
  2. Has magical or technological equipment been mostly earned by real effort?
  3. Do most of the characters find the greater share of the individual adventures challenging?
  4. Most importantly: is most everyone having fun?
  5. Are any character too powerful?
  6. Are there too many powerful magic items in the campaign?
  7. Do the characters have too much money?
  8. Do the characters have too much manpower available?

Total score ranges from -4 (pitiful campaign!) to +4 (_excellent campaign!). Scoring 0 or below indicates that a campaign might be out of control and that some fixing might be overdue.

Since you know where you scored low, you theoretically know what you should look into first. Joel, wisely and helpfully, states that prevention is easier than cure. Obviously, if you scored roll, that means your prevention sucks and you should nuke the whole game.

Then he goes on to offer some advice on how to relieve player characters of excessive goods you've provided them: steal it back, swindle it back, back-fix it, tax it, sacrifice it, or use it. When it comes to abusing retainers, hirelings, and so on, remember that they are people too. If abused too much they'll start talking and player characters' reputation will suffer.

Joel believes that it is less work to bring an existing campaign under control than it is to begin a new one from ground up.

Final verdict? Although I like Joel's take on balance (it's relative and depends on the setting and game system you are playing) and his small assessment instrument, the article didn't really jump out to me. The latter is of lesser usefulness than one might think because it is focused solely on player character power. That might've been a big issue back in the day, but nowadays it seems the opposite is much, much bigger problem.

#Resource #DragonMagazine

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Adventurers

Character Class Description
Ert Fighter level 1 Lean and dexterous fighter with disheveled hair and wincing eyes.
Algon Thief level 1 Handsome and friendly heartthrob; shifty at heart.
Hist Fighter level 1 Young, overeager, and clean-shaven. Muscles practically bursting out of his armor.
Tarkus the Promising Cleric level 1 Follower of Bachontoi, God of Red Wisdom.
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Brent Goose Cleric level 5 An eccentric, but charismatic, cleric seeking the Holy Bird. White robes and black cloak conceal his tall, frail and anemic frame. His eagle-like nose is exposed for all to see.

Maggotfeast 8th, Earthday

“Move! Quick, get into the temple!” Algon yelled at Briaron and acolytes standing guard outside.

A winged, large, black serpentine creature was incoming at great speed. Its horrible shrill could be heard for miles, waking Ert, Hist, Rashomon, Llyfed, and Dorn whom had been trying to rest during the day.

Two acolytes stood frozen; Algon, Briaron, and two others ran into the temple just as the black dragon flew over them.

House crew barred the shutters and closed the doors. Algon fled into the heart of the temple, where exhausted Camus sat on the floor. Brent Goose sat next to him, while Tarkus the Promising jumped up and ran to check where other two acolytes were.

Three clerics—Camus, Brent, and Tarkus—spent the whole day conducting a ceremonial ritual to close the Sinkhole of Chaos; a wound in the very fabric of reality festering in the heart of the temple. It should be no surprise that such endeavourment requires great effort; so much so that it left the clerics completely drained.

Tarkus ran into the chamber where one of the temple entrances was. then through the secret passageway connecting it to the other one, and then up to the stone slab acting as heavy doors. He pushed but it was so heavy!

Man of Law he is, he summoned all the strength he had left and pushed once more. As the doors opened he inhaled strong acidic smell burning his nose hairs. One of the acolytes laid on the floor, his flesh a bubbly, melted mess. Bones were exposed here an there. The man was still whizzing; his death was one of pure agony until his very last moment.

Illustration by kickmaniac

Unwilling to retreat just yet, Tarkus pushed his head out, looking for the other acolyte as well. This one was to the left; same horrible fate as the other one. The cleric let the doors slam shut. Then he ran back into the central chamber.

And what a sight had he encountered there! Algon “I'm hiding in darkness. What?” in a little alcove; Camus with a rejected facial expression sitting on the ground; Brent “I'm too weak to do anything” Goose; and others just standing there.

Tarkus the Motivational Speaker got the surviving two acolytes to join him. They ran back to the temple exit and dragged heavy stone bench in front of the doors. Then they went to other temple exit and prepared an ambush. If they go down, they'll do so on fighting terms!

Eons passed as everyone waited.

High-pitched shrill would remind them what they are waiting for.

Waiting they kept.

And then temple shook.

And then it shook again, and loud, breaking noises echoed throughout Ghinarian Hills.

And temple shook once more; and horrible scream followed.

And then temple shook for the last time as something broke into the entrance barred by Tarkus.

Algon, whom had came out of the hiding during on of the tremors, suddenly saw a flash of daylight to his right. A then a black, slithering, scaly mass filled the corridor.

There are no words that can sufficiently convey how quickly did these adventurers run out of that temple.

Standing at the edge of the cliff they could see Ert, Hist, Rashomon, Llyfed, and Dorn running out of the stone building to join them.

Tarkus and acolytes were helping Camus walk.

Algon decided to take the shortcut by scaling 40 feet down the escarpment. Still sweaty from the stress and panic, he slipped, lost footing, and fell. A wet, crunchy splash was heard by all.

Hist felt excruciating pain with every step; like his arm was melting. Ert on the other hand, felt certain weakness in his body. Adrenaline pushed them both onwards.

At this moment the party on the temple plateau learned what was the source of tremors.

A sixty feet tall eagle idol of Shang Ta had been toppled down. Its large body laid broken on the staircase: its head smashed to pieces. Wings were nowhere to be seen.

Night was about to fall any moment now.

Standing at the low plateau, they party discussed their options.

“Monsters here have a pattern. They attack us and then they leave. Maybe this one will leave too?”

“We are all wounded, exhausted, and now also without supplies. We should head back and live to fight another day.”

Tarkus and Ert decided to remain here and monitor the temple.

The rest lit up their torches and started their descent towards Ahyf. After few hours of march they found the safest spot and made a cold camp. They'd wait for Tarkus and Ert until sunrise.

The duo never came.

“Son, I cleaned your wound as much as I could. We have to get you to Ahyf as soon as possible. My notes and herbs and salves are there. I'll be able to help you there.”

Camus knew the situation was worse than that. Necrosis was already setting in. But he did not want to break Hist's spirit. Perhaps he misunderstood the young man, whom had stoically endured everything so far.

They descended from Ghinarian Hills on the morning of Maggotfeast 10th. A patrol from Ahyf accosted them. Camus was missing for more than a week and they were worried the man had fallen. No, they were not happy to learn two of their own died atop the hill.

Hist was rushed into Ahyf. His options were grim: wait next day until Camus had sufficient rest and prays for divine guidance or have surgery right now or decide how he wants to die.

“I will wait.”

On the dawn of Maggotfeast 11th Camus prayed to Thoth for divine strength to heal this young man dedicated to the cause of Law.

He laid his hands on the mans black wound.

He said all the right words.

He did all the right moves.

The scarring was gone.

But decay and rot was still destroying Hist from inside.

“Do what you have to do.”

“Can he operate with a mace?” someone less versed in surgical matters was heard.

Camus did his best.

It was not good enough.

Hist passed away due to great bloody loss following the amputation of his arm.

“How much longer shall we wait?”

“It's night, do you think we'd see it leave?”

The duo decided to retreat back to Ahyf as well.

They travelled without torches and with very little moonlight.

They too decided to cold-camp.

Much to their surprise, once the sun came up they were not where they expected to be.

Luckily for them, they could spot the temple summit a mile or so away from them.

Tarkus noticed Ert was shivering.

“Are you cold?”

“No, I'm hot... I'm burning...”

The duo hiked back to the temple; they reasoned they could find the trail leading to Ahyf there. Otherwise they'd risk weeks of meandering around the hills. Given they had no food nor water, that was a rather a risky option.

With great effort, little luck, and much hardship they party descended Ghinarian hills at the end of Maggotfeast 11th. Too hungry, thirsty, and exhausted to force march during the night, they decided to sleep and go on in the morning.

Sun woke only one of them.

Tarkus buried his friend and then dragged himself to Ahyf.

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Jennel Jaquays needs help due to sudden medical complication: https://www.gofundme.com/f/jennell-jaquays-has-a-long-road-back

Jaquays is a well known RPG author whose work includes brilliant modules like Caverns of Thracia, Dark Tower, Griffin Mountain, and many others.

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Last year I collected 143 most recommended Dragon articles into a reading list. Given the size, I divided them into three collections: Player Advice, Judge Advice, and Setting Advice.

Now I'll begin reading the second collection, Judge Advice, with the intention of noting anything interesting and worthwhile. I plan to share my notes as I go, since others might benefit from them.

Here is the table of contents for the Judge Advice collection:

  • Judge Advice
    • The Referee’s Code of Honor (John Setzer, Dragon Magazine #184)
    • The way we really play: Development of a DM is a three-stage process (Tom Armstrong, Dragon Magazine #106)
    • Beyond the rule book: Procedure and style tips for good GMing (Lew Pulsipher, Dragon Magazine #75)
    • Five keys to DMing success: Make it easy on yourself and fun for your players Dragon (Mike Beeman, Dragon Magazine #80)
    • History of a game that failed: An essay on mistakes—and how not to make them (David F. Godwin, Dragon Magazine #99)
    • No campaign ever fails: What to do if your game gets out of control (Joel E. Roosa, Dragon Magazine #111)
  • Dragons
    • Run For Your Lives: How to DM a dragon (Adam Kay, Dragon Magazine #284)
    • Dragon damage revised: Claw and bite attacks graded by size and age (Leonard Carpenter, Dragon Magazine #98)
    • Dragon damage revisited: Finishing the figures for physical attacks (Leonard Carpenter, Dragon Magazine #110)
    • The Cult of The Dragon: Describing the dreaded dracolich and the sorcerers who create them (Ed Greenwood, Dragon Magazine #110)
    • The Draconomicon: The lesser evils of the draconian undead (Thomas Kane, Dragon Magazine #234)
    • Tailor-made treasure: Develop different hoards for different dragons (Roger E. Moore, Dragon Magazine #98)
  • Monsters
    • The humanoids: Goals and gods of the kobolds, golbins, hobgoblins, & gnolls (Roger Moore, Dragon Magazine #63)
    • Crude but effective: Simple tactics for humanoids (Derek Jensen, Dragon Magazine #199)
    • 101 Dirty Orc Tricks: Traps and tactics for your favourite humanoids (John Baichtal, Dragon Magazine #239)
    • By Tooth and Claw: Ordinary animals are dangerous in any game (Gregory Detwiler, Dragon Magazine #116)
    • The Wild, Wild Wilderness (David Howery, Dragon Magazine #187)
    • Bugged About Something? If your AD&D characters aren’t afraid of insects, they soon will be Dragon (Gregory W. Detwiler, Dragon Magazine #174)
    • How heavy is my giant? (Shlum da Orc, Dragon Magazine #13)
    • Giant-sized weapons: The bigger the monster, the bigger the blow (Stephen Martin, Dragon Magazine #109)
    • Blame it on the gremlins: Militaristic mischief-makers (Gregg Chamberlain, Dragon Magazine #79)
    • Campaign Classics Al-Quadim: The Roof of the World (Wolfgang Baur, Dragon Magazine #241)
    • Enter the Far Realm: Unspeakable madness, corruptions, and terror from beyond reality (Bruce R. Cordell, Dragon Magazine #330)
    • For NPCs Only – The Death Master (Lenard Lakofka, Dragon Magazine #76)
    • The Wild Warriors (Tom Griffith, Dragon Magazine #111)
    • Make monsters, not monstrosities (Lewis Pulsipher, Dragon Magazine #59)
  • Illithids
    • The Sunset World: In the realm of the mind flayers (Stephen Inniss, Dragon Magazine #150)
    • The ecology of the mind flayer: As told by someone who ought to know (Roger Moore, Dragon Magazine #78)
    • The Dragon’s Bestiary: All life crawls where mind flayers rule (Stephen Inniss, Dragon Magazine #150)
  • Misfortunes & Malignancies
    • How to give disease a fighting chance (Matt Thomas, Dragon Magazine #53)
    • Poison: The toxins of Cerilon (Larry DiTillio, Dragon Magazine #59)
    • Taking the sting out of poison: Another views on how to use toxic cocktails (Chris Landsea, Dragon Magazine #81)
    • Curses! Twenty good ideas for bad tidings (Ed Greenwood, Dragon Magazine #77)
    • Curses Are Divine: But their effects on your fantasy hero are horrible! (Mark Keavney, Dragon Magazine #167)
    • 101 Hauntings (Anne Brown, Dragon Magazine #252)
    • Gypsies: A curse or a blessing—or both (A. D. Rogan, Dragon #59)
  • Puzzles
    • Creating Word Puzzles for Your AD&D Game (Mike Selinker, Dragon Magazine #271)
    • Riddles of the Rhyming Sphinx (Johnathan M. Richards, Dragon Magazine #271)
    • Logic Missiles (Mike Selinker, Dragon Magazine #282)
  • Treasure
    • “It’s sort of like a wand. . .” (Gary Coppa, Dragon Magazine #161)
    • Something Completely Different: Variety should be a treasure hoard’s spice (Bruce Humprey, Dragon Magazine #179)
    • Gems galore (Ed Greenwood, Dragon Magazine #72)
    • Rings that do weird things: Thirteen pieces of jewellery not from the DMG (various authors, Dragon Magazine #82)
    • Non-violent Magic Items: One hundred ways to keep players guessing (Lewis Pulsipher and Roland Gettliffe, Dragon Magazine #73)
    • Blades with personality: DM’s planning can produce distinctive swords (Sam Chupp, Dragon Magazine #109)
    • A sharp system for swords: Magic blades get more personality and purpose (Pete Mohney, Dragon Magazine #99)
    • Magic Gone Haywire: Magical-item misfirings in the AD&D game (Rich Stump, Dragon Magazine #163)
    • Tarot of many things (Michael J. Lowrey, Dragon Magazine #77)
    • Unspeakable Secrets Made Easy: Building your unspeakable library in Chaosium’s CALL OF CTHULHU game (Dean Shomshank, Dragon Magazine #150)
  • Miscellaneous
    • It’s a good day to die: Death statistics of D&D players (Lyle Fitzgerald, Dragon Magazine #20)
    • Basic D&D points of view from the editors old and new (J. Eric Holmes and Tom Moldvay, Dragon Magazine #52)
    • The solo scenario: One-player parties are fun for two (Katharine Kerr, Dragon Magazine #73)
    • Plan it by the numbers: A system for tailoring challenges to characters (Frank Mentzer, Dragon Magazine #101)

More on each in the coming months.

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Adventurers

Character Class Description
Ert Fighter level 1 Lean and dexterous fighter with disheveled hair and wincing eyes.
Algon Thief level 1 Handsome and friendly heartthrob; shifty at heart.
Brent Goose Cleric level 5 An eccentric, but charismatic, cleric seeking the Holy Bird. White robes and black cloak conceal his tall, frail and anemic frame. His eagle-like nose is exposed for all to see.
Hist Fighter level 1 Young, overeager, and clean-shaven. Muscles practically bursting out of his armor.
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Tarkus the Promising Cleric level 1 Follower of Bachontoi, God of Red Wisdom.

Maggotfeast 7th, Waterday

“Our enemies cannot see in the dark.” Hist perched and continued “We need not fear the night!”

“Whoever they are, they also had a whole day to prepare” Ert the Pessimist sighed heavily “and a good night sleep!”

“Might makes right. Shang Ta will bless our swordarms when it finally comes time.” Hist continued, unperturbed. His heart and mind were set on cleansing the fallen temple of Shang-Ta—even if it'd spell ruin to him.

And ruin did it spell already; for Hist's grasp of reality wasn't as it once used to be.

“Hail, friends! We come to help!”

Brent Goose, Algon and his retainer Briaron, and newly recruited Tarkus the Promising, arrived to reinforce the party just before the nightfall.

“I needed just one good gig to turn my luck around... how did I end up in this situation? Ah yes, too much alcohol and stupid dice, I'm sure that bastard was cheating... but here I am with but a few gold pieces to my name...” Ert lamented in his mind as he sharpened his sword.

A crude tripwire he set up earlier—some string and a pot full of copper coins—should awake them in case anyone tries to sneak up the stairs.

“We need to agree on guard duty schedule.”

“Everyone is already exhausted.”

“No fire; we sleep cold again.”

“Perhaps elves should take double shifts? They can spot anyone approaching us in the dark.”

Henceforth, the party had decided that Rashomon and Hist would take the first night watch; Rashomon and Ert second night watch; and Llyfed and Tarkus the last night watch.

Fourteen of them crammed into the stone house resting on the plateau just north of the temple. They closed and barred both of the shutters to the north west. Rashomon sat by the sole window looking to the south-east, scanning the environment for any heat signatures. Hist, and later Ert and Tarkus, has the door guard duty. Meaning they were standing just by them in case anything tries to come in.

The sister moons were shy tonight. Howla was completely obscured, while Vannis showed only her right half. It was poised to be a dark night.

Maggotfeast 8th, Earthday

“Hist, something is happening!”

Some time during his second night watch Rashomon observed patches of soil changing colour! Soon some thirty by thirty foot area became warm, pulsating. From it three bulbous masses appeared.

The elf fired an arrow into the darkness. He heard that familiar twang when an arrow hits something hard and bounces off.

“Brace yourself!”

Unwilling to take any risks, Rashomon did the right moves paired with the right words, and two of the three skittering bulbs were stopped in their tracks. The third one burst through the doors.

Now, although there were no lit light-sources in the house, Ert could still see a round black mass, roughly up to his knees. It rammed him, hugging his left left. And then it thrust something log and sharp into the warrior's leg!

Ert could feel the blood sucked out of him.

By now other adventurers slowly began to wake up.

Tarkus the Promising lit up a torch, both to offer light, but also to use it against whatever is assaulting them.

Illustrated by kickmaniac

“It's them, again!”

A giant, deformed tick was hanging from Ert's left thigh. Its hard shell was covered in purplish-spots. And its proboscis was deep into the fighter's leg.

CRASH!

“Huh, what, eh?!”

Algon and Briaron had a rude awakening as another large insect crashed through the barred window.

By now everyone was awake.

Brent Goose kept sending thoughts and prayers as he held torch in the north-east corner of the room.

The rest fought in cramped conditions, ultimately repealing the invading insects. Six of them in total. Hist slayed three, Dorn slayed one but suffered a prick himself, Algon and Briaron crushed one as well, and the remaining two were executed in their magically induced slumber.

“I want to circle the house!” Tarkus announced as he held up the torch outside. Rashomon joined him, while Llyfed went the opposite direction.

Just as he had joined the cleric, Rashomon immediately felt something was off. And then an arrow stuck him in his back.

“Fall back, fall back!”

The trio ran back into the house, and party closed the doors and all the windows shut. It was a stone house—no one could smoke them out!

And then they waited, poised to crush whomever is dumb enough to storm the front doors.

And waited.

And waited.

“Damn, they are just taking pot shots at us...”

“Just like the last night...”

“Brent, can you help with the healing? You know many divine prayers.”

“Sorry, it's bit complicated between Kadrim and me at the moment.”

“OK...”

All but those with guard duty tried to catch few more hours of sleep.

Sun came too soon. Everyone was still red eyed, sore, and hardly well rested at all.

“I'll spend the morning in meditation. I need to center my mind before I return to that horrid place.” Camus shared wearily “Buy me some hours and I'll be ready.”

At this moment all but Hist decided to sleep through morning until noon.

Hist sat on an improvised stool and stood guard by the window looking at the summit where the temple ominously loomed over all. A perennial, dominating reminder of horrors he had witnessed last time he was here. Horrors so horrific and horrible no one believes him.

He'd see a large, rotting bull pace around from time to time. By now he had convinced himself it was all an illusion. What else might it be? They haven't seen a single animal in a three-mile radius, and suddenly there'd be an undead bull trotting around? Come on, let's get real. Illusion. Illusion it is.

Wait. What is that? No... Who is that?

A large, blood-skinned man walked through the bull. He was high up, on the edge of the temple itself. He held a longbow as large as himself in his right arm.

The man grinned, pointed his finger at Hist, and mouthed YOUR HEART IS MINE. And then he fired an arrow. It lodged deep into Hist's shoulder.

The fighter shoot back, missing. Then he yelled, and soon all hell broke loose.

“Damn, what is this, a wagon station?! Have you no manners?!” Brent protested to yet another rude awakening.

Tarkus ran up to Hist, and started shooting at the large man with his sling. Llyfed opened the doors wide open, only to be shot at by another red-skinned man. Algon went through the back window, sneaked around the house, and then hit the other man from afar.

The giant with longbow laughed heartily as he was first stuck with a pebble, then an arrow. He stopped laughing as he got an arrow to torso.

Two barbarians turned around and fled.

The party charged out of the house, giving chase. Alas! Great majority of them was in chain or plate mail, and they had to run all the way around the mountain top before they could reach the stairs leading to the temple.

Ert was slightly disappointed to find his trap disassembled and enriched with relatively fresh turd.

Blood spots on the stairs confirmed that the barbarians were here moments ago.

“They are naked and fast. We can't catch-up with them.”

“They might be leading us into ambush anyway.”

“Let's cleanse the temple and get out of here.”

Rashomon, Llyfed, Dorn, Ert, and Hist decided to spend rest of the day resting in the stone house. Hist's wound was burning. It felt like his flesh was melting away.

Camus, joined by Brent Goose and Tarkus the Promising, went back into the temple. Yes, to the accursed spot where several weeks ago party fought a bull-shaped flesh golem. There they went to close the gaping wound; a festering wound; a Sinkhole of Chaos.

Camus commanded his four acolytes to guard temple entrances. Algon and Briaron spent their time sorting through all the debris, trinkets, and coins threw out from the temple just a day before.

They found 726 silver pieces, a vial with chunky green liquid, a rolled up scroll, and a wand-like object.

Camus focused his blessings on the heart of the temple. Even disgraced Brent was of help, as was Tarkus. All three of them could feel the temple rumbling and shaking and throbbing and roaring and screaming. Except that it wasn't the temple. It was the Sinkhole resisting.

A high-pitched shriek disturbed Algon.

He looked up, to the north.

A sleek, black, serpentine figure with large wings was flying southward with incredible speed.

“I have a feeling this one will be hard to avoid” he thought out loud.

But there was no room for such wishful thinking.

The beast was coming straight for Algon.

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This is the final post in the Player Advice Collection series. You can learn more about my Dragon Magazine reading project here.

Below you will find 41 articles divided into six categories: player advice, characters, equipment, magic, psionics, and procedures.

Each article has a rating between one and five stars, as well as final verdict: keep if I plan to include them in my final printed collection or drop if I don't. Click on the article name to be taken to the respective post where I reviewed it.

Article Category Rating Verdict
What good PCs are made of: Play characters with more substance than statistics Player Advice ★★☆☆☆ Drop
Notes From a Semi-Successful D&D Player Player Advice ★★★★★ Keep
Be aware and take care: Basic principles of successful adventuring Player Advice ★★★★★ Keep
Assessing, not guessing: How PCs can make their own value judgements Player Advice ★★☆☆☆ Drop
The six main skills: What AD&D game abilities mean in real terms Characters ★★☆☆☆ Drop
Realistic vital statistics: A new system for figuring heights & weights Characters ★★★★★ Keep
Short hops and big drops: Here's how far and how high characters can jump Characters ★★★★☆ Keep
Sight in the Darkness: An open-eyed look at infravision, the Underdark, and your PCs Characters ★★☆☆☆ Drop
The 7-Sentence NPC: A new way to bring nonplayer characters to life (in game, that is) Characters ★★★★☆ Keep
A new loyalty base: All the tables you need, all in one place Characters ★★★★★ Keep
Swords Slicing into a Sharp Topic Equipment ★★☆☆☆ Drop
Enchanting Weapons: Putting the “Magic” into Magical Weapons Equipment ★★☆☆☆ Drop
Always Wear Your Best Suit: Making armor and weapons unique for all characters Equipment ★★★★★ Keep
In Defense of the Shield: Shield-using skills in the AD&D game Equipment ★☆☆☆☆ Drop
Two Hands Are Better Than One: A handy guide on handling weapons Equipment ★★★★☆ Keep
Different Totes for Different Folks: Basic backpacks for every D&D game adventurer Equipment ★★★★★ Keep
“Oops! Sorry!” Spell interruptions can spell disaster Magic ★★☆☆☆ Drop
Spells between the covers: Details for delving into magical research Magic ★★★★☆ Keep
The Laws of Spell Design Magic ★★★★★ Keep
Paths of Power: A variant magic system for the AD&D game Magic ★★★★☆ Keep
The Color of Magic: Specialized spells for D&D game spellcasters Magic ★★★★★ Keep
Even Wilder Mages: If your wild-mage PC isn't strange Magic ★★☆☆☆ Drop
Good stuff for a spell: Magic focusing: a new dimension for possessions Magic ★★☆☆☆ Drop
Charging isn't cheap: How to make and fix rods, staves, and wands Magic ★★☆☆☆ Drop
The Mystic College: Magical academies for AD&D game sorcerers Magic ★★★★☆ Keep
Psionics is different... And that's putting it rather mildly Psionics ★★★★★ Keep
Overhauling the system: A three-part remedy for problems with psionics Psionics ★☆☆☆☆ Drop
And now, the pscionicist: A class that moves psionics into the mainstream Psionics ★★★★★ Keep
Spells can be psionic, too: How and why magic resembles mental powers Psionics ★☆☆☆☆ Drop
Psionics: Sage advice Psionics ★★★★★ Keep
Credit where credit is due: Elaborating upon the experience-point rules Procedures ★★★★☆ Keep
New charts, using the 5% principle Procedures ★★★★★ Keep
You've always got a chance: Using ability scores to determine success or failure Procedures ★★☆☆☆ Drop
When the rations run out: Characters don't live on hit points alone Procedures ★★★★★ Keep
Wounds and weeds: Plants that can help keep characters alive Procedures ★★★★★ Keep
Good Hits & Bad Misses Procedures ★★★★★ Keep
Magic resistance: What it is, how it works Procedures ★★★★★ Keep
A Hero's Reward: The hero-point system for the AD&D game Procedures ★☆☆☆☆ Drop
The fighting circle: Gladiatorial combat in the AD&D game Procedures ★★★★★ Keep
High Seas: Ships, fore and aft, in fantasy gaming Procedures ★★★★★ Keep
Same dice, different odds: Divided rolls add variety and uncertainty Procedures ★★★★☆ Keep

I've dropped 15/41 (36%) of the articles I've read. Not bad.

Here is the spreadsheet if you want to slice and dice the database yourself:

Attronarch's Dragon Magazine Reading List

Email me for password.

Next up is the Judge Advice collection. That one is twice as thick, so it'll probably take me a bit longer.

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These are my reading notes of various Dragon Magazine articles. Learn more about the collection here.

This time the topic are Procedures.

Credit where credit is due: Elaborating upon the experience-point rules

Author: Katharine Kerr Issue: Dragon Magazine #95 Rating: ★★★★☆

Katherine gives a solid analysis of AD&D's experience system, pointing out how it doesn't work so well for non-violent solutions, wilderness exploration, and domain play.

She goes on to propose a way to think, or framework, for figuring out how to award experience points for situations not covered by the rules (i.e. for treasure and for monsters killed).

Here are the headlines of the procedure for determining the experience points awards of scenarios in general:

  1. Make sure that the material for the adventure is indeed one single scenario.
  2. Define the major goal of the scenario.
  3. Determine the opposition to the goal.
  4. Personify the opposition if necessary as a single “monster.”
  5. Use the table in the DMG to determine the actual point award for the personified opposition.
  6. Determine bonuses, if any.
  7. Keep in mind the “measure of challenge” rule in the DMG.

Although I don't quite agree with her examples, this article is worth reading for the analysis of the AD&D experience point system:

I strongly urge DMs to remember the abstract nature of the AD&D game's experience-point system. They should stay firmly within it by awarding points only for major goals that require the use of many PC skills to achieve. Although it's tempting to give point awards for specific actions, such awards really do run counter to the spirit of the game. While creativity is the most important thing a DM needs for good gaming, a sound and consistent system of rules runs a close second.

Yes, I'll include the article in the final collection.

New charts, using the 5% principle

Author: Lenard Lakofka and Gary Gygax Issue: Dragon Magazine #80 Rating: ★★★★★

Smoothing before the smoothing was popular? This is one of those articles I love reading Dragon Magazine for. Short, to the point, gameable, and full of tables.

It basically reworks AD&D attack and saving throw tables to improve by 5% between each level instead of staggered improvement every couple of levels.

As a bonus we also get a revised table for awarding experience points for monsters.

The tables are a bit visually messy (might also be due to scanning artefacts), but this is very much worth reading, especially if you play AD&D or OSRIC.

Yes, this article will be included in the final collection.

You've always got a chance: Using ability scores to determine success or failure

Author: Katherine Kerr Issue: Dragon Magazine #68 Rating: ★★☆☆☆

Katherine's advice can be boiled down to: multiply the ability score with 5 to get the basic skill percentage, break the disputed action steps, and then determine which skill or skills will be used in each step. Assess situational modifiers, but keep it simple and limit to range from -10% to +10%. A good reminder is given repeatedly: this is a game, keep it quick, keep it fair, and be firm.

Although brief (two pages), this article could've been a single paragraph. I also cannot get over the fact that she translates d20 into d00 and then ends up only working with increments of 5. You know, as on d20. Don't do that.

When the rations run out: Characters don't live on hit points alone

Author: Paul Hancock Issue: Dragon Magazine #107 Rating: ★★★★★

Wonderful. Warms my heart. Two pages. Clear mechanics. No beating around the bush. Mandatory if you are running sandbox game where players might run out of rations.

Wounds and weeds: Plants that can help keep characters alive

Author: Kevin J. Anderson Issue: Dragon Magazine #82 Rating: ★★★★★

Twelve plants player characters can use to alleviate their pains. Simple mechanics for gathering and identifying are offered, followed by description of each plant covering: scientific name, other names, appearance, location, uses, game effect, and precautions.

The plants are: aaron's rod, adder's tongue, birthwort, comfrey, garlic, henbane, herb true-love, juniper berry, marsh-mallow, st.-john's-wort, sphagnum moss, and woundwort. The are not overpowered (usually ranging from d2 to d3 for most of then, often temporary), and are nicely illustrated and well described. A bit verbose, but nothing that can't be fixed.

An article worthy of including in the final collection.

Good Hits & Bad Misses

Author: Carl Parlagreco Issue: Dragon Magazine #39 Rating: ★★★★★

The best article on critical hits and bad misses that I've read.

You roll d20 as usual for attack roll and d00 to determine if it will be critical or fumble:

  • If you hit the target, then the difference between the roll and how much was needed to hit represent % you want to roll under to hit a critical.
  • If you missed the target, then the difference between the roll and how much was needed to hit represent % you fumbled.

Let's say that a level 1 Fighter attacks a monster with AC7. He rolls 18 on d20. He needs to roll 12 to hit AC7. Therefore 18-12=6% probability to score a critical. If d00 shows 6 or below, he gets to roll on critical hit chart.

Now, imagine that he rolled a 4 on d20. 12-4=8% probability that he fumbled. If d00 shows 8 or below, he will have to roll on the fumble chart.

I like this approach because it scales with the PC level, unlike for example flat 5% of having natural 20 and 1 on d20 being a critical or fumble.

Great two-page article very worth including in the final collection.

Magic resistance: What it is, how it works

Author: Penny Petticord, et al, Issue: Dragon Magazine #79 Rating: ★★★★★

Great complement to a single paragraph explanation of “magic resistance” in the AD&D Monster Manual. Worth reading if you play AD&D or OSRIC.

A Hero's Reward: The hero-point system for the AD&D game

Author: Leonard Carpenter Issue: Dragon Magazine #118 Rating: ★☆☆☆☆

Good idea, horrible execution.

Good idea: adventurers can earn “hero points” by performing heroic deeds.

Horrible execution: maximum hero points are determined by the level; they replenish daily; 1 point can be traded for one +1/-1 die modifier, up to five times on a single die; NPCs also get it.

Sure, Leonard advises that hero points could be awarded on a weekly, monthly, or some other, longer time scale. But this to me feels like a power-gamers wet dream. Imagine a name level character having a daily +9 to distribute as they wish? And on top of that the judge must consider all the NPCs and their hero point pool...

No thanks.

The fighting circle: Gladiatorial combat in the AD&D game

Author: Dan Salas Issue: Dragon Magazine #118 Rating: ★★★★★

A solid article offering rules for running gladiator schools and games. Base rules are for the “classical Roman” setting, with “medieval” and “oriental” getting additional rule modifications.

Dan covers types of fighters that can become gladiators, how to run training school (costs, buying gladiators, etc), classical gladiatorial styles (retiarius, thrace, dimachare, secutor, mirmillo, samnite, hoplomache), training procedures, how do the arenas work like, combat (opponent selection, quick combat resolution system, rules of the game), battle variations (blind combat, mounted combat, blind mounted combat, bridge combat, mass battles, and sea battles) and chariot races.

We get thirteen random tables to help determine everything from gladiator's background and style to their equipment and final fate.

Nine pages that read fast, have a lot of mechanics and game procedures, with well explained rules modifications. I felt like I could set up an arena in my game right after reading the article.

This article will make it in the final collection.

High Seas: Ships, fore and aft, in fantasy gaming

Author: Margaret Foy Issue: Dragon Magazine #116 Rating: ★★★★★

Wow, just wow.

I know very little about ships, and I found this article by Margaret just great. It opens by explaining various nautical terms and parts of the ship in plain English. Then it explains all the ship personnel as well as their roles.

Next up are different types of ships and their functions. We get everything from 5th century galleys to mid-19th century ships-of-the-line. Later on Margaret offers very helpful advice on which ship types would fit which time periods in the various game settings (e.g. antiquity, medieval, and so on).

This article is chock full of very helpful illustrations and diagram. They really help understand and visualise different ships types and their main features.

That is the first six pages. Next eight pages is all about game mechanics, procedures, and statistics. We get the following tables:

  • Table Ia: Ships' statistics (33 ship types!)
  • Table Ib: Ships' combat & defensive abilities (33 ship types!)
  • Table Ic: Galleys' statistics
  • Table II: Ships' maintenance and effects
  • Table III: Crew ability & effects
  • Table IV: Wind and its effects
  • Table V: Amount of damage by cause
  • Table VI: Damage distribution (weapons only)
  • Table VII: Towing
  • Table VIII: Effects of fire
  • Table IX: Miscellaneous items
  • Table Xa: Frequency of ship encounters
  • Table Xb: Number appearing
  • Table Xc: State of encountered ship

Even if you don't plan to use statistics and various procedures herein, it is worth reading just to better understand ships, how they were operated, and naval warfare.

Yes, this article will be included in the final collection.

Same dice, different odds: Divided rolls add variety and uncertainty

Author: David G. Weeks Issue: Dragon Magazine #94 Rating: ★★★★☆

Very cool article offering a way to create an asymmetrical curve using dice. When rolling a single die (e.g. d20) we have a uniform probability distribution, and when rolling multiples of a same die (e.g. 3d6) we get a normal probability distribution (i.e. a bell curve).

Now, if we use a divided die roll (e.g. d20/d4) we get an asymmetrical probability distribution. When we divided higher die with a lower die we get left skewed distribution, i.e. most probable outcome is going to be on the left side:

Click here to play on anydice.com yourself.

This is an elegant mechanic to give magical weapons in order to make them a bit different from regular +1 bonus.

I don't remember why I included this article in the Player Advice collection since it is more suited for Judges than players. Either way, I'll included it in the final Judge Advice collection.

#Resource #DragonMagazine

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Select Necromancer Games and Frog God Games are on sale for 50% off. Most of the titles are for collectors, since they are older d20 publications.

On the other hand, if you are new to Necromancer Games, and don't mind converting from 3e, then I suggest the following three bundles:

  • Necromancer World Collection (Bard's Gate, Rappan Athuk, Tomb of Abysthor, Demons and Devils, Crucible of Freya)
  • DM's Library Package (Tome of Horrors, Tome of Horrors II, Tome of Horrors III, Tome of Horrors Revised, Mother of All Treasure Tables, Mother of All Encounter Tables, The Wurst of Grimtooth's Traps, Eldritch Sorcery)
  • Necromancer Kenzer & Co. Adventure Bundle (Family Affair, Coils of Set, Doom of Listonshire, Elemental Moon, Tower of Jhedofar, The Six Spheres of Zaihhess, Shades of Grey, The Diamond Fortress)

The sale runs until November 4th.

#Sale #NG #FGG

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