There are a few more examples of his work over in this thread at the K&K Alehouse.I'm taking it easy this holiday weekend, so regular posting and some replies to comments will resume on Tuesday, September 2. Until then, enjoy!
There are a few more examples of his work over in this thread at the K&K Alehouse.
I received a lot of excellent submissions for Challenge #3, but one stood out as a clear winner: Michael Curtis's "Six of One, Half Dozen of Another."
A narrow alcove has been carved into the stone here. Standing in this niche is the life-sized statue of a woman, carved from unblemished white stone. The woman is of indeterminate age and dressed only in a loose-fitting sarong that leaves one leg and her bare feet uncovered. Her hair is coiled in dreadlocks, hanging just past her alabaster shoulders. Her eyes are obscured by a thin blindfold and her mouth and chin are set in a resolute manner. Six shapely arms extend from her sides, palms up-turned and cupped as if waiting to receive something.
The statue is carved from fine marble and stands 8' tall including the base and weighs 500 lbs. It depicts a female aspect of the Luck God, which may or may not be recognizable to a cleric encountering it. The statue is imbued with the nature of the goddess, and while it does not radiate magic, any cleric or paladin who approaches the statue will feel a warmth emanating from it that is likely of divine origin.
The statue can bestow weal or woe upon any object that is placed in one of the statue's six hands. The exact form of this luck is random, determined by the whim of the Luck God. When the statue is encountered, roll a d6. On a roll of 1-3, the right three hands bestow luck on an object placed in them. On a 4-6, it is the left which are lucky. Any weapon placed in a lucky hand temporarily becomes a +1 weapon for 24 hours. Any other object placed in a lucky hand becomes a form of a luckstone, providing a +1/+5% bonus to any saving throw, proficiency or ability check, and thieves' skills for 24 hrs. After such time, the object returns to normal.
On the other hand(s), any object placed in an unlucky hand becomes cursed for 24 hours. Weapons act as if they were -1 cursed weapons (including not being able to be discarded or allowing use of another weapon) and any other object is treated as a loadstone (movement reduced to half, attacks per round reduced by 1).
The enchantment is of a divine nature, but does not radiate magic. Weapons that bear a luck boon are considered magical for attempts to hit or damage creatures only affected by magic. Both boons and banes vanish after 24 hours, but the enchantment can be removed prematurely by either a dispel evil/good as appropriate. A remove curse will also negate the effects. A boon or bane is only applied to one item per week. After that, the statue still radiates divine warmth, but grants no further effects.
I liked this entry for a number of reasons. Firstly, it reminded me of the kind of thing I might read about in the reminiscences of players from the original Greyhawk campaign. There are lots of examples of peculiar statues that do random or semi-random things when one interacts with them, so this is in keeping with that tradition. Secondly, the attributes of the statue, as well as its game effects, have a mildly Gygaxian cadence to them: "weal or woe" just tickled my esthetic sense, but there's a slight voluptuary tone to the description of the female form of the statue that also reminded me of other parts of the Gygaxian corpus. Finally, the game effects were simple, straightforward, and equally subject to random chance and player observation. All in all, it had just enough little touches that set it above its competitors, many of which were very good indeed.
So, congratulations to Michael Curtis. He can contact me via the email address to the right and give me his street address, so I can send him his copy of Greyhawk as soon as possible.
With the third Grognard's Challenge now completed -- the winner will be announced shortly -- it's time to turn to Challenge #4. For this contest, the prize is the volume pictured to the left: Supplement III of Dungeons & Dragons (1974), Eldritch WizardryGiants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject - and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. These adventurers must deliver a sharp check, deal a lesson to theclan of hill giants nearby, orelse return and put their heads upon the block for the headsman’s axe!And that's extent of its "plot." The body of the adventure itself consists simply of a map and description of the steading, the dungeon beneath, and its inhabitants and their treasures. The description of Nosnra, the main "villain" of the adventure, provides only game stats and nothing more. He is not given any real background or motivations and indeed his role in planning and/or executing the giant raids mentioned above is never explained. In his treasury, the characters find a map of the Glacial Rift of the Frost Giant Jarl and a magical chain that will transport up to 6 people to said locale.
The Eilservs have long seen a need for an absolute monarch to rule the Vault, and as the noble house of first precedence, they have reasoned that their mistress should be Queen of All Drow. When this was proposed, the priestesses of Lolth supported the other noble families aligned against the Eilservs, fearing that such a change would abolish their position as the final authority over all disputes and actions of the Dark Elves. Thereafter, the Eilservs and their followers turned away from the demoness and proclaimed their deity to be an Elder Elemental God [see MODULE GI-2-3). Although there is no open warfare, there is much hatred, and both factions seek to destroy each other. An attempt to move worship of their deity into the upper world, establish a puppet kindom there, and grow so powerful from this success that their demands for absolute rulership no longer be thwarted, was ruined of late, and theIn this text, we finally get an explanation of the reasons for the alliance of the various giants, as well as some specific insight into the politics of Erelhei-Cinlu. Beyond that, though, there is nothing. The city is otherwise treated much like a wilderness area, with individual "lairs" of drow here and there and the Fane of Lolth is given a map as if it were a dungeon like any other. There is even an opportunity to square off against the Demon Queen of Spiders' physical form if the characters prove themselves bold (or unlucky). It's interesting too that there's a dissident male drow imprisoned in the Fane named Nilonim, who is neutral aligned -- with good tendencies -- and who leads a band of rebels trying to overthrow the nobles of Erelhei-Cinlu. D3 ends with this rather inspiring text:
family is now retrenching
THIS ENDS THE DESCENT INTOTerrific stuff.
THE DEPTHS BUT BEGINS MANY
NEW AND EXCITING PROSPECTS
This chief, one Nosnra, is a grossly fat and thoroughly despicable creature, sly and vicious, loving ambush and backstabbing.Words fail me.
As a company, we will continue to be the leader in entertaining the lifestyle gamer. Re-aligning resources ensures we achieve this goal for our most powerful brands.What the heck is a "lifestyle gamer?"
I've mentioned Paizo's Planet Stories line of reprints a lot in this blog. I do that for a couple of reasons. One is that I like Paizo; I think their hearts are in the right place when it comes to our shared hobby and I'd like to see them succeed. Another is that they're singlehandedly doing more to educate today's gamers about the literary foundations of the hobby than probably any company out there. The stories they're reprinting are forgotten classics by authors whose influence on D&D cannot be underestimated. I'm a firm believer, as you know, in respecting the past and Planet Stories is a giant love letter to the early days of fantasy and science fiction.
A common topic of discussion among gamers reminiscing about their past is, "Which adventure modules have you run more than once?" I would contend that how one answers that question says a great deal about when one was introduced into the hobby and/or one's early experiences in it. I would hazard to guess that the majority of self-identified grognards would be able to list several modules they'd run more than one time. I myself could regale you with multiple tales of my having run, for example, David Cook's Dwellers of the Forbidden City, at least a half-dozen times, often with the same group of people. I expect this general pattern is true for many old school gamers, while it's something most younger players can't even imagine. How could I have possibly gotten multiple uses out of a single module whose page count didn't even break 30?



"Games are a bit like rock music, in that no matter where you take them, there needs to be at least a grain of stupidity there, a thread leading back home. I think the same is true of anything done for pleasure."Thus spake S. John Ross in his Epilogue to the True Scientific Edition of Encounter Critical, which arrived safely in my mailbox this morning. I'm very happy to have been turned on to this game by guys whose opinions I respect, like Jeff Rients. EC is a thing of beauty and I hope to have the chance to inflict it on my gaming group sometime soon. If I do, you can be sure I'll make a post about it -- oh yes indeed.
For every 100gp in value, there is a 10% chance that 100gp worth of monetary treasure is unusual, AND
For every 1,000 gp in value, there is a 10% chance that 1,000gp worth of monetary treasure is unusual, AND
For every 5,000gp in value, there is a 10% chance that 5,000gp worth of monetary treasure is unusual.
The rules themselves were barely there. You had to make it all up. This put so much responsibility on the GM. He had to be entertaining, imaginative, fair, rational. In many ways the steady march away from original D&D has been a sustained effort to remove the effects of a bad GM on the game. The more game elements are objectively determined, written down in books, the less you have to rely on the GM. The less you need a really good GM to run the game. And yes, the more of a science it becomes, and less of an art. Running this game was an art form and only a few people could do it really well. There’s something magical about that. Newer versions become more systematized and therefore more people can play. Mediocre GMs can run good games. But, if I’m being honest with myself, something of the magic is lost. That feeling that most of this game lived in your mind. Because of that, I think, it was more real. As more and more of the game lived in the rules and on character sheets, it became a game instead of a world in your head.Read the rest of the post too. I have a fair number of quibbles about it, but, overall, there's a lot I agree with and would recommend to anyone who still doesn't quite get the old school philosophy.
Dave Arneson and Gary Gygax originally developed OD&D for adult wargamers. Those of us under 18 were there because invited, and because we could 'play like adults'.I'm certainly younger than Mornard and I never had the chance to game with Arneson, Gygax, and Barker as he has, but what he describes there mirrors my own experiences. Back in the day, I often played at game gatherings with "old" guys and never once considered it odd. We all could quote from Conan stories, knew details about the Hundred Years War, and liked to show off hand-drawn maps of our campaign worlds. Why wouldn't we game together?
Growing up as a gamer in Baltimore during the 1970s meant that it was impossible for me not to know about Charles S. Roberts and the company he founded, The Avalon Hill Game Company. Called by some the "Father of (Board) Wargaming," Roberts was the designer of the classic Tactics, which he published in 1954, a game that revolutionized the way wargames were published and played forever after. Between Tactics and his second game, Gettysburg (published in 1958), most of the features we now associate with wargames (hex maps, cardboard counters, combat resolution tables, etc.) became established as standards that all subsequent wargames would either imitate or react against. Originally located in Avalon, Maryland (hence the name of the company), Avalon Hill eventually moved to Baltimore in 1962, after Roberts sold the company to one of his creditors, Monarch Printing. The company remained there at 4517 Harford Road until 1998, when the company and its properties were acquired by Hasbro.Description: The Valley of Storms is as shrouded in mystery as it is shrouded in the veil of perpetual storm that gives it its name, for no one has gone into the valley and returned in living memory. The knowledge of who or what dwells within is beyond the reach of even legend; all that one can be sure of is that some sinister intelligence guards the valley against the curious and the venturesome.
The entrance to the valley is a narrow ravine, 20 yards wide, with sheer walls and floor of polished, smooth, hard, black stone slick from the constant rain. The ground between these walls is dotted by long metal poles embedded in the black stone floor every three feet for a distance of 100 yards. The purpose of these poles is given much speculation by those who view the valley for the first time. Impalement? Astronomical observatory of some kind? A new spectator does not have long to wait, however, to learn the awful truth of what these poles mean in a land whose atmosphere is a seething boil of constant storm. Each round, a bolt of lightning erupts from the clouds, attracted randomly to one of these metal poles, with lethal results to anyone in the vicinity.
Rules: The pole that the lightning strikes can be determined by obtaining a 1d20 roll representing the X axis and a 1d100 roll representing the Y axis (see Figure 1.0 below). A lightning strike will do 6d8 points of damage to anyone in the hex determined by the roll with the amount of damage decreasing by d8 for each hex a character is standing away from the hex struck (save for half damage).
If the roll determines that lightning will strike within 6 hexes of any character wearing metal armor, there is a 60% chance (-10% per hex distant from the hex rolled) that the lightning will strike that character instead for a full 6d8 points of damage (no save). If more than one character wearing metal armor is in range, roll the percentage for each character. The lightning will strike the character who rolled under the percentage chance with the highest number displayed on the dice. For example, Character 1 in plate mail is 2 hexes away from the hex rolled and thus has a 40% chance of being struck and rolls a 15; character 2 in scale mail is 4 hexes away with a 20% chance of being struck and rolls a 19; and character 3 in chain mail is 1 hex away with a 50% chance and rolls a 70; character 2 will be struck by the lighting. The slick wet stone is slippery so that any character crossing it will be limited to their base movement rate when traversing the field.

Who the heck is that guy on the cover? Why, Orcus, Demon Prince of the Undead, of course. "But he doesn't look a thing like Orcus!" This is absolutely true, but then Orcus hasn't really looked like himself in a long time. For those with short memories, here's how ol' Goat Boy looked in the 1e Monster Manual (which is itself an almost perfect copy of his previous appearance in Eldritch Wizardry):
Now, I understand and accept that the illustration of even iconic characters will change over time, as each artist interprets the character differently. But, as the 4e MM cover interprets him, I only see the faintest resemblance to the original conception of Orcus. There are some ram's horns, wings, and a skull-tipped wand. Oh yes, and hooves. Kinda. Other than that, though, it looks rather like a different creature to me -- a buffer, more bad ass one. And that's almost certainly the point. The original Orcus illustration has scrawny, satyr-like legs, almost vestigial wings, and a pot belly. What self-respecting adventurer would be afraid of him, right?If anything, the old school movement is a move away from being slaves to a global marketing plan focused on boosting sales through constant revision to follow whatever juvenile trend or game mechanic is hot at the time. We're all adults and generally experienced enough to decide for ourselves what we like, what works and what doesn't. WOTC has nothing more to offer people like that. Ultimately, if you're having fun and playing the game you want to play who's to tell you any different? If anybody does...slap them and tell them Kellri sent you.A great post from a great thread over at the Knights & Knaves Alehouse.

"Toads of glory, slugs of joy," sang Groin the dwarf as he trotted jovially down the path before a great dragon ate him because the author knew that this story was a train wreck after he typed the first few words.All that and more wretched prose to be found here.

And I know exactly why: the eye. Where the covers of the Players Handbook and Dungeon Masters Guide look like the covers of game books, this one -- if you ignore the little "Core Rulebook III" business -- actually looks as if it were some black libram found in the library of a necromancer in the pulp fantasy tradition. Nothing says "forbidden lore" than a metal-bound book with a vertical-slitted eye staring out at you from the front cover.
The first thing you'll notice is that the 2e version of this "book" carries a different name, the Monstrous Compendium. I put "book" in scare quotes, because the MC was not in fact a book at all, but rather a D-Ring binder decorated with Jeff Easley art and TSR promotional text. The pages of the MC were loose-leaf sheets with three holes along on side to be place in the binder. The theory was that the DM could simply remove the sheets he needed for play and leave the rest of the binder elsewhere, without the need for flipping through a large book. In addition, as future volumes of the MC were released -- see that "Volume One" on the cover? -- you could just interpolate the new sheet with those of other other as you wish, in the process creating a custom volume that included only those monsters the DM used in his adventures or campaign.
The cover to this book is again by Jeff Easley and follows a similar style to that of the Monstrous Compendium's first volume. However, the monsters are (mostly) different. The beholder is still there, which is not surprisingly given how 2e era TSR treated the monster as the quasi-mascot of the game. We also see a red dragon, which I think is appropriate. Joining them are a lich, a minotaur, and a thri-kreen. The thri-kreen is an interesting choice and I suspect it was there in order to make a connection to the Dark Sun campaign setting, although it may just be that the race was a popular one. All in all, it's not a terribly strong piece, but it's not wretched. My main beef with it is that it simply makes no sense as anything other than a cover. It looks like a movie poster or promotional shot from a TV series rather than an illustration with any coherence of its own.
From a technical and compositional standpoint, this cover is pretty good. Like the original 1e cover, this one shows a flying red dragon, but, unlike its predecessor, the dragon doesn't look like a piñata. The other nice thing about the piece is that it depicts an actual scene and one that gives a sense of scale. It's clear from looking at this cover illustration that the dragon is much bigger than the pegasuses. I appreciate that. I also appreciate that the piece doesn't just look like some random monsters thrown together willy-nilly, like a page from a kid's coloring book. There is a suggestion (albeit a thin one) of a story here and I think good old school art should always leave the viewer asking questions about the nature of that story. So, overall, this cover is a definite improvement over the Sutherland 1e one.
Perhaps "terrible" is too strong a word, but I find the word "cartoonish" leaps to mind when I look at this cover. Maybe it's the garish colors that make it look worse than it is; I don't know. Yet, something doesn't sit well with me about this cover, which is just an arbitrary mishmash of unconnected monsters in "unrealistic" environment.
From the dusty barricade the watched the riders approach, reptilian claws pounding salt wind from the desert. The one-eyed elf ceased her squint. "No scavengers, these, nor zombies either. Their shields bear silver devices, a twenty-petaled rose ..."I just received my print copy of Fight On! Issue #2 in the mail today and, quite simply, it rocks. I've had a PDF copy for some time, since I contributed to it and editor Ignatius Ümlaut graciously sent me one to peruse until I received a physical copy from Lulu.com.
Hrunax the Wolf lifted his massive bone bow for a shot, but a craggy ancient hand fell gently on his shoulder. Aethra's brow rose: the old mage had slipped from his reverie and stood, tears rolling down his cheeks. She had known the wizard a century and never seen him cry.
"The emblem -- the sign of the old kingdom. Our wait here has not been in vain!" The mage held his staff aloft and called out in a high voice, the Tongue of the Making, and stars seemed to glimmer through the noonday sky. Clarion came the responding horn, and the knights rode toward them, to rejoin the broken enclaves of the past ..."
Fight On! magazine now has its own website, where you can learn some basic information about the magazine and purchase copies in either print of PDF formats. The site is brand new, so it's still a little sparse -- though I think sparse is good and very old school. Still, it's nice that Fight On! finally has its own webpage. I like being able to point someone to an easily-remembered site when they ask me how they can obtain a copy for themselves. I'm sure in the weeks and months to come that the page will grow, if only a little, and even better serve to promote this remarkable magazine of the old school renaissance.
I don't love it. I don't think it's incredibly inspired or anywhere near as good as the revised 1e cover, but it's a solid effort and one that I think hits many of the right notes. For one, it's got a dragon on the cover and said dragon is in a cavern. It's not quite a dungeon as such, but it's close enough and I give it points for that. Second, the dragon looks sinister; he's not a nicey-nicey, please-ride-on-my-back-and-fight-evil dragon. He's a dragon. Now, I don't actually care much for the overall appearance of the dragon myself -- he's too dinosaur-like and spiky, when I would have preferred a more serpentine vibe -- but he's at least something I can recognize. He's broadly archetypal and that's good to see.This monocle reveals fell intent and impure motives, but it is also intended to sow discord and eventually violence among those who rely too much on it. The wearer can tell when any person he sees is lying to him. However, there is a 1% chance that the monocle will cause the wearer to believe that a person is lying when they are in fact telling the truth. This chance increases by 1% each time the monocle is used. If this chance increases over 25%, the effect will persist whether or not the monocle is in use.There are several reasons why I liked this submission, but chief among them was that it's a useful cursed magic item. The devil's eye struck me as quintessentially pulp fantasy in its inspirations, which I love. It's the kind of item that reminds you that magic isn't something to be trifled with and that every boon it grants might come with a price. More to the point, there's an actual temptation to use this item, because the boon it offers is a good and useful one. It's a screw job that players will seriously consider using rather than just a game mechanic designed to emulate a screw job (like cursed swords). The devil's eye also includes an escalating random element to it, which I love. Randomness is key to old school feel, as is a "gambling" mentality. Being able to play the odds is an important part of player skill and it tickles me to consider how even a player who knows the curse of the item would try and use it in the belief that, because he has only used it a few times previously, the odds favor its working properly this time. Finally, this is an item whose mechanics are simple, require no special rules, and -- most importantly -- generate fun situations. The devil's eye is the kind of magic item that doesn't just sit there and do what it does on your command; sometimes it does what it wants to do and from such things are good adventures made.


I've learned never to reject a compliment, especially a sincere one, so I won't cavil at being called "enlightened." I continue to be amazed and humbled by the large number of people who take an interest in my random blatherings. I never expected this blog to take off the way it has and I certainly never expected to become a "voice" for the old school gaming community. But often some of the best things in life are unexpected and this is a good example of such a thing.
In most respects, I find these two covers just as dreary and uninspiring as I found those of the PHB. I do appreciate what Wizards of the Coast was trying to do with them -- evoke ancient tomes of forgotten lore. However, I simply don't find that particular tack very convincing. At the very least, I think it could have been done better than it was. Chaosium's 20th anniversary edition of Call of Cthulhu, with its faux leather embossed pages and gilded cover, was in my opinion a much better attempt. For that matter, WotC's own v3.5 Special Edition volumes, complete with bookmarks, came closer to what I'd have preferred, albeit unduly expensively.
It might not be clear from the image above, but the globe in the center is in fact a representation of Oerth, the planet on which the World of Greyhawk is set. Now, one could easily take that globe as just a throwaway artistic homage, an "Easter egg" in computer games parlance, intended as a bit of fun for hardcore fans of the game. My first instinct is, of course, to treat as such and appreciate it on that level. After all, the folks at WotC who brought us 3e were unashamed D&D geeks, who often seemed humbled to have been granted stewardship of the first RPG in history. An artistic allusion to Gary Gygax's home campaign would thus be in keeping with such feelings.
Erik Mona, Publisher,
Paizo Publishing