Thursday, March 31, 2011

Informal Stonehell Poll: AEC or Not?

My design schedule is finally clearing up, allowing me to actually start looking at the Stonehell sequel as an actual task to accomplish rather than a wistful dream. I’m beginning to collect my scattered notes and to try and remember where I left off. As I’m doing so, a matter has arisen that the first book didn’t have to deal with: The Advanced Edition Companion.

When I wrote the first book, the AEC had yet to be released and all the material found in Down Night-Haunted Halls either came directly from Labyrinth Lord Revised or was homebrewed by yours truly. With the sequel, I now have access to official Labyrinth Lord supplementary material that wasn’t available before. And, quite frankly, I’m on the fence about what to do with it.

One the one hand, keeping Stonehell Dungeon in line with what’s included in the main rulebook allows me to keep the dungeon slim and sleek, and also provides impetus to create funky monkey homebrewed stuff to fill in the cracks normally occupied by materials from the Advanced game. On the other hand, by referencing the official versions of monsters, magics, and spells that I’d normally have to improvise and riff off of, that frees up space in the book to add completely new material, monsters, or more details about the dungeon. Both options have their advantages and disadvantages.

My question then to you folks who are currently running, borrowing from, or thinking about running Stonehell is “What would your preference be for the sequel’s rule base: AEC or strict Labyrinth Lord Revised?” I’ll state now that I’m extremely unlikely to include anything from Realms of Crawling Chaos or any other supplemental material that appears between now and the book’s release, simply because I want to make things easy for the largest percentage of gamers and I know that not everyone who follows the Labyrinth Lord path has all the supplements.

I have my own bias, but I figured I’d engage in a little marketing surveying before I commit myself. Chime in with comments or via an email and let me know what you think. Thanks!

Wednesday, March 30, 2011

Quick and Dirty Disarm Rule

This came to me the other day and I nearly forgot it. Rather than risk losing it to the mists of Time again, I’ll make a note of it here. Mayhaps you can get some use out of it.
A Fighter or racial Fighter-type can attempt to disarm an opponent during melee combat provided his opponent’s weapon is wielded in one hand. To disarm, the Fighter must strike an Armor Class equal to half the weapon’s damage die (a dagger is AC 2, a mace is AC 3, and a long sword is AC 4, for example). If the attack is successful, his opponent must make a saving throw vs. wands or drop his weapon. The weapon falls to the ground 1d10 feet away from the combatants in a randomly determined direction. The opponent modifies his saving throw roll by his initiative modifier if applicable. If the opponent makes his saving throw, he retains hold of his weapon and is allowed to either make an immediate attack against the Fighter (even if he has already acted this round) or automatically wins initiative against the Fighter on the next round (referee’s choice).
Not perfect, but easy to remember and implement the next time somebody wants to play Zorro.

Sunday, March 27, 2011

Dragontales: “Out of the Eons”

The third story in the Dragontales anthology is by an author that will produce a response of either “Him?” or “Who?” depending on the reader’s familiarity with the Golden Age of Comics. “Out of the Eons,” the tale that concerns us today, was written by Gardner F. Fox, the man responsible for (in whole or in part) such comic book superheroes as the original Sandman, Flash, Hawkman, Doctor Fate, and the Justice Society of America. He also wrote the first Batman stories not penned by creators Bob Kane & Bill Finger, introducing some of the concepts and equipment now firmly embedded in the Batman mythos. In addition to his work in the comic industry, Fox penned numerous novels in almost every imaginable genre; sword & sorcery fans may best remember his creations Kothar, Barbarian Swordsman and Kyrik: Warlock Warrior, both of whom are listed in the famed Appendix N as inspirational reading. According to one source, Kothar’s first story, “The Sword and the Sorcerer” is responsible for the lich as we know it in D&D.

Neither Kothar nor Kyrik is the subject of “Out of the Eons.” Instead, the tale concerns another of Fox’s sword & sorcery heroes: Niall of the Far Travels. Niall may have the honor of being one of the few, if not only, fantasy heroes who owes his entire existence to Dragon magazine. Niall’s first appearance was in Dragon #2 in the story “Shadow of a Demon.” The hero would reappear several times in the pages of Dragon, returning in issues #5, #13, #23, #33, #36, #38, #44, and finally #55. “Out of the Eons” is located chronologically between the tales “The Cup of Death” from #38 and “The Lure of the Golden Godling” in issue #44. In the interest of full disclosure, “Out of the Eons” is the only Niall of the Far Travels’ tale I’ve read despite owning the first 250 issues of Dragon on CD-ROM.

“Out of the Eons” begins in an unpretentious manner: Niall, Commander General of the armies of Lurlry Manakor, king of Urgrik, is expanding his wine cellar. When his pick unearths a wall that simply shouldn’t be there, however, Niall inadvertently unleashes an ancient evil upon the world; a creature that escapes from “Out of the Eons.”

Almost immediately thereafter the reader becomes aware that Niall shares a special relationship with the goddess Emalkartha and her human avatar, Lylthia. The relationship is of an amorous nature and this becomes an issue throughout the tale. Thanks to Niall’s connection with the divine, he learns that what he unleashed was a being known as Adonair who once threatened the world—you guessed it—eons ago before being imprisoned by the gods. So long ago did the deities challenge Adonair that they not only forgot he was buried next to Niall’s every-expanding wine cellar, but they can't quite remember how they defeated him the first time around. To compound matters, Adonair, who appears as a green fire, decides he needs a physical body to conquer the world and deems Niall a suitable host.

The rest of the tale involves Niall’s quest to locate something the gods hope will defeat Adonair and their attempts to shield him from being possessed. As a protective measure, Niall is accompanied by the goddess Thallatta, which leads to problems on the home front when Niall starts “paying homage” to anther member of the pantheon, so to speak. Conan never had issues of this magnitude.

Speaking of the Cimmerian, “Out of the Eons” reminds me very much of a “King Conan” tale. Niall is not a wandering reaver, but a warrior of much renown and political status, and his duties to King Lurlry and his queen is what motivates him through much of the story—that and getting back into the good graces of Emalkartha.

“Out of the Eons” is pulp sword & sorcery, the first example of the genre we’ve encountered in Dragontales. Fox was exposed to the writing of Edgar Rice Burroughs at an early age and the impact that Burroughs had on Fox’s development seems to linger long after exposure. Niall is very evocative of John Carter, both in his being a warrior of skill in a position of great influence and his romantic relationship with a powerful, beautiful, and ultimately alien creature.

Having not been exposed to the Niall tales preceding this one, I was ultimately left to judge it solely on its own merits. As a whole, the tale is entertaining, but not remarkable; a story suitable to while away a quiet night or an afternoon at the beach. When I first read it, so many years ago, I do remember being more fond of it, but for a reason having little to do with the plot of the tale.

“Out of the Eons” can be read as a good example of the D&D endgame, the time when the PCs put down their swords and start dealing with issues that can’t be solved solely by riding out and smiting them with sharp objects…even if that’s what Niall eventually does. This tale introduced me to a sword & sorcery hero who was not a landless wanderer, and the events of the story laid the groundwork for how my friends and I did “name level” play. Our high level PCs often got involved with world-shaking events and hobnobbing with the gods, even as we dealt with the mundane concerns of building a new tower on our holdings or excavating a new wing in our thieves’ den. Looking back, I now know that “Out of the Eons” was responsible for this approach to dealing with high level play. I really should go and read the early Niall’s tales and see how he grows into his position. They may give me new insights on the D&D endgame that may be of use in my current Labyrinth Lord campaign.

I also love the beginning of the tale and how the event that launches the plot is so mundane. Digging a new wine cellar is about as incongruous a starting point for a tale involving alien powers and gods as you could imagine. It strikes me as just the sort of minor activity that would get Fafhrd and the Mouser embroiled in some wild scheme. This kind of dichotomy tickles my fancy and the story wins me over because of it.

Before I get to the game material, I should note that “Out of the Eons” is illustrated by Kevin Siembieda. Siembieda is one of those designers that I forget can produce art as well as write, much like Paul Jaquays. I always remember Siembieda more for his Palladium work and the occasional explosion that occurs over there than I do for his art, and every time I see his name scrawled beneath a piece of illustration, I always have that “Oh yeah…” moment. In rereading this story and encountering his work again, I must admit that I kept expecting to turn the page and confront some skull-motif, jackbooted Nazi thug laying in wait for me. The Rifts RPG has apparently done a number on my Siembieda art expectations.

Elixir of Desperate Measures
Many millennia ago, when the universe was a newborn dream, the gods gathered in their starry hall to address a lingering concern. As powerful as the gods were, the cosmos was a mutable place and there might come a day when one of their number became too powerful to be held in check by his fellow deities. Should that day ever come to pass, the cosmos would be at the mercy of that deity alone.

One of the wisest of Powers suggested that the gods pool their divine essences to create a substance that could slay a single god outright and that they thereafter secret this elixir upon the earth in a place impossible for any but a great hero to reach. If the day ever arose that one god needed to be put down, the location of the elixir would be revealed to a mortal hero and it would become their task to destroy that which the gods themselves could no longer challenge. The result was what the bards sing of as the Elixir of Desperate Measures.

When found, the Elixir appears as a glowing white liquid held in a silver cup of plain design. When a weapon is touched to the elixir, it spreads across the length of the weapon, running like water, but clinging like pitch. Once the weapon’s edge is completely coated by the Elixir, the liquid glows brightly for a moment, then fades away as if the weapon absorbed it completely, leaving no trace of the Elixir behind.

The Elixir’s power effectively turns the implement into a weapon of god-slaying. The weapon acts as an arrow of slaying against deities. Its enchantment is only good for one or two successful strikes against a god and it attacks as if a +5 weapon. Each time a deity is struck by the weapon, it must make a saving throw versus death as if it were a 1st level fighter. Failing this save results in instantaneous and irrevocable death. A successful save means the deity suffers damage as normal, provided that is possible given the weapon, attacker, and any other defenses the god might enjoy.

Suffice to say, the Elixir is nearly impossible to locate and it is protected by many magical and monstrous safeguards. No single god knows the location of the Elixir and only several working in concert can deduce the location of the substance and convey its hiding place to a mortal hero. They would only do so in the extremely unlikely event that one of their number amasses enough power to threaten the universe and is deemed a danger to the existence of all living and non-living creations in the cosmos.

Friday, March 25, 2011

Fantasy Game Tables Contest

No, not The Sultan—the kind you roll on! (Which I guess could include The Sultan if your partner is into that sort of thing…but I digress.) Fight On! magazine and Magician’s Manse are holding a contest to see who can come up with the most useful, intriguing, wackiest, neo-grognardic(?) tables imaginable for inclusion in a special book presented by Iggy Umlaut and Co. The best part: the prizes are randomly determined via special treasure tables! The deadline is May 31, 2011, so hie thee over to the Original Dungeons & Dragons Discussion group for more details.

Thursday, March 24, 2011

“Horses! Get yer Horses here!”

Want to make the horse-buying process something more than just subtracting gold pieces from a character sheet? Have a player who simply MUST know what kind of selection the horse trader has for sale? Has it ever occurred to you that the characters’ mounts are NPCs too? If so and you don’t know where to start, download this incredibly helpful PDF that I cobbled together from diverse sources such as Wikipedia and various game supplements. It’s one of the goodies I keep close at hand in my referee binder for just such occasions. Random tables are provided to make horse trading fun again!

Want to know more about horses? Consult your local library or listen to seminal Patti Smith album of the same name:

The Final Level of Stonehell Dungeon

I was going to post an incredibly useful PDF about horses, horse trading, and other equine pursuits today, but MediaFire has made “improvements” and I can no longer upload files to share with you fine folks. So, until they give me a workaround, here’s a sneak peak at the final level of Stonehell Dungeon. Get your vorpal swords ready!

Readers may recall that I was lamenting my lack of certain toys from my youth last year during the holidays. Amongst those I was missing were Presto Magix rub-on transfers. Christmas came and, lo and behold, I got a present from my brother in the guise of my two-year old nephew. He had forgotten about Presto Magix until my blog post reminded him of our misspent youth doing these things in front of our titanic wooden television set. He managed to not only track down a Star Wars set but several AD&D sets as well and presented them to me gleefully at Christmas.

Last night, we had snow yet again here in New York and I decided to while away the hours by making a mash-up of both types of Presto-Magix sets. You can see the final result by clicking the image below. The entire time I was creating this masterpiece, the only thing I could think of was that this looks like either the ultimate battle in Stonehell Dungeon or just another day in the world of Encounter Critical. Incidentally, I’m also pretty certain that this is what’s going on inside of Jeff Rients’ head at any given moment…

Wednesday, March 23, 2011

Stonehell Dungeon on Facebook

For reasons many people would undoubtedly consider “quaint,” I do not have a Facebook account. It has recently been brought to my attention, however, that my dungeon does. Organized, or perhaps orchestrated, by one of my regular players, the Stonehell Facebook Fan Page exists and can be found here (I hope that link works since, not having a Facebook account, I can’t make certain). If enough people join, maybe, just maybe, I’ll have to bite the bullet and surrender my last vestiges of a simpler time by joining the unwashed digital masses in their Mafia Wars nonsense. Until then, you can all talk about me behind my back with my regular players.

EDIT: I've been informed that the Stonehell Fan Group has flourished from a mere six people to thirty-six. Thanks to everyone who has taken the time to sign up and express their interest in and enjoyment of Stonehell Dungeon. I'll see if I can make something special happen for you fine folks...