Friday, March 30, 2012

Off to I-Con XXXI

I'm getting ready to head up to Stony Brook for I-Con XXI. I don't think this one's going to be a full three-day extravaganza for me (still burned out from Gary Con and I'm out of town on Sunday), but if you do see me either today or tomorrow, be sure to say "Hi!" I'll be in the gaming ballroom most of tonight and part of tomorrow. If you have something you want signed, I'm more than happy to do so. If you want to take a swing at me, I ask for a $20+ fee.

Gary Con Recap Part II

I should finish this up before everything slips from memory.

Saturday morning saw me once again back at the Dealers’ Hall, hanging around the Goblinoid Games table and talking with the other OSR faces occupying around the area. Not long after I arrived, I ran into Harley Stroh and Doug Kovacs, my hither-to unmet brothers-in-arms from Goodman Games. Both are men of outstanding caliber: Harley is one of the best-natured individuals I’ve had the pleasure to meet and Doug almost physically rattles with enthusiasm. Doug brought his original covers for the upcoming DCC RPG adventures to display and I got a chance to see the piece he did for Emirikol Was Framed! Doug does great work, but you haven’t truly seen his talent until you’ve glimpsed his original pieces.

After planning to meet for drinks later with the Goodman Boys, I strolled the halls around the gaming area again. In the “Virtual Porch” room, I encountered a wandering Mentzer relaxing between games and he invited me to sit down and chew the fat for awhile. We talked about the plans for Eldritch Enterprises (they have a really sound business strategy in place and I’ll be interested to see how it plays out) and music for a bit. Another gentleman wandered over to join us and that’s how I was introduced to Tom Wham by Frank. We talked for a little while longer, but then I left Frank and Tom to catch up and headed back into the fray.

Eventually 2 PM rolled around and it was time to face certain death in Jim Ward’s Metamorphosis Alpha game. Others have provided session reports of that game and they are all spot on. I did indeed leave the last two surviving members of our away team to die on the alien asteroid ship we were sent to explore, but what’s a guy supposed to do? Our mission was to acquire alien items/artifacts/substances for the science team back on the Warden to examine. Can I help it if I was the only one to realize that the green alien goo dripping from the walls of the very first hallway we stepped into satisfied that criteria and therefore completed his mission 10’ away from the airlock? Later, when things went bad, it wasn’t me who launched the shuttle free from the ship. It was the red-headed alien nurse who would have eaten my head had I not risked detonating my “space claymore mine” inside a cramped shuttle. Jim pretty much sealed everyone’s fate when he said I could return to the Warden with the mission completed successfully and receive a personalized autograph. Having been a fan of Jim’s for many years, this was the highlight of the con for me, even if it meant throwing the last survivors under the proverbial space bus.

At 5 PM, it was time for the Gary Con raffle and auction, so I joined the masses heading upstairs to the hotel restaurant for that. I had dropped some cash on the raffle since it went to the Bail Out the Warden fund, but walked away empty-handed. A few lucky winners won multiple prizes, indicating that their luck is either superior to mine or that they bought a whole lot of raffle tickets. After the raffle came the auction, but I had a 6 PM AD&D Tournament to attend and didn’t get to see much of it. As I recall, the items on the block before I left were a copy of Divine Right, Dungeon Tac Cards, Warlocks and Warriors, and an art book of dragons (featuring many TSR alumni, plus Diesel stepped in at the last minute with an offer to add an illustration to up the bid on it). There may have been more, but memories are already fleeting. I did have enough time to place a bid in the silent auction downstairs for a copy of the old TSR mini-game, They’ve Invaded Pleasantville, but was outbid by the end of the night.

The AD&D tournament was OK, but by the mid-point I was really dragging and I more interested in wrapping up the game and relaxing after a long, exciting day than maximizing our score. We lost two players (one of whom may have been feeling the same as I was and looking for an out), but ended up successfully completing the adventure. I don’t think our team won, but then again I haven’t bothered to follow-up on it.

With my last game of the con finished, I did a final walk-around of the con space. There were a few interesting pick-up games going (including an Empire of the Petal Throne game that Allan Grohe told me about as he rushed up the stairs to play it), but I was pretty much done. I signed a few more autographs and met up with Dan Proctor and his wife, Jeff Sparks and his wife, and Harley in the hotel bar. Dan, Jeff and I got within 5 minutes of completely outlining the future of the OSR, but got too tired and called it a night. Had we been a little more awake, you’d all be suffering in the near future (the words “furry LARP” were bandied about).

I slept in a little on Sunday before making arrangements to leave. Jeff Sparks had graciously offered me a ride back to General Mitchell airport, cutting an hour of my “hang around at the airport until my flight leaves” time, so I cancelled my reservation on the airport shuttle and lounged around downstairs for a little while longer. Tim Kask joined me on a strategically-placed sofa that provided a view of the main corridor and concession area and we had a nice talk about charity work, education, and the English language before I had to grab a last, quick meal and check-out. Bidding farewell to many people as I went (and having to turn down an invite to a game of “Ticket to Ride” with Frank Mentzer and Luke Gygax), I grabbed my belongings and soon found myself on my way back to the airport.

The flight out was 1000% better than the flight in. The day was sunny and I finally got a good glimpse of Wisconsin from the air. A whole lotta lakes in Wisconsin, my friends. The landscape looked like it was covered in glittering pieces of broken mirror before we rose above the clouds and headed east.

As one final part of my weekend adventure, my connecting flight from Philadelphia to Long Island was on a small turboprop plane, not a jet. Flying over the Atlantic, a shining moon grinning down on me with its crooked smile, and the hum of the props turning immediately put me into mind of Call of Cthulhu. A weary adventurer, having witnessed unbelievable sights in his travels, arrives home once more. Safe at last, he’s nevertheless forever changed by the experiences on his adventure. And that, my friends, was Gary Con IV. Pictures to come after I do the necessary photo-wizardry.

Tuesday, March 27, 2012

Gary Con Recap Part I

Like the target at a snipers’ competition, Gary Con is an event viewed through many lenses. As a gamer, I experienced the con through the fun and camaraderie I had at the tables, but as a designer, it was interpreted by who I met and spoke to in the publishing industry. And lastly, as someone with a background in history and archiving, Gary Con was a place filled with those whose roots extend back to the long-ago days when this was all new and wondrous. No matter which lens I viewed the weekend, however, it was an outstanding experience.

Unfortunately, the four-day weekend began on a down-note when I received a phone alert that my first flight of the day was suffering from an hour-and-a-half delay. This alert came ten minutes before I was set to depart for the airport and threw all my travel plans askew. Forty-five minutes of trying to contact the airline on the phone without success eventually drove me to abandon my efforts and drive to the airport anyway. The clerk there managed to get me on another flight, but from another airport, making a $100 cab ride necessary to make my flight. Further complications at O’Hare delayed me again and I finally arrived in Milwaukee four hours behind schedule. Luckily, the Lodge at Lake Geneva was kind enough to dispatch a shuttle to convey me from General Mitchell to the hotel. A very big thanks to Larry the Night Security man at the Lodge for coming to my rescue!

After finally arriving five hours later than I intended, I discovered I had missed the meet-n-greet entirely, as well as the majority of games. Dropping off my bags in my room, I wandered down to the hotel bar looking for something to eat (and was again foiled since the restaurant had long-ago closed). I did spot someone in a tied-dyed shirt playing the Battlestar Galactica board game and soon found myself talking with Allan “Grodog” Grohe and Mark CMG of Creative Mountain Games. Alas, last call followed all too soon and a Diaspora of gamers was sent into the desert of the Lodge’s hallways. A brief snack from a vending machine and a long discussion with fellow gamer David(?) from Stone Mountain, GA closed an overlong travel day.

Friday arrived in much better shape. Determined to remain on New York time, and anticipating a diet of completely fattening meals during the weekend, I was up at 6 AM to take a walk around the Lodge’s grounds. Back at the hotel, I finally managed to acquire breakfast and to meet Tim Snyder of The Savage Afterworld at the concession table. Soon thereafter, the Vendors’ Hall opened and I stepped inside to discover Dan Proctor behind the Goblinoid Games’ table, which was situated next to Black Blade Publishing’s wares. I spent a good hour inside there talking with Dan and Alan, as well as meeting John Adams of Brave Halfling (who had his game boxes for sale nearby), Jeffrey Talanian (of Astonishing Swordsmen & Sorcerers of Hyperborea), and Jon Hershberger of Black Blade. Across from the Goblinoid Games table was the Artists’ Nook. There sat Jeff Easley, who was kind enough to sign one of his illos in my copy of the Dungeon Alphabet, and Jim Wampler, creator of “Marvin the Mage.” I can’t say enough nice things about Jim, both as an artist and a person. He’s an old-school Gamma World fan to boot and did me a solid during the course of the con. Stop reading this right now and go to Mudpuppy Comics and check out a free issue of Marvin. I’ll be here waiting.

With time to kill before my first game, I wandered the rooms, snapping pictures. There, I ran into Frank Mentzer, who I met last year at I-Con. I was pleased that Frank not only remembered me, but went out of his way to welcome me into the ranks of professional game designers. (I’ll let the “Stonehell Outhouse” comment slide, Frank.) Frank’s always a pleasure to talk to and is generally interested in my own efforts to till a row in the field of game design. That means a lot to me.

As I was wearing my Stonehell T-shirt the first day, it wasn’t long before I had my first fan approach me to say how much he enjoyed my work. I’d see Zach (a.k.a. Nogrod from Dragonsfoot) several more times during the con and he’s another great gamer, one I’d share the experience of Tim Kask’s OD&D game with later in the day.

When 2 PM rolled around, it was off to the wargaming room for a game of Dungeon!, an activity I last enjoyed when Reagan was in the White House. Running the game(s) was Dave Megarry, the original designer of Dungeon! Dave took the time to explain the origins of the game, as well as bring the original Dungeon! prototype board for us to “ooh and ahh” over, but the real bomb shell was yet to come. I had encountered Dave and his wife upstairs an hour earlier as they unloaded a large table from the back of their car. I gave them a hand wrestling the dark green table through the front doors of the hotel, not thinking much of the activity other than I was giving a fellow gamer a hand. Only during the event was the identity of that table revealed: it was Dave Arneson’s ping pong table, the same one where he played the original Blackmoor campaign on decades ago! Having never met Dave in person, this was the closest I’d ever get to him and it was an incredibly cool experience. I could see that the opportunity was not overlooked by fellow Dungeon! player, Tavis Allison of the Mule Abides and Adventurer, Conqueror, King. I’ve met Tavis before and, knowing his interest in the history of our hobby, was certain he was just as floored by playing at Dave’s table as I was.

After finishing the Guinness Book of World Records’ Longest Game of Dungeon Ever (the other game’s players packed up, departed, and went on to marry and see their children graduate from college before we finally completed our game), it was back into the Vendors’ Hall to hang around the Goblinoid Games table. There, I met Jeff “bighara” Sparks and his wife (who is not at all still angry about a game Jeff ran 10 years ago), and signed a few more copies of Stonehell Dungeon.

At 6 PM, I got to play OD&D with Tim Kask. The adventure saw us exploring a frigid glacier and the mysterious Tower of the Phoenix located within it. I had a blast, even though we lost a few party members before we actually got inside the place, and, in true old school fashion, forged the legend of Sigurd Bear-Breaker. Facing down a certain TPK, my dwarf drank a potion of giant strength and challenged two giant polar bears to a wrestling match. He broke both their spines and allowed us to continue the adventure to its completion.

Tim was another pleasure to finally meet, especially since he was one of the judges on last year’s "Three Castles Award." During a break in the game, Tim invited me to the VIP Smoking Lounge (otherwise known as the patio off Tim and Frank’s room where they had stashed one of those big standing ashtrays they had somehow “acquired” the days before) and we talked about the old days of Dragon, the Dungeon Alphabet, and artists. Like his partner in crime, Frank Mentzer, Tim was very gracious, kind, and encouraging in regard to my design efforts. It was great getting to talk with him outside of the game.

The game ended around 10 PM and I had the chance to talk with some more fellow gamers (both newly met and by this time old friends) up at the bar. Eventually, the day’s events began to take their toll and I excused myself to grab a few hours’ rest before starting in all over again the next day.

Monday, March 26, 2012

I am a Complete Bastard

Just got home from Gary Con and it'll be awhile before I can decompress and sift through the outstanding experience for choice nuggets. Until then, this post explains the above.

Wednesday, March 21, 2012

I'm Such a Sell-Out

Yeah, I know I said I wouldn't be posting until next week, but here's one piece of good news worth breaking radio silence for: The Dungeon Alphabet has sold out---again! The last of the second printings have left the warehouse and an impoverished nation must rely on what copies remain available through vendors.

Don't fret, however. A third printing is on the way and it might have some new surprises. Maybe those of you at GaryCon can ply me with black lotus powder and I'll let some details slip...

Off to See the Wizards


I'm off to GaryCon first thing tomorrow morning, so this will be the last you'll hear of me until next week at the earliest. Due to technical limitations, I'm not going to be blogging from Lake Geneva, but keep an eye out for me in various photos that might turn up online during the weekend.

This trip marks my first vacation in far too long. I depart having turned in my final draft of a Secret Project that I've been working on for a publisher of some renown in the OSR, so I'm footloose and fancy free. I've also received word that Dan Proctor will be attending GaryCon thanks to a last minute cancellation, and Goblinoid Games will have a booth there. Dan has kindly offered to display Stonehell Dungeon amongst his wares, freeing me from having to sell copies out of my hotel room like a black market smuggler. He might have a single Stonehell T-shirt, too. If not, I will. If you need an XL classic black Tee, hunt me down.

I'll see some of you tomorrow!

Wildwyck County: Case of the Wretched Writer, Part II

And now, the finale... 

 Three weeks passed and the investigators gleaned a few more nuggets of information during the hiatus. Luis completed his reading of the partial copy of Cultes des Goules. It provided him with a greater and more unsettling understanding of the forces that might very well be lurking in the dark corners of the world, as well as containing ancient incantations named “Draught of Dreams,” “Fortify the Mundane Blade,” “Call Forth the Forager of the Dead,” and “Draw the Voorish Sign,” but nothing that gave more insight into what Desmond was up to.

Jonathon and Wolfgang learned some historical facts about Newgrave and the Old Dutch Church. There was a Corbin Vickers, the patriarch of the Vickers whaling family who died very rich in 1710 and that it was he who constructed the mausoleum to house his and his family’s mortal remains. In a small monograph written by Alistair Philips and titled Folklore, Fables, and Frightful Tales of the Hudson Valley was a short account called “The Goblin in the Graveyard.” This three-paragraph tale told of a legend that there were once mysterious hoof-prints found in the snow around Newgrave during several days in December of 1712. A party of men tracked the prints back to the cemetery and staked out its grounds. They glimpsed a terrifying “hobgoblin cavorting amongst the stones” and fired at it with little effect. They eventually cornered it near a large mausoleum and stabbed it with bayonets before setting it alight and scattering its ashes in the Hudson River. After that, no more hoof-prints were seen.

Research about the church determined that it was founded in 1716 and it was the oldest church in Newgrave. However, there were also at least two references to the church standing on its current site prior to that date, making for a discrepancy in the historical record. They also learned that in 1883, the church took out a loan to make renovations on the building. As part of that process, an independent inspector examined the church to determine its structural integrity. During the inspection, a forgotten sub-cellar was found beneath the church. It was deemed not a threat to the church’s structural stability and no other mention of the subterranean space was given in the historic record.

Most disconcerting, however, was the discovery of a recent news article reporting the abduction of a young boy from his home on the night of October 13th. Freddy Cole was taken from his bedroom in an act that mimicked a similar kidnapping on September 28th, a date just prior to the investigators arrival in Newgrave. Something or someone was stealing children in Newgrave and the investigators had an idea of what if not who was responsible. Calls were made, telegrams were sent, and the four found themselves standing on the platform of Newgrave’s train station once again on the morning of October 26th, 1920. All three had acquired firearms in the previous weeks and now sported handguns and a single sawed-off shotgun between them. Venturing out to the parking lot, they found Desmond’s car parked in the lot (albeit covered in more leaves and debris than when they left it). They climbed in and returned to his home.

Gaining entry with their key, they found the place as they left it. The groceries left in the icebox had turned and it took a little time to clean the place out, but in short order they had a base of operations again. A trip down into the basement revealed that the earthen floor was undisturbed and that nothing had burrowed into the home in their absence.

Their plan was to return to Desmond’s apartment to see if he or another had returned to that place and then to scope out the Old Dutch Church, posing as individuals with interest in genealogy and historic architecture. They crossed their fingers that James would not be remembered by Reverend Mortensen as they were unwilling to split their numbers in light of their experiences from the weeks before.

The trip to the apartment showed that eldritch forces had not been idle since they departed Newgrave. Climbing the stairs to Apartment C, they found that the door had been broken open and that there was a definite cloven-hoof shaped mark in the wooden frame. A similar mark was found inside by the now-open floorboard that had covered the cavity in which the partial Cultes des Goules and bloodied knives were once secreted. The blood stains in the bathroom were gone, as if licked clean. Clearly at least one ghoul had discovered Desmond’s secret hideout.

The party stopped to check the apartment’s mailbox on the porch and question the downstairs neighbor, but the mailbox held only a note from Cook’s landlord reminding him that his rent was due and that the downstairs neighbor worked the nightshift at one of Newgrave’s many factories and slept most days. He hadn’t heard or seen anything unusual. The foursome headed for the church, aware that evil was afoot.

They discovered the Old Dutch Church open and heard Reverend Mortensen puttering around in the choir loft sorting hymnals. He came down to greet them and no look of recognition clouded his face when he saw James. It seemed the old minister was a little absent-minded. Sticking to their cover story, they asked the reverend some questions about the church, specifically the fact that there were references to the church prior to its construction. Reverend Mortensen said he was no scholar, but did state that it was common for the early Dutch settlers to meet in the home of a prominent citizen prior to the construction of a central place of worship, so it might have been those meeting that led to the discrepancy in the historic record. The existence of the sub-cellar was not spoken of by either side and the reverend graciously gave the investigators permission to look around the church while he sorted the worn out hymnals in the loft above.

When the clergyman returned to his labors, Luis slipped outside and gave the exterior of the church the once-over. The team wanted to get down into the basement and find the sub-cellar, but weren’t certain how to reach the lower level of the building. As Luis searched the outside, Wolfgang sauntered up to a door beside the altar and slipped into the sacristy when the reverend’s back was turned. In that space, he discovered not only a set of stairs to the basement, but a side door leading outside as well.

After Wolfgang slipped out, Luis returned and his arrival caught Reverend Mortensen’s attention. Looking down from the choir loft, the clergyman noticed that one of the four was missing, but a quick lie about him being in the washroom deflected the reverend’s suspicions. Meanwhile, Wolfgang had descended the stairs to find an unlocked office, a community room, and a robing room in the basement. All seemed ordinary, but there was a locked door at the end of the single hallway. He slipped back up the stairs while the three others left the church to see if they could find another way into the area where Wolfgang had vanished. As they rounded the corner, Wolfgang stepped outside, the door closing and locking behind him!

James once again proved to be more than a match for a lock and the four snuck back into the church and down the steps. Quietly inspecting the rooms below, they found nothing out of sorts and James got them access to the locked room—which was the boiler room. Old boxes of clothes and household goods destined for the church thrift store stood in heaps and a cobweb-covered oil burner kicked on in the gloomy, dusty space. As quietly as they could, the foursome looked about for a door leading to the supposed sub-cellar, but without avail. Hearing the reverend walking overhead, they determined to flee the building before being discovered and to come back later if need be. Luck was with them and they made it back to their car without being discovered.

As it was only early afternoon, the team decided that since they didn’t find the entrance to the sub-cellar, they might as well bite the bullet and go back to the mausoleum. So with much more firepower and light sources than last time, they pulled into the cemetery and made it back to the crypt. Inside, they discovered more cloven-hoof prints and saw that the stone slab to Nathaniel Vickers’ interment niche had been replaced by another stone. Knowing that Corbin Vickers was the family patriarch, they paused to defile his resting place, but found only bones and a collapsed, worm-eaten coffin.

They moved the stone to Nathaniel’s niche and made their way into the tunnels below. Both Jonathon’s and Wolfgang’s girth made their entrance a slow, grunting one, but eventually the four crouched in the low tunnel—Luis in the lead, Jonathon behind him, and Wolfgang and James in the rear ranks. Guided only by the downward slope of the tunnel and their torch beams, the investigators descended.

They came to the first of several side tunnels, each one being a mere 3’ in diameter and sloping upward at a greater angle. Luis shimmied up the first and came up through the bottom of an empty coffin, its contents sucked clean like the tasty nougat of some obscene candy bar. Once he recognized where he was, Luis shuddered and slid back down the shaft. As the team worked their way deeper into the warren, they encountered another side passage that Luis explored and found it terminated in a den filled with old bones that had been cracked and their marrow licked clean. Luis decided that they should stop exploring the side passages and continue straight down the main artery. The rest agreed and they forged ahead.

As they continued an unknown distance further into the earth, a glimpse of dim light was seen ahead, like the glow of many candles. Shutting off their lights, they crept forward to witness a ghastly sight. The tunnel terminated in a large earthen cavern. The walls were decorated with bones set in patterns both mundane and arcane. Candles stood everywhere. Several pillars adorned with bones rose up to support a gallery above their heads and three other tunnels exited the space. Upon the far wall hung a gruesome parody of "The Last Supper" wherein Christ and the Apostles dined on human flesh and drank blood.

But by far worse was that which squatted in the center of the room. A massive, bloated thing rising 15’ in the air with a body like a noisome grub and a human/dog head that was dwarfed by its giant girth occupied the room. Its massive gut roiled as if something within begged release and an obscene slurping sound emerged from its toothless maw. Standing before this beast was a ghoul, one that appeared far more human than the others they had seen. In fact, this ghoul still bore the familiar facial features of Desmond Cook!

Whether it was disgust or pity, the investigators wasted no time in bringing their weapons to bear and firing on both the beast and Desmond. Wolfgang drew his sword-cane and hoisted his girth up one of the pillars, waiting to drop down on Desmond once he rushed them. James fired directly at the beast, but his shot proved to be much less effective than anticipated. Luis and Jonathon also fired, but missed as the Desmond ghoul charged.

The fight that followed was rough. Wolfgang tried to set Desmond alight with a kerosene lamp and failed, while Jonathon and Luis battled their friend with both guns and a shovel. James’ shot caused a ripple to occur in the beast’s massive gut and a moment afterwards a small, child ghoul emerged from a vaginal-like opening that ruptured the creature’s stomach. The child ghoul rose from a pool of foul liquids, took unsteady steps like a newborn colt, and then rushed towards the four investigators looking to eat its first meal.

In the fight, the Desmond ghoul was slain, but the child ghoul worried Wolfgang’s flesh horribly and the giant German nearly died. James continued to pour bullets into the beast, aiming at the birth canal that now stood open in its belly. The child ghoul continued to fight Luis, and another ghoul appeared on the gallery above, staring down at the fight hungrily. Jonathon gripped the injured Wolfgang and made for the exit, but encountered a pair of ghouls coming down the tunnel. He readied his weapon and prepared to die fighting.

As all looked grim for the four, Luis’ next blow killed the child ghoul at the same time James’ final round slammed into the beast. With a horrendous shriek, the great, maggot-like thing died and the remaining ghouls began to wail and meep piteously. Their birth father slain, they vanished up the tunnels as the beast began its death throes. Flailing about as death claimed it, the beast slammed into the cavern walls and a shower of dirt and bones began to fall. The four investigators wasted no time in heading back up the tunnel and they climbed out just as a gout of dirt, stench, and debris blew out of the mausoleum and a large section of the Old Dutch Cemetery collapsed into the ground to leave a massive sink hole littered with ancient bones and decayed coffins. They limped back to their car and drove away from the scene before they could be stopped by authorities.

The four had learned the fate of Desmond Cook, if not necessarily all that led to his final state or what gave birth to the creatures beneath the earth. Their sanity shaken, but intact, and with wounds of their own to attend to, the foursome left Newgrave, NY with one less source of evil lurking in its shadows. It was a victory for the forces of light in that embattled place known as Wildwyck County.