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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!
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.
Giants 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?"
"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?