Monday, September 10, 2012

Crayfish and Abbots: More Fodder in the case of the Sample Dungeon vs. Hommlet

Back when I did my big DMG Sample Dungeon vs. T1 comparison last winter, I did not look very closely at the Giant Crayfish encounter in room 13 of the Dungeon level of the Moathouse.  Perhaps because I considered the crayfish encounter to be a monster encounter, I never made a connection between it and the water room in the Sample Dungeon, even though both feature... water.  But on closer inspection, there does seem to be something of note going on.  Not with monsters, obviously, as there is no evidence of a giant crustacean loitering around the abbot's old bones, [EDIT: Actually, there are crayfish hanging out near the abbot's bones, check this out from the description of the pool: "There are a score or so of small, white blind fish in it, and under the rocks are some cave crayfish, similarly blind and white.  Thanks to my fact checker over at Zenopus Archives for catching this one.] but check out the treasure description for each encounter:

Monastery:
"The limed-over skeleton of the abbot is in the pool of water... If the remains are disturbed in any way, a cylindrical object will be noticed, the thing being dislodged from where it lay by the skeleton, and the current of the stream carrying it south at 6" speed.  To retrieve it, a character must be in the stream and score "to hit" as if it were AC 4 in order to catch it. It is a watertight ivory tube with a bone map of the whole level inside."
 Moathouse: 
"in the water on a ledge is a platinum pin set with a ruby (2,000 g.p. value) and a bone tube. The pin is under a skull (human) and the the tube under some bones.  Unless searchers use their hands, their is a 50% chance that either or both treasures will slip off the ledge and be lost below.  The tube is water-tight and contains a scroll of magic user spells (push, stinking cloud, fly)"

Sure, one's an MU scroll and one's  a map, but c'mon, two watertight scroll tubes hidden amidst bones with a chance of dislodging and losing said item to the PC's eternal dismay?!  It should be noted that in monastery, the moving scroll tube has only about 10-20' of stream to go before it flows through the outlet tunnel at the south end of the room and is lost forever.

Also of note: the ruby pin under the human skull, though much more valuable, is somewhat reminiscent of the garnet in the goblin skull in room 1 of the Sample Dungeon.  Red gemstones hidden in skulls; what would Freud say about that? 

To be sure, this is not jaw-dropping evidence that these two dungeons are derived from a similar progenitor.  But, given the vast amount of other forensic evidence, it certainly enhances the argument.

Friday, September 7, 2012

Hommlet Session 1 conclusion: The Grim Reaper loiters at the Moathouse

This post was scheduled to go live back in January.  For some reason it never did, and I never corrected the matter, though I must have noticed it at the time.  It's a bit dated now, but here it is nonetheless:

Readers may recall what went down when the gang took on the murderous frogs of Emridy a while back.  As a refresher for those who don't care to go there, the party consists of 3 PCs: Ahmad the Prestidigitator, Ponce the Paladin, and Jerry the Rogue(Apprentice), as well as several of the stock NPCs recruited from Hommlet: Elmo the Ranger, Kobort the Dimwit, Furnok the Thief, and Zert the Warrior.  Spugnoir the Second Level MU had already met his end against the frogs outside the gate earlier in the same session.  Before we go any further, I should make you aware of a few changes I've made to the moathouse:
  • the 3 crossbow-wielding brigands in room 7 have upgraded to short bows.
  • I've added an undercroft level between the main floor of the moathouse and the dungeon level.  The undercroft is accessible directly from the bailey of the moathouse via two large, vacant doorways which lead to a stable located to the right of the gate.  I innocently threw some skeletons in there for good measure. 
A crappy photo of my incomplete moathouse revisions
I did not at all foresee that these two seemingly innocuous changes would create a death trap that would leave half the party dead.

Once inside the gates of the moathouse, the players saw the opening to the stable and headed straight for it.  As soon as the entire party was in the open, the Brigand archers opened up on them from the arrow slits on the north side of the bailey, taking out Ponce the Paladin and causing the rest to run for cover in the stables... where 7 undead skeletons rose out of the rubble.  Jerry the Rogue (apprentice) soon met his end at the blade of a skeleton sword; two PC deaths in just 3 rounds.  But that was not the end of the Reaper's day; while the party was still engaged with the skeletons, a few of the brigands snuck down to the bailey and launched spears and javelins into the players' backs before bolting back to cover.  Their surprise attack inadvertently did the party the favor of taking out Zert, who is actually an evil agent of the Temple, but at that moment they really needed his sword against those skeletons.

No matter, they managed to eliminate the rest of the skeletons without any more fatalities; thanks almost entirely to the mighty axe of Elmo and sword of Kobort.  And Ahmad the Prestidigitator's uncanny hit point total (7) came in handy as well.

Including the death of Spugnoir at the end of the previous session, the party had been reduced to half of their original number in only a few minutes of game time.  And they were pinned down in the stables; the only door out--other than the open entrance from the bailey--was barricaded and Elmo and Kobort, despite all their 18 so-and-so strengths, blew their chance to open it.

But those two, at least, were still unscathed and, convinced that the brigands must not be too tough, they took it upon themselves to storm the entrance to the moathouse counting on nothing more than their insurmountable ACs, exorbitant Strengths, and excessive hit points to carry the day. Pretty brave, huh?

Under fire from the arrow loops and facing polearmed brigands blocking the doorways at the top of the stairs, our heroes fought there way into the "Black Chamber" where they were outnumbered 4 to 1.  Elmo was surprisingly inept with the dice on this day; he was stymied for several rounds by the halberd-wielding brigand at the door, all the while taking arrow fire from the adjacent arrow slits.  But he finally disarmed the halberdier and moved to the aid of the ailing Kobort who, thanks to his adroitness at dispatching the pole-armed bandit that stood in his way, had been taking on the rest of the bandits on his own--including the bandit leader with whom he'd been trading blows while two others marauded his flanks.

Once inside, Elmo succeeded in drawing the attention of a few of Kobort's assailants but soon found himself surrounded as reinforcements arrived from adjacent rooms.  Though any hit from Elmo's axe meant a death sentence for the brigands, he managed to take out only 3 of them over many rounds of fighting.

Furnok the thief--excuse me, the Ferd--arrived just in time to take on one of the archers who had just arrived from the arrow loops in the adjacent room and at last Kobort bested the Brigand leader in the war of attrition they'd been waging, and the rest of the brigands took to their heels and fled through their escape hole in the tower.  The boys were worn out and lacking in missile weapons, so they made no effort to pursue the fleeing brigands through the swamp. They gathered their dead and cleared out before dark with only a few coins purloined from the 4 brigand corpses to show for their losses.  It was with more than a little shame that the depleted party straggled back into town later that evening with barely enough cash to pay for funeral arrangements for the fallen.

Unbeknownst to the party, the surviving brigands returned to the moathouse later that night and dug up their treasure stash in the rubble before fleeing the scene for good.

Wednesday, August 8, 2012

The Battle of New Jersey: Tales from the Edition Wars

Just got back from a trip back east to visit family and, for the first time in almost two decades, I got the chance to sit down with a quorum of the ol' D&D gang and hack some slash.  My brother and my next door neighbor from the homeland both happen to live in New Jersey, and so we ditched our families for an evening and chucked dice together.

Is that Natty Bumppo?
As things turned out, this would be my first taste of action in the edition wars, as my old neighbor--we'll call him Bruce--is a full-on Pathfinder enthusiast.   As I've probably mentioned elsewhere, up to now I've avoided the edition wars via the old head-in-the-sand technique: I have never knowingly held a post-Gygaxian D&D rulebook in my hands, much less read or played any of 'em.   That is to say, I have nothing against P'finder or other later versions of the game except one thing: none of them is the version that I am familiar with.  As such, I was not at all interested in tainting my old-school view of the world with intimate, firsthand knowledge of a later edition.  Plus, for nostalgia's sake, I suggested we stick with good ol' AD&D.

Bruce did not feel this way at all.  He believes that Pathfinder is an objectively superior game and thinks that I am a fool and a Luddite for not adopting it. Indeed, he'd been anticipating this gathering as the perfect opportunity to indoctrinate me into the 21st century, fully convinced that I'd instantly see the light.


My brother--who played D&D somewhat more than I did during the 90s and 00s and is thus somewhat familiar with later editions of the game--at first professed indifference on the matter but, as usual, once Bruce and I started arguing he came in on my side; fraternal solidarity can be a wonderful thing.  Bruce's Pathfinder books got shouted out of the room.  Besides, we'd already wasted too much of our limited gaming time arguing about which edition to use, did we really want to spend even more time learning/teaching a new version of the game?  Right?  Shut up Bruce.

Anyway, as winner of this skirmish in the edition war, I got to be DM, and I'd brought my revised T1 along as fodder.  We did make a concession in the character generation dept., allowing Bruce to slap together some sort of trans-editional amalgamation I referred to as a ranger-ninja-pederast.  Basically he was an AD&D ranger with a few thief abilities--pretty similar to how I run rangers in my game--and some other weird-ass crap that migh have been feats or something; whatever they were, they were forgotten by all once the game started.

The argument left a pall of tension in the room that didn't disperse for the first half hour or so, which made the trip through the streets of Hommlet a pretty curt affair compared to the Bacchanalia of mayhem that we all loved so much back in the day.  Actually, Bruce didn't have a good time back then either; it was his paladin that bought it in the rumble with Elmo.  

This sort of tension is an aspect of the old game that I had forgotten all about.  But when you play with family--and Bruce is nearly as close to family as my own brother--you have no qualms about arguing full-throttle over stupid shit, which inevitably leads to some acrimony.  When I play with my chums back in Seattle, things are pretty light and no one gives a crap about things like rules or characters getting killed or rolling the appropriate dice so, though insults are extremely common, arguments are nonexistent. 

Bruce and my brother do not share my obsession with T1 and thus hadn't seen it since that fateful day in 1982--nearly 30 years to the day--when we wreaked havoc on the V. of H.  Like me, they remembered little of the action in the moathouse except the frog incident, though we couldn't agree on how many or which characters were eaten.  I still think two dudes got the bight, but they both agreed that it was only the gnome.  I'm willing to concede that only one dude got chomped by the frogs since I really can't remember who the 2nd dude might have been, but I'm absolutely certain that the gnome was still alive when we fought the puncture-resistant zombies.   They insist it was the halfling who was still alive, but I think their memory has been colored by the buff little dude on the cover of the module.

With only a few hours to play and a lot of side chatter about things like life and family, we didn't get very far.  I'd love to say it was a blast, but the curfuffle about Pathfinder really did put a bit of a damper on the evening, to the extent that I almost regret not submitting myself to the indoctrination.  Almost.


Monday, July 30, 2012

Level Titles: Blogger

Fortunately you don't need a sharp edge
to be a blogger.
I'm on vacation in a place far, far beyond the reach of the internet so please forgive this piece of filler that I wrote up 2 years ago and never bothered to post. See you in the new year! 

Blogger Character Class 

Level    Title    
1          Flatulent Typist  
2          Ingratiating Penster
3          Self-indulgent Hack
4          Poo Flinger
5          Bile Spewer 
6          Axe Grinder
7          Empowered Wingnut  
8          Adulating Gasbag
9          Bloviating Wordsmith
10        Livid Pustule
11        Florid Onanist
12+      Prolapsed Orifice

Tuesday, July 24, 2012

Bitchin' Mace

A while back, Rients posted a pic of a coolass bar mace.  I'd never seen its like before but then, whilst researching a completely unrelated topic, I came across this image:

This dear lady represents the virtue of Fortitude, as depicted by some dude named Giotto on the walls of Scrovegni Chapel, Padua, c. 1304.  Do not mess with fortitude, you just don't have a chance.

Friday, July 20, 2012

B2-T1 Keep of Hommlet: a self-diagnosed T1 obsessor goes off his meds again

Keep THIS!
As mentioned in yesterday's teaser, today we're exploring B2 Keep on the Borderlands and its potential as a link in the Hommlet series.  No, B2 is not based on T1 or the Sample Dungeon or any of that nonsense.  Don't be ridiculous.  But there are some similarities nonetheless.

For some background, a few months ago I posted a deal about some of the more remarkable similarities between T1 Village of Hommlet and the Sample Dungeon in the Dungeon Masters Guide wherein I made the claim that the Sample Dungeon was probably the original dungeon upon which T1 was based.  And though I'd accept that they both were separately crafted from the roots of the same prototype, my money still says that the Sample Dungeon is closer to the original Hommlet campaign than is the published version of T1.

This all started when I was looking around for a sequel to T1 for my current AD&D campaign.  I started eyeballing the Sample Dungeon as a potential source for a T2 Temple of Elemental Evil of my own semi-design.  I liked it initially only for the dungeon's inherent Gygaxian flavor, but as I started reading into it more closely, well, you know the story.

Something similar happened the other night when I started checking out B2 as a potential sequel--T3 if you will--to my semi-homebrewed T2.  Inspired by the stand of tamaracks--a tree unique for being both coniferous and deciduous, and, thus, particularly well suited to cold climates--on the wilderness map of B2.  Obsessive weirdos like me will recall that tamaracks are also present in the vicinities of the moathouse and the Sample Dungeon--indeed, I have it on good authority that the "T "in T1 initially stood for Tamarack. So I thought here's evidence that they're all set in a similar climate, that's a good starting point.  Plus: again with the Gygaxian flavor.

So I'm giving B2 a thorough read-through for probably the first time ever.  In contrast to The V. of H., EGG seems to be going for maximum genericness with the KEEP. NPCs are bereft of names, ability scores, and background of any meaningful sort; these are things that you, the introductory DM, are supposed to come up with on your own.

There is one exception, however: the jovial priest in apartment 7b of the KEEP.  Though he is nameless and statless like the other denizens of the Borderlands, he does have an agenda spelled out.  As you may recall, he is described as being a genial mo' fo', and, along with his two acolytes, would love to help the party on there quest for glory in the ol' Caves.  But don;t turn your back on him for too long because he'll club you senseless at the worst possible moment He's actually "chaotic and evil" and is "in the KEEP to spy and defeat those seeking to gain experience by challenging the monsters in the Caves of Chaos."

So just as in T1 we have evil agents in town who are only too interested in getting in on the party's expedition.  But in contrast to the malevolent traders in Hommlet who project an off-putting aura of d-baggery--only the most desperate of adventuring parties would ever do business with them, much less accept their company into a dungeon--the cleric in the KEEP has a better grasp of tradecraft; he actually has the sense to make himself likeable. Also of note: the dude who hires himself out as a guide in the Sample Dungeon is also up to no good; he's just hoping to steal the Fire Opal with the assistance of the party.

Over at the Caves Of Kaos, there is an imprisoned merchant awaiting his fate--just like the poor merchants in the ogre's pantry in T1--though this time he's to be the entree at a hobgoblin banquet. And just like his compatriots in the moathouse, he too offers a reward for his release, though he's a much more generous chap than the cheap bastards in Lubash's pantry who could only spare meager wad of silver pieces for their saviours. 

Also, there are a couple of fire beetles in adjacent-ish rooms in the minotaur caves, but that's a similarity to the Sample Dungeon, not T1.

And then there's Cave K: The Shrine of Evil Chaos; a cloister of evil clerics and their malevolent little underground chapel in red and black that bears some resemblance to Lareth's malicious little cult. And possibly to the cleric and hobgoblins in the Sample Dungeon as well. Plus, try to convince me that "Shrine of Evil Chaos" is not the Basic-ified version of the phrase "Temple of Elemental Evil"--they're one and the same. 

And again there's the long tunnel to a location off the map near the cleric's quarters, just as in T1--and possibly the Sample Dungeon--though this one is blocked with fallen rubble and is obviously not their personal means of egress.  Though the head cleric's quarters are described as lavishly decorated, much as Lareth's joint is in T1, there are no flaming eyeballs or fire opals or other physical evidence to link this cult to those that inhabited T1 or the Sample Dungeon.  But the place still has the feel of something ominous hiding just barely beneath the surface, awaiting its chance to break out and corrupt and oppress all of humanity.  I wonder what Gygax was reading back in the late 70s that inspired all this cultiness.

Thursday, July 19, 2012

Into the Ruined Monastery of Evil Chaos on the Borderlands of Hommlet... Near a Keep

That is the working title for a campaign I am cobbling together using T1 The V. of H., the Sample Dungeon of the DMG, and now... B2 Keep on the Borderlands.  Yes, I've found adequate linkages between B2 and T1/Sample Dungeon to enlist it into the fold.  I won't go so far as to say that B2 is based on the same source material as the other two dungeons, but there is enough evidence to suggest that Gygax was not done scratching his evil cult conspiracy itch when he penned B2.  More on this tomorrow.