Wednesday, August 18, 2010
Matt Finch Month, S&W box set!?
YES!
Ok not really. I made this box myself to carry all the Swords & Wizardry goodness. Very basically done with an old Xanth game box I have had for 20 years, some black spray paint, and color laser printed stick on labels. It did not come out as well as I hoped, but it is still kind of cool none the less. It holds the core rules, monster book, Tomb of the Iron God, Ice Tower of the Salka, The Spire of Iron and Crystal, Adventure Design Deskbooks volume one and two, Eldritch Wierdness Compilation, 15 character sheets, and the referee screen charts.
The inside:
And the back; notice the blue that did not get painted :)
I was going to wait till NTRPG con next year to bring this puppy into the public light and wow all the gamers in the S&W games, but in honor of M.F. Month, decided to post it.
Fun stuff!
Friday, August 13, 2010
Quiet on the Blog front
I have not been posting much at all on the ole blog-o-reno. I expected this. I am not really a writer and sometimes, I just don't feel like it! :)
I did just post up the session 9 recap from my local game. We are now all set for the next session next Saturday. Of course I have work to do, several hooks and plots are out there, and I do not know which one they are going pursue. A new player may join us for the next game, another friend of mine who DM's a 3.5 game I am in. I am excited to get some new blood into the game, it always makes it interesting for me and the normal group. Here is hoping he brings some good stuff to the table! I have no doubt he will, he is a very good DM and just a good guy all around.
Session 10 means that the campaign has been going on for 1 year real time! I am proud of this, as when I started I thought it may just be a one off game when most of the group could not make a session. It is cool when things take off and run!
Campaign session 9 recap
At the meeting with Gustav the road warden in the back room of the One Eyed Crow tavern, a surprise guest strolled through the door. Anferny had returned! As long parted friends embraced and quickly caught up, the meeting turned to the matters at hand. With Gustav's and Anferny's insight, it was determined that the harbor master Grey Horn may have had some type of hide out in the shanty district of Dolmvay. Perhaps investigating this would lead to more information on the Society of the Golden Axe, as the harbor masters quarters revealed no leads or proof of his involvement in that shadowy organization.
The party set out towards the slums, with Dinkle the halfling following behind. The recent entanglements with the thieves guild had the party on edge, and worried about ambushes. Their caution was rewarded as the keen eyes of the pirate picked out a beggar who was most assuredly following the main group. Anferny and Dinkle made eye contact signaling to the rest that they were being tailed. The party decided to move into an dim back alley and perhaps shake off or confront their pursuer.
Halfway in the alley they run into an interesting gathering. Two poor folk from the slums talking with a man dressed in studded leather and face covered in a mask. Two war dogs were leashed at his hand. As the party approached, the two ragged figures ran off, while the masked man turned to confront the party. Parley was attempted, however the man pointed at Ellinora the elf and said "You elf! You're on my docket. Come with me or there will be trouble". The war dogs strained on their leashes and all further attempts at talking were done. Battle was joined, and the man was defeated, however Captain Abner was viciously bitten in the neck and knocked down by one of the dogs.
Meanwhile at the mouth of the alley, the beggar who had been following the party was being shadowed by Dinkle. The man was peeking around the corner into the alley watching the fight. The halfling moved in from behind while Anferny snuck towards the mouth of the dim street with rope in hand. The beggar was subdued with some nice rope work and a distraction from Dinkle.
William the beggar was cowed into revealing he was in fact spying for the thieves guild. Not much more information was gained and he was shackled and brought along to where the harbor masters hideout was thought to be.
Gaining entrance to a hidden door within an old ruined building, the party found themselves descending into an area of sewers and an old buried portion of the city. Meeting some resistance in an old half uncovered building below, the guards were human and bore the mark of the Golden Axe. They had also seemingly been shooting many giant rats, as their corpses were all around the passageway and the building.
Moving along under the city, they were forced to walk down a sewage canal with a two foot ledge on one side. After seemingly taking a wrong turn and returning back the way they had come, the party found another open area lit by a single torch, with several ancient buildings half uncovered. Also found were some maintenance items fallen into disrepair. Moving away from the canal they found the building to be empty, but a passage way led away from the area. Following this into a new room half covered in a pool of water. Two giant toads ambushed the party from its depths, but were dealt with easily.
Further exploration resulted in an ambush. Aferny was scouting ahead when something stung him on the back of the neck. Looking up, a large caterpillar like creature with 8 tentacles protruding from around its maw was leaning down from the ceiling. Feeling a bit woozy but still mobile, he beat feet back towards the party, and the paladin Edgar led the charge towards the thing. Unfortunately there were actually two of these creatures, and in the end all but 4 of the party were paralyzed by the carrion crawlers. A situation at the rear of the party occurred as well. William the captured beggar was given a dagger by Edgar's squire Tarran, the young man seeing a possible disaster with half the party paralyzed by the crawlers. Giving the beggar the dagger as a possible last ditch effort to defend himself. The man William took the opportunity to try and kill Tarran, but the plate mail he wore deflected the blow. Terran shot the beggar point blank with his heavy crossbow and ended his life.
After resting until the paralyzed party members were mobile again, they came once more to the sewer canal and followed it again until torchlight was again spied up ahead from a side passage. A trip wire was triggered, and a crashing noise heard in the distance. The party moved up and entered the passage way finding a large cavern that may have once been part of a city square. Several buildings and part of the street were teeming with agents of the Golden Axe, and a battle was joined. During the fight, party members went down from a sleep spell, and two were knocked unconscious from a large barbarian like man wielding a huge war axe. Quick healing and a quick hold person spell cast on an elf hiding on a balcony saved the day. An insane halfling throwing hand axes was also killed, but not before he had slain the road warden, Gustav.
The elf was bound and interrogated, and a large pile of burning wood and paper was extinguished. Found in the burning pile were some half burned documents linking the Grey Horn the harbor master to the Golden Axe. In a chest of gold, a false top was found and inside was a map seemingly showing a ruined monastery, possibly the base of operations of the evil group if the captured elf can be believed.
Leaving to head back to the stairs and climb out of the depths, the group soon heard some squeaking, and then what was a roar of squeaks. Hundreds of red eyes appeared in the edge of the groups light, swimming and crawling down the passageway. Rats! Tons of rats! Retreating after laying down a flaming oil screen, the party was soon lost in the sewers, having to wade through waist deep filth quickly just to stay ahead of the rat horde. Passing a giant hole, where a sewage waterfall dropped to the depths below, they came upon a ledge and a stairway. Following this stair was a boon as everyone was covered in vile filth, except the halfling Dinkle, who had ridden on the shoulders of another party member.
The stairs went upwards and then back downwards again, and turned into a corridor of stone. The passage opened up into a large cavern with a slightly sticky slick substance covering the floor. Rat dung! Several large rock outcroppings were scattered about, just visible in the light. Entering, a pair of small red eyes appeared, and then another. Soon many more were at the edge of the light, and a loud inhuman wail was heard. Out of the darkness sprang several dozen 3 foot long rats, followed by a wailing abomination. 8 feet long, rat like with patchy mangy fur and a spiked tail. The beast lumbered forward and let out a putrid stream of stomach acid covering some of the party and rats alike. After a fierce battle, it was killed and the remaining rats seemed to retreat to many small holes all over the room.
A search of the room found the giant things lair, and a small pipe instrument was found. Also, discovered in the ceiling 20 feet above looked to be some sort of metal trap door. After climbing up the wall, Anferny could not seem to find a way through the metal portal. It was engraved in runes and seemed impervious to opening, smooth metal with no lock or handle. Quickly thinking, a rubbing of the patterns were made from some parchment and charcoal. Perhaps more could be found out later by a sage or wizard.
Returning back to the sewer canal, the party made there way around and found another way to return to the stairs and the relative safety of the city.
Turning the documentation over to the Dolmvay authorities, some investigation and questions about "magic doors" led you to Martigan's Rest. This bright building is the gathering place of Wizards, scribes, Alchemists and other bookish and magically inclined individuals. The party met Martigan, a middle age woman of plain appearance, and the proprietress of the establishment. She was shown the rubbings of the strange metal portal, and thought she may remember something about an old wizards tower, lost and buried over the years in the Shanty district. She advised you to return later, and perhaps she would have more information.
The party set out towards the slums, with Dinkle the halfling following behind. The recent entanglements with the thieves guild had the party on edge, and worried about ambushes. Their caution was rewarded as the keen eyes of the pirate picked out a beggar who was most assuredly following the main group. Anferny and Dinkle made eye contact signaling to the rest that they were being tailed. The party decided to move into an dim back alley and perhaps shake off or confront their pursuer.
Halfway in the alley they run into an interesting gathering. Two poor folk from the slums talking with a man dressed in studded leather and face covered in a mask. Two war dogs were leashed at his hand. As the party approached, the two ragged figures ran off, while the masked man turned to confront the party. Parley was attempted, however the man pointed at Ellinora the elf and said "You elf! You're on my docket. Come with me or there will be trouble". The war dogs strained on their leashes and all further attempts at talking were done. Battle was joined, and the man was defeated, however Captain Abner was viciously bitten in the neck and knocked down by one of the dogs.
Meanwhile at the mouth of the alley, the beggar who had been following the party was being shadowed by Dinkle. The man was peeking around the corner into the alley watching the fight. The halfling moved in from behind while Anferny snuck towards the mouth of the dim street with rope in hand. The beggar was subdued with some nice rope work and a distraction from Dinkle.
William the beggar was cowed into revealing he was in fact spying for the thieves guild. Not much more information was gained and he was shackled and brought along to where the harbor masters hideout was thought to be.
Gaining entrance to a hidden door within an old ruined building, the party found themselves descending into an area of sewers and an old buried portion of the city. Meeting some resistance in an old half uncovered building below, the guards were human and bore the mark of the Golden Axe. They had also seemingly been shooting many giant rats, as their corpses were all around the passageway and the building.
Moving along under the city, they were forced to walk down a sewage canal with a two foot ledge on one side. After seemingly taking a wrong turn and returning back the way they had come, the party found another open area lit by a single torch, with several ancient buildings half uncovered. Also found were some maintenance items fallen into disrepair. Moving away from the canal they found the building to be empty, but a passage way led away from the area. Following this into a new room half covered in a pool of water. Two giant toads ambushed the party from its depths, but were dealt with easily.
Further exploration resulted in an ambush. Aferny was scouting ahead when something stung him on the back of the neck. Looking up, a large caterpillar like creature with 8 tentacles protruding from around its maw was leaning down from the ceiling. Feeling a bit woozy but still mobile, he beat feet back towards the party, and the paladin Edgar led the charge towards the thing. Unfortunately there were actually two of these creatures, and in the end all but 4 of the party were paralyzed by the carrion crawlers. A situation at the rear of the party occurred as well. William the captured beggar was given a dagger by Edgar's squire Tarran, the young man seeing a possible disaster with half the party paralyzed by the crawlers. Giving the beggar the dagger as a possible last ditch effort to defend himself. The man William took the opportunity to try and kill Tarran, but the plate mail he wore deflected the blow. Terran shot the beggar point blank with his heavy crossbow and ended his life.
After resting until the paralyzed party members were mobile again, they came once more to the sewer canal and followed it again until torchlight was again spied up ahead from a side passage. A trip wire was triggered, and a crashing noise heard in the distance. The party moved up and entered the passage way finding a large cavern that may have once been part of a city square. Several buildings and part of the street were teeming with agents of the Golden Axe, and a battle was joined. During the fight, party members went down from a sleep spell, and two were knocked unconscious from a large barbarian like man wielding a huge war axe. Quick healing and a quick hold person spell cast on an elf hiding on a balcony saved the day. An insane halfling throwing hand axes was also killed, but not before he had slain the road warden, Gustav.
The elf was bound and interrogated, and a large pile of burning wood and paper was extinguished. Found in the burning pile were some half burned documents linking the Grey Horn the harbor master to the Golden Axe. In a chest of gold, a false top was found and inside was a map seemingly showing a ruined monastery, possibly the base of operations of the evil group if the captured elf can be believed.
Leaving to head back to the stairs and climb out of the depths, the group soon heard some squeaking, and then what was a roar of squeaks. Hundreds of red eyes appeared in the edge of the groups light, swimming and crawling down the passageway. Rats! Tons of rats! Retreating after laying down a flaming oil screen, the party was soon lost in the sewers, having to wade through waist deep filth quickly just to stay ahead of the rat horde. Passing a giant hole, where a sewage waterfall dropped to the depths below, they came upon a ledge and a stairway. Following this stair was a boon as everyone was covered in vile filth, except the halfling Dinkle, who had ridden on the shoulders of another party member.
The stairs went upwards and then back downwards again, and turned into a corridor of stone. The passage opened up into a large cavern with a slightly sticky slick substance covering the floor. Rat dung! Several large rock outcroppings were scattered about, just visible in the light. Entering, a pair of small red eyes appeared, and then another. Soon many more were at the edge of the light, and a loud inhuman wail was heard. Out of the darkness sprang several dozen 3 foot long rats, followed by a wailing abomination. 8 feet long, rat like with patchy mangy fur and a spiked tail. The beast lumbered forward and let out a putrid stream of stomach acid covering some of the party and rats alike. After a fierce battle, it was killed and the remaining rats seemed to retreat to many small holes all over the room.
A search of the room found the giant things lair, and a small pipe instrument was found. Also, discovered in the ceiling 20 feet above looked to be some sort of metal trap door. After climbing up the wall, Anferny could not seem to find a way through the metal portal. It was engraved in runes and seemed impervious to opening, smooth metal with no lock or handle. Quickly thinking, a rubbing of the patterns were made from some parchment and charcoal. Perhaps more could be found out later by a sage or wizard.
Returning back to the sewer canal, the party made there way around and found another way to return to the stairs and the relative safety of the city.
Turning the documentation over to the Dolmvay authorities, some investigation and questions about "magic doors" led you to Martigan's Rest. This bright building is the gathering place of Wizards, scribes, Alchemists and other bookish and magically inclined individuals. The party met Martigan, a middle age woman of plain appearance, and the proprietress of the establishment. She was shown the rubbings of the strange metal portal, and thought she may remember something about an old wizards tower, lost and buried over the years in the Shanty district. She advised you to return later, and perhaps she would have more information.
Thursday, July 1, 2010
Valnwall Campaign update, and update in general
The last session (session 9) was canceled due to a lack of players. I want 4 players minimum to play the campaign, and we only had 3. However, a total of 5 of us showed up to play something anyway. :) We ended up playing a few games of Descent Journeys in the Dark, which is a fun hack and slash board game, and a good break from role playing. The Valnwall game is reset for later this month.
On other fronts, I am now playing in a D&D 3.5 face to face game every other week. Its been a while, since I have been DMing Labyrinth Lord for almost a year now, and going back to 3.5 rules is sort of a shock to the system. I hope I can just go with it, but I find the constant skill checks annoying, and character management as well. The story and background and the DM are all fantastic however. This makes up for a lot. :)
I have also started playing in a AD&D\LL AEC game over skype with Scalydeamon, Father Brian, and some other fun guys. This is the first time I have tried playing over skype, and I have to say it is going better than I thought. I was worried about it feeling a lot different than a face to face game. It does feel a bit different, but it still feels like good ole D&D most of the time! Sometimes I get WoW flash backs like I am talking on Teamspeak or Vent, but those are few and far between. Now if I can just get my Druid to survive to 2nd or 3rd level...
On other fronts, I am now playing in a D&D 3.5 face to face game every other week. Its been a while, since I have been DMing Labyrinth Lord for almost a year now, and going back to 3.5 rules is sort of a shock to the system. I hope I can just go with it, but I find the constant skill checks annoying, and character management as well. The story and background and the DM are all fantastic however. This makes up for a lot. :)
I have also started playing in a AD&D\LL AEC game over skype with Scalydeamon, Father Brian, and some other fun guys. This is the first time I have tried playing over skype, and I have to say it is going better than I thought. I was worried about it feeling a lot different than a face to face game. It does feel a bit different, but it still feels like good ole D&D most of the time! Sometimes I get WoW flash backs like I am talking on Teamspeak or Vent, but those are few and far between. Now if I can just get my Druid to survive to 2nd or 3rd level...
Tuesday, June 15, 2010
Deity: Flargon the Traveler, part II
(My first issue with Blogger, could not make this all one post? Oh well!)
At the NTRPG convention, I had a great time playing in the Mythrus Tower events using the Swords and Wizardry rules. I played five of the six sessions, 4.5 sessions really, my alarm clock in the room was broken and the little sleep from driving and playing caught up with me on Saturday morning. I rolled up a Cleric at the first session, and I made it through all five sessions and got out alive. This is the deity I made up for Werner Mounte, cleric of Flargon the Traveller.
Flargon
Lesser Deity
Flargon the Traveller, The Lone Walker
Alignment: Neutral
Worshipers Alignments: Lawful, Neutral
Typical Worshipers: Bards, Caravan workers, explorers, anyone in need of safe travel or passage
Holy Symbol: A small wooden wagon wheel worn as a pendant
Spheres of Influence: Travellers, Safe passage, exploration
Flargon appears as a middle age man, with tanned travel weary skin and rough beard. Dressed in simple brown robes and sandals, a knotted rope at his waist for a belt, he also always has a staff or 'Walkin Stick'.
Many people even not devoted to Flargon will invoke his name while on the road or in a particularly harry situation while travelling. Many roadside camps and caves have a small shrine to the god, thought to help in providing a safe and restful night on the road. There are no permanent churches or holy lands to his followers, they do not stay in one place long enough that a simple shrine in a clearing or old ruins would suffice.
Clerics of Flargon often dress in travel stained brown robes, and the quarterstaff or walking stick is their "holy" weapon. These clerics explore and travel constantly, helping those in need and keeping the roads safe for the itinerant. They are also known to leave camps better than they found them, stacking extra wood, clearing brush, etc. These men seek knowledge and enlightenment through travel and exploration, seeing the wonders of the world and seeking communication with cultures other than ones own.
At the NTRPG convention, I had a great time playing in the Mythrus Tower events using the Swords and Wizardry rules. I played five of the six sessions, 4.5 sessions really, my alarm clock in the room was broken and the little sleep from driving and playing caught up with me on Saturday morning. I rolled up a Cleric at the first session, and I made it through all five sessions and got out alive. This is the deity I made up for Werner Mounte, cleric of Flargon the Traveller.
Flargon
Lesser Deity
Flargon the Traveller, The Lone Walker
Alignment: Neutral
Worshipers Alignments: Lawful, Neutral
Typical Worshipers: Bards, Caravan workers, explorers, anyone in need of safe travel or passage
Holy Symbol: A small wooden wagon wheel worn as a pendant
Spheres of Influence: Travellers, Safe passage, exploration
Flargon appears as a middle age man, with tanned travel weary skin and rough beard. Dressed in simple brown robes and sandals, a knotted rope at his waist for a belt, he also always has a staff or 'Walkin Stick'.
Many people even not devoted to Flargon will invoke his name while on the road or in a particularly harry situation while travelling. Many roadside camps and caves have a small shrine to the god, thought to help in providing a safe and restful night on the road. There are no permanent churches or holy lands to his followers, they do not stay in one place long enough that a simple shrine in a clearing or old ruins would suffice.
Clerics of Flargon often dress in travel stained brown robes, and the quarterstaff or walking stick is their "holy" weapon. These clerics explore and travel constantly, helping those in need and keeping the roads safe for the itinerant. They are also known to leave camps better than they found them, stacking extra wood, clearing brush, etc. These men seek knowledge and enlightenment through travel and exploration, seeing the wonders of the world and seeking communication with cultures other than ones own.
Deity: Flargon the Traveler
Up with the sun, gone with the wind
She always said I was lazy
Leavin' my home, leavin' my friends
Runnin' when things get too crazy
Out to the road, out 'neath the stars
Feelin' the breeze, passin' the bars
Women have come, women have gone
Everyone tryin' to cage me
Oh, some were so sweet, I barely got free
Others they only enrage me
Sometimes at night, I see their faces
I feel the traces they've left on my soul
Those are the memories that make me a wealthy soul
Those are the memories that make me a wealthy soul
Travelin' man, love when I can
Turn in my hand 'cause I'm goin' on
Oh, travelin' man, love when I can
But sooner or later I'm goin' on, yea
Travelin man
She always said I was lazy
Leavin' my home, leavin' my friends
Runnin' when things get too crazy
Out to the road, out 'neath the stars
Feelin' the breeze, passin' the bars
Women have come, women have gone
Everyone tryin' to cage me
Oh, some were so sweet, I barely got free
Others they only enrage me
Sometimes at night, I see their faces
I feel the traces they've left on my soul
Those are the memories that make me a wealthy soul
Those are the memories that make me a wealthy soul
Travelin' man, love when I can
Turn in my hand 'cause I'm goin' on
Oh, travelin' man, love when I can
But sooner or later I'm goin' on, yea
Travelin man
Tuesday, June 8, 2010
Jason Braun LL Original Cover Art
At the NTRPG con this weekend, I got to meet Jason Braun ( http://www.jasonbraun.com ) an artist that has done many "Old School" art pieces for various people. Good stuff too, IMHO. Jason is a great guy, very nice, and humble too! Wish I could have done some gaming with him but we were not in any of the same games.
I was at his vendor booth checking out his great art, and I saw the piece above on the wall, with a sales tag! Now if you are new to Labyrinth Lord, like at about the time that Advanced Edition Companion was released, you may not know about the older covers. This was the cover of the second or third release, the black and purple book that preceded the new black and white Steve Zieser cover (which is also great, I might add). THAT book and this cover was the one that I found that got me getting back into the older games, down the path of retro clones, Ebay, and all other things that the OSR seems to make people do.
Needless to say, I had a little money burning a hole in my pocket (Hey, I saved for months just for some cash to blow at the con. That is sorta sad since I spent only around 200 dollars on modules, rule books, a lunch with Marshall and Scalydemon, a Swords and Wizardy T-shirt, and the art; I'm not rolling in the dough needless to say). I am now the owner of this, the original cover piece Jason did for the LL rule book!
Excited? You bet! Pretty cool to own a piece that "hooked" me. Looking at it, it just makes me think about the fun that can be had with RPG's. It has a story. Alexandra the Elf and Niles the Halfling are featured in the rule book examples. Is this them? What is beyond the arch way besides more pig faced Orcs? Only two party members left? What happened to the rest? And most importantly, what kind of a sadistic bastard of a DM drops a spider down on a poor Halfling and Elf already up to their armpits in Orcs?? :)
Now, Jason not only sold me that, but he also gave me the original sketch:
The original Ink:
And a "fix" ink that I will explain below:
As to the "fix" picture above of Alexandra's face, if you look closely at the ink and also the pencil sketch, you will see...well...there is no other way to put it. She got hit by the ugly stick. Or a shovel. Right in the face. Hard. ;)
Jason explained that after it was done, and after he had sent the art to Dan Proctor of Goblinoid Games, that he noticed the little issue with her mug. Dan, being the good guy he is, didn't mention it and perhaps was going to use it as it was (Might have to ask Dan). The "fix" ink was used to overlay the old, and make her look more like a decent looking Elf female. :) You can see that in the final piece at the top.
I am just pleased that he had it up on his vendor "wall", and that I had that little bit of scratch left over to buy it with.
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