Saturday, October 13, 2012
Take Part in a Dungeon Strike
FEAR NO DARKNESS:DUNGEON STRIKE is a miniature skirmish game set in the dungeon. Encompassing aspects of the dungeon crawl, board game play, and quick-to-learn mechanics, the players take on the roles of dungeon adventurers running amok in a small delve. Traps springs, monsters lurk, magic awaits discovery, and there's a good chance you'll end up dead. In other words, a perfect old school dungeon crawl.
I got to playtest DUNGEON STRIKE at Retcon a few months back, and it was an utter blast. The game can be completed in an hour or so, making it a great way to kill time when Billy is running late to the game again and keeping everyone waiting. Best of all, it's free! I recommend you check it out by downloading it here.
You'll need some six-siders, a battle mat or dungeon terrain, and some minis, but we all know you've got those hanging around anyway.
Wednesday, April 4, 2012
Some Drunk Umber Hulk Reviews "Stonehell"
Tuesday, March 27, 2012
Gary Con Recap Part I
Wednesday, February 29, 2012
The Aspiring Lich
Friday, October 21, 2011
New Horizons
“OK, Mike, if that’s how you feel, what’s next?” I’m glad you ask.
Wednesday, August 17, 2011
Third Annual NYC Arneson Memorial Game Day
On Saturday, October 1st, 2011, the Third Annual NYC Arneson Memorial Game Day will be held at the Brooklyn Strategist to honor the life and accomplishments of Dave Arneson. As of right now, Tavis from The Mule Abides will be running Adventurer Conqueror King and I will be running a delve into Stonehell Dungeon. Others are encouraged to volunteer to participate by either running a game of their own or merely stopping in to play. More details will undoubtedly be posted here, over at The Mule Abides, or on this thread at the Original D&D Discussion Forum.
Thursday, February 3, 2011
Owlbears of a Different Feather
I just got hipped to this post over at the ArtOrder blog thanks to the webcomic Darths & Droids. It seems that back in September of 2009, ArtOrder has a competition to redesign the owlbear. The entries range from the noble, to the silly, to the outright creepy. As someone who likes alternate takes on old classics, I found the submissions to be excellent design fodder for the next time the players run across D&D’s favorite hybrid. Do yourself a favor and check them out.
Thursday, January 27, 2011
Review of Realms of Crawling Chaos
… co-written by one of the better (if not best) current workhorses of classic-play D&D, Michael Curtis.I think that’s the first time I’ve ever been called a “workhorse.” “Clotheshorse” and “horse’s ass,” yes, but not “workhorse.” And to think that I was just chastising myself for slacking lately…
Check out the review and then go get the book.
Stonehell Campaign Map
And speaking of megadungeons, Kesher’s posted a great quote over at the Original Dungeons & Dragons Discussion forum, having found it at The Alexandrian. Having been working on and running Stonehell for more than two years now, I both identify with this remark and heartily agree with it.
In many ways, I feel like a megadungeon becomes the DM's character. And I play my megadungeon much like I would play a PC. Before play begins, I don't really know what my megadungeon is going to do: But my random encounter tables generate 2d4 anubians just after the PCs raid the depths, and I know the anubians have sent a team of assassins to hunt them down. Black-eyed cultists are holding a ritual on Level 2 and I suddenly know the sin day they're celebrating. Lizardmen show up in the anubian sections of the dungeon and I know tensions are erupting between their tribes. Then the minotaur shows up to determine why tribute is not being paid and... and... and...
And a story gets told.
Thursday, December 16, 2010
Visiting the Kinan-M’Nath
Into the whirlpool
Where matter vanishes
Degenerate star
Arm of Orion
An iron sun
The forbidden circle
Anti-matter is the
Black horizon
Blue Oyster Cult, “Heavy Metal: The Black and Silver
Now that visitors know what to expect once they arrive in the Uncertain Lands, how exactly do they get there? For this, we must turn to the sages of the ages, who, in their ink-spattered wisdom, have determined that there are four known methods of transportation between the Kinan-M’Nath and other worlds.
Method #1 – Spell Craft: Perhaps the easiest method of world travel, this method is restricted to those who have achieved mastery in magic, have discovered a magic item capable of cross-world travel, or can pay someone to provide these means of travel for them. In general, spell craft travel covers cross-world travel achieved by use of astral projection, gate, limited wish, plane shift, and/or wish, or through magic items such as an amulet of the planes, a cubic gate, or a well of many worlds. The benefit of this method is that the caster or item user has some control over where they arrive—provided they have some familiarity with the lands of the Kinan-M’Nath.
Method #2 – Realm Storms: Highly unpredictable, those arriving in the Kinan-M’Nath by way of a realm storm seldom do so willingly. These planar tempests tear the boundaries between worlds, although they appear to be nothing more than extremely strong thunderstorms to those caught in them. More than one party of adventurers has sought shelter in a cave during a realm storm only to emerge after it ended and find themselves in a completely different world. Some powerful mages and learned sages can predict where and when a realm storm may next appear, but finding such an individual and meeting their price is an adventure in its own right.
Method #3 – Etheric Mists: Like realm storms, etheric mists are a supernatural event. They are even more unpredictable than the storms, however, and some sages believe that etheric mists are examples of Fate in action. Appearing as a smoky gray fog, etheric mists are cold, thick, and damp, restricting sight to a mere 5’. Alien noises and weird echoes sound from the depths of the mist, and an occasional phantasmagorical shape can be barely discerned. Etheric mists appear without warning, even on the sunniest of days. They envelop travelers completely, last anywhere from several minutes to several hours, and, once they dissipate, leave the wanderers in a new land.
Image by Stefan Poag. Please visit Knucklebones.net for more of Stefan's wonderful work.
Method #4 – Hangways: These permanent gates were created in the dim past by unknown hands for indeterminable purposes. Appearing as 12’ diameter stone hoops, hangways are typically found suspended horizontally between four massive supports and dangling 10’-12’ above the ground. Usually a set of free-standing stairs or a ramp leads up to the edge of the hoop, allowing travelers easy access to the 8’ diameter opening in the hoop’s center. The air inside this aperture shimmers as if hot, although the temperature is the same as the surrounding atmosphere. Although hangways share the same general appearance of horizontal hoop hanging from supports, details vary from place to place and world to world.
Image by Talysman. Please visit Talysman's blog, The Nine and Thirty Kingdoms, for more.
Hangways, sometimes called “hopgates” due to their method of egress, allow free travel between worlds to specific locations. Unlike the less predictable methods listed above, hangways remain in fixed locations and provide access to a matched site on one or more alien worlds. Use of the hangway is a simple matter of hopping through the horizontal aperture and falling between worlds. The traveler lands unharmed on the floor underneath the other hangway’s matched hoop on a new world. Travel between world can only occur by stepping through the topside of the hangway’s hoop. Attempts to reenter a hangway from below are always unsuccessful.
Image by Talysman
While the majority of hangways are keyed to a single location, some allow access to multiple planes. Hangways with multiple connections are usually time-based, meaning that a single hopgate will connect to one place during a certain time of the day, week, month, or year, and connect to another at an alternate time. Sometimes manuals, instructions, carvings, etc. are found near these types of hangways, but this is not guaranteed. Adventurers intending to travel via hangways should research their chosen hopgate carefully before embarking on their journey.
Hangways are the most common planar gate found in the Kinan-M’Nath. At least two are known to exist within the boundaries of Stonehell Dungeon; others can be found in forgotten places (both indoors and out) across the Uncertain Lands. The most recent wayfarers to arrive through a functioning hopgate are the members of The Society of Planewalkers, currently operating out of Blackpool. These outsiders purportedly originated in the Lands of the Rotted Moon and have displayed talents and traits unusual to the Kinan-M’Nath. Whether they will become a force for the Weal or the Woe remains to be seen.
A Note About the Duration of Stay: Visitors to the Kinan-M’Nath should be aware that their method of travel to the Uncertain Lands may have an impact on how long they remain in that world. Etheric mists and realm storms are notorious for carrying a person or persons between worlds only to return them to their place of origin days, even hours, later. And while spell craft and hangways almost always allow for unlimited visitation, even these methods have been known to abruptly fail, resulting in the traveler’s sudden departure from this realm. In other words, the referee has full control over the length anyone visits his campaign, making it much easier for a guest PC to suddenly fade away and return to his own campaign world if needed at the end of a session.
A very, very heartfelt thanks to Stefan Poag and Talysman for taking the time to contribute their talents to an unconventional idea dreamed up by me on a whim. Your contributions are greatly appreciated!
Tuesday, November 30, 2010
Buried Secrets Review
Check it out for yourself here.
Friday, September 17, 2010
And the Answer is...
...to the question, "When you think about Dungeons & Dragons, the cover of what product comes first to mind?" Had you asked me this question some years ago, the answer would have been very, very different. It is only because of my experiences over the last two years that I've come to realize how much I love that box. It is simple elegance just waiting for you to make it your own. This goes just the same for its excellent Thursday, September 2, 2010
Gamers Grow in the Dark
Light + Heat - Dark
Like many kids, my early experiences with RPGs took place underground -- in a basement. In Michigan, basements are common, and excellent places to spend the (relatively) hot summer days.
Now I live in Austin, and the heat index has broken 110 degrees far too often recently. (This summer is falling short of last year's "100 days over 100 degrees," but it's still miserably hot.) Why don't I have a basement now?
And does Central Texas' general lack of basements have an impact on the frequency of gaming in the area? Based on the number of gaming conventions (and my own wildly unscientific analysis), areas where basements are common seem to have more gamers than areas where basements are rare. Any opinions on why this is? Tell me your theory on Twitter (@sjgames) or our forums.
-- Paul Chapman
Growing up in the suburbs, many of my early gaming sessions took place down in the basement. This was simply because it was the closest we kids had to our own private creative space. It was a place were our mothers could be certain we were safe beneath their feet without the need to constantly check up on us. That is, until things got quiet down there. That's when they knew we were up to no good.
The advantage to playing down in the basement was that you didn't have to worry about rain leaking through your treehouse roof or the wind carrying off your 24th level magic-user when the breeze got stiff. I'm pretty certain that there's a percentage of gamers who, lacking a basement, made do with the family garage for the same reasons.
The basement (and garage) as a private creative space goes far beyond the realm of gaming. It's not surprising that these same venues served as the spawning ground for countless teenage bands in later years. In my own case, I later kicked out the jams in the same place that I once guided my friends through hours upon hours of dungeon adventure.
Tuesday, June 29, 2010
A Spanish-language Retro-Clone? Si!
Unfortunately, my Spanish is atrocious and Goggle seems to be having difficulty rendering the site into something I'm literate in so I have little else in the way of information. Some more details can be found here. Feel free to leave a comment with more information if you have more than a passing acquaintance with Spanish.
Pedro provided me with some sample illustrations from the work including these LoTR inspired pieces, a cover piece inspired by Elmore’s take on the Red Box, and a female cleric bound for holy smiting.





