tag:blogger.com,1999:blog-47283977156642101882024-02-06T19:03:18.587-08:00KellriKellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.comBlogger100125tag:blogger.com,1999:blog-4728397715664210188.post-8257182528924546292021-08-09T04:25:00.001-07:002021-08-09T05:56:18.800-07:00New OSR Games for 2021<div class="separator" style="clear: both; text-align: center;"><a href="https://www.peer.org/wp-content/uploads/2021/01/01-19-2021-Blog-Dumpster-Trump-.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="452" data-original-width="800" height="452" src="https://www.peer.org/wp-content/uploads/2021/01/01-19-2021-Blog-Dumpster-Trump-.png" width="800" /></a></div><br /><p><b>ZORK DORK! TPK Edition</b> (ArtSpunk Corp.): It's all about killing PCs and rolling up new ones illustrated by emotionally unstable kindergarten kids.</p><p><b>The Orange Fleshpots of Poon Tang</b> (Bitter Expat Publications): The game by the guy who wished he never took out 100K in student loans for an East Asian studies major.</p><p><b>Jakk Sexman's Cut-Ups</b> (CrystalMyth Hobbies): Hand-painted on chunks of discarded and still sticky cardboard stolen from a homeless man on Hollywood's Skid Row.</p><p><b>Delta: The Freedumb Variant</b> (AntiVa Inc.): The free science-fantasy roleplaying game of death in a global plague because you were too stupid to get a vaccine. Do your own research, own the sheeple and die gasping for breath.</p><p><b>Zir be Dragonnes</b> (Thunder Downunder Games): The hex crawl sandbox game of fictional personal pronouns.</p><p><b>The Dice Are Always Right</b> (Luzakki Industries): the OSR game explicitly designed for ridiculously sharp, expensive and unnecessary specialty dice. Dice not included.</p><p><b>The Red Hack in Spaaace!</b> (Jizzkids): Let's face it, it's just another OD&D clone but in space and with the cool Hack moniker.</p><p><b>Amazon Satanists from Mars</b> (Spahn Ranch Games): another B/X clone but with casual misogyny and an unusual obsession with ass.</p><p><b>Fuck Zuck</b> (Spitter on Twitter Pubs): the solo journaling story rpg of inflammatory Facebook posts.</p><p><b>The Porcelain Throne </b>(Tenfoot Pole,LLC): the epic game of reading and reviewing other rpgs while sitting on the toilet.</p><p><b>Slave</b> (3chanBois): the one-stat game of imprisonment and misery in a shit-caked oubliette.</p><p><b>Philotomy's NADDS (Not a D&D Supplement)</b>(Crusty Old Fuckers Ltd.): Strong suggestions (but not rules) on how to play the world's first FRP.</p><p><b>The Klan of the Spoodling Nutsack</b> (The Finnish Ministry of Taxation): Hopefully the last cash-grab from Saggy Jim XIV and the Hash House Hessians.</p><p><b>Mincer</b> (Broke Ass Baker, Inc.): the incredibly basic game of mincing about in a fairytale land of wonder and giant eyebrows. Special second edition featuring a brand new inn, a ship and more.</p><p><b>Backward! Into the Dungeon</b> (Pipehitter Productions). A completely unique rehash of other people's ideas by the man who saved D&D.</p><p><b>Ghoulashed</b> (The National Council of Amateur Arts of Budapest) - a Hungarian mashup of various European stereotypes and simple homebrew rules for football hooligan LARPing (banned in Belgrade and on Discord).</p><p><b>Das Bookenspiel</b> (Tottenkoffee llc): Some German shit none of us understand.</p><p><b>The Ur-Tomes of Arneson</b> (Archaeologist in My Own Mind Games): A badly scanned and incomplete collection of 50 year-old mimeographs discovered under a Wisconsin mobile home down by the river.</p><p><b>The Shadow over Knottsmouth</b> (Garney Life Games): A brand new setting of extra-dimensional incestuous horror based on HP Lovecraft and The Incredible Mr. Limpet.</p><p><b>Fighting Fontasm </b>(Kern Games): Roleplay as a font and escape the wrath of fanboys, bloggers, copyright lawyers, counterfeiters, censors, zealots, and apostates as you seek to convey the greatest amount of information possible in the fewest revisions.</p><p><b>The Mammory Tubes: Hobby Hole Plungin</b> (Franco-Phonies of the North): Loosely (but not really) based on the long lost memories of two hard-tokin stockboys at a now-shuttered Lake Geneva model train supply shop. Now available after over a decade of pissing about on Facebook and with 50% bonus typographical errors from Droll Bored Games.</p><p><b>Old and Unessential </b>(Leprous Lawntoad): Yet another motherfucking B/X clone distinguished only by a harsh insistence on only one idea per page and/or a hamfisted donated piece of sketch art.</p><p><b>Slayin' Alive</b> (Disco Dicks #2): Yet another pointless disco-themed module nobody needs or wants.</p>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com6tag:blogger.com,1999:blog-4728397715664210188.post-42817054336353453882019-02-13T01:00:00.001-08:002019-02-13T01:03:57.099-08:00Interview with Richard Barton, Author of Arden Vul<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7k9Wc2hsei4qq7Oijvr6zzgHItYEKB3K87ZL86iMtaZs3b1iGDFFYZDMY7GSkxou7NtMArTerq_PoNd8B07XCe3u_Rk70ekXgu9fC9rEb8cKGFLVFrT8B1ZXUPnhbrjc9AGtqAjX1Rhpj/s1600/Level+4+-+The+Forum+of+Set+B%2526W+for+blog.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="581" data-original-width="1106" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7k9Wc2hsei4qq7Oijvr6zzgHItYEKB3K87ZL86iMtaZs3b1iGDFFYZDMY7GSkxou7NtMArTerq_PoNd8B07XCe3u_Rk70ekXgu9fC9rEb8cKGFLVFrT8B1ZXUPnhbrjc9AGtqAjX1Rhpj/s320/Level+4+-+The+Forum+of+Set+B%2526W+for+blog.png" width="320" /></a></div>
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Here's a text interview I conducted with Richard Barton, medievalist and author of the upcoming Arden Vul megadungeon from Expeditious Retreat Press.<br />
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">1. Tell me about your personal rpg history. when did you begin playing D&D, and with what edition? Favorite retro-clone, if any?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I started with the Holmes Basic set, purchased at Heritage Hobby in Needham, MA, in late 1978, when I was in 7th grade. This was the printing with B1 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">In Search of the Unknown</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">) and real dice (not chits). I still have that copy of B1, with the dungeon map pretty faded from all the times we reused the dungeon, penciling in new monsters each time to 'shake things up'. My buddy Chris got the Monster Manual pretty quickly after it appeared, and I got the Players Handbook soon thereafter. We waited a long time for the DMG to appear, growing more and more eager to move on to the 'advanced' rules. I honestly don't really remember how we ran games in that interim period, before the DMG came out; probably we mashed up Holmes and early AD&D. I started out as the DM since I had the Holmes Book, but pretty quickly it was apparent that another kid in the neighborhood was the best DM, so I was a player for most of the rest of middle school and early high school. We badgered our DM into letting us roll up evil characters (cool!), and he obliged by crafting an incredible underground dwarven citadel that seemed pretty much like a mega-dungeon to us. He was a great DM, even though he was only 15 or 16; his dungeon was vibrant and responsive, and his 'villains' (the good-aligned dwarves) creative and opportunistic foes. Good times! Although that was our primary campaign, lots of kids I knew played D&D: I remember another friend getting G3 and running me through it solo (I played an entire party and fucked up badly, ending with a TPK in the lower level of the Fire Giant halls); I remember running some sessions of U1 and Caverns of Thracia for some other buddies who weren't really into it (they wanted to smoke pot, not roll dice!). I managed to get a subscription to </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Dragon</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, and remember the first issue (#34, Feb. 1980) arriving when I was home sick; what great timing, eh?</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I took a break from gaming starting in 1982, only returning when I entered graduate school in the autumn of 1988. At that point, my friends were 'beyond' D&D, so we played all kinds of other systems: Champions, Ars Magica, Cyberpunk, TORG, Vampire, etc. I was mostly a player at that time, but since I missed high fantasy and dungeons, I eventually got back into DMing by creating home-brewed campaigns using a variety of systems that were popular in the '90s: Rolemaster, Talislanta, and Brett Slocum's GURPS hack of Empire of the Petal Throne. I took another break after I got my first academic job, but picked up the gaming bug again during the hoopla surrounding the launch of D&D 3e. This rekindled my interest in D&D, but I found 3e difficult to love. For a number of years I tried to satisfy my gaming jones through acquiring and reading systems and adventures and hanging out on message boards (mostly the old NG site). When I became aware of Castles and Crusades, it seemed like a 'modern' version of D&D, and so I started up my first campaign in almost a decade. That campaign ran for 3 years until, for a number of reasons, I grew dissatisfied with C&C. The group was dissolving anyway (some key players moved away), and since I had learned about OSRIC, I figured it was time to return to my first love, AD&D. I restarted with a new crew and OSRIC/1e in 2012. That campaign is now finishing its sixth year and is still going strong with seven players (including my 18-year old daughter). We use OSRIC, although I freely mix in material and charts from the AD&D books (and I use all sorts of third-party resources, like Kellri's netbooks). It was in 2009, just as I was starting gaming again, that I decided to make a tent-pole dungeon for my campaign; this dungeon grew and developed over the past decade into Arden Vul. At some point, Andreas Claren, whom I'd met on the NG boards, heard I was working on a mega-dungeon and asked to look at it; he liked the early levels and offered to do the maps for it. He was the one who encouraged me to contact publishers, which we did starting in 2012. I received good advice from some old-school heroes, and ended up with signing a contract with Joe Browning in 2013 - he's been incredibly patient in the five (plus) years since then!</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I've picked up quite a few of the retro-clones over the years and have been impressed with many of them: Labyrinth Lord, AS&SH, C&C, S&W, SWN, etc. Why did I gravitate to OSRIC? I think because it modeled the D&D that I played the most in my formative years (AD&D). I thought for a bit about using LL, but some of its tropes (taken from Basic D&D) were just too unfamiliar to me (even as I admired the system). I had a major epiphany in 2011/2012: so long as I was playing actively, I wasn't really interested in testing out new systems to find the 'perfect one'; I liked OSRIC/1e because it was familiar, and because I was comfortable modding it as I liked. I consider OSRIC a brilliant piece of work, since it clarifies a number of the systems from AD&D that I obviously never understood as a teenager. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">Today, I'm a professor of history (medieval France is my specialty) in Greensboro, NC. The university setting has provided me with a steady stream of like-minded colleagues and graduate students interested in gaming. Currently my home group includes two other professors, two former graduate students, my daughter, and two guys whom I met through former graduate students. It's been a great opportunity to preach the virtues of 1e AD&D!</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">2. what are your favorite adventures, authors, mega-dungeons?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">Tough question! These days I mostly design and run my own home-brewed adventures for my players, but back in the '70s and '80s I either ran, played in, or read most of TSR's classic modules (at least those published up until 1982). I still have my pastel copies of some of the early ones: S1, D2, C1, and G1, all of which got a lot of play bitd. Of the classics, I have special fondness for S3 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Expedition to the Barrier Peaks</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">), D2 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Shrine of the Kuo-Toa</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">), D3 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Vault of the Drow</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">), C1 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Hidden Shrine of Tamoachan</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">), T1 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Village of Hommelet</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">), and U1 (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Sinister Secret of Saltmarsh</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">). Somehow I got ahold of some Judges Guild modules, too; these were eye-opening to me, especially those written by Jennell Jaquays. Perhaps my all-time favorite module is her </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Caverns of Thracia</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, which I consider the greatest early (published) mega-dungeon. Indeed, many of the influences on my own dungeon design can be traced to Jaquays and Thracia. One of the modern modules that I've run almost as-written is Matt Finch's </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Pod-Caverns of the Sinister Shroom</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, which I consider brilliant. I should note, too, that my players are soon to find themselves trapped in an amped-up version of C1 (at least I think that's what's going to happen).</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;"><br /></span><span style="font-family: "garamond"; font-size: 12.0000pt;">I read fiction in a lot of genres, not just fantasy. When it does come to fantasy, I'm pretty picky. I've been a huge Tolkien fan since the 70s, and Moria was (and still is) a major inspiration for my gaming interests (I was pretty disappointed with ICE's module version of it, in fact). I like Jack Vance, but came to him late, only after 2000. It may sound incredible, but the same is true with Howard and Conan; somehow I never got Howard as a kid, and only read the canon as an adult. I did read a lot of Leiber and Moorcock in the 70s and 80s, as well as loads of others I'd prefer to forget (Brooks, Eddings). Of recent fantasy authors, I'm a fan of Scott Lynch, N.K. Jemisin, Fred Chappell, Kai Ashante Wilson, G.R.R. Martin, Scott Hawkins, and many more.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">As noted above, my all-time favorite mega-dungeon is Jennell Jacquays' </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Caverns of Thracia</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">. I've gotten a lot of use out of that dungeon in the past! Coming in a close second is </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Rappan Athuk </span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">(Necromancer Games/Frog God Games), although I've never run it. Both of these products have taught me a lot about dungeon design, map flow, and level interconnectivity. I've read parts of some others - </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Undermountain</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Castle Whiterock</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">World's Largest Dungeon</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Dwimmermount</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, Joe Bloch's </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Castle of the Mad Archmage</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, but haven't really explored them in depth. In fact, once I started working on Arden Vul I consciously stopped reading other mega-dungeons so as to prevent myself, even subconsciously, from emulating them.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">3. what are your top 3 favorite (standard/published) monsters, and why?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">This question actually gave me pause. My first thought was that I don't have any. Still, I'll give it a go.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">1. goblins</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: humanoids are a core part of D&D, and goblins are my favorite humanoids. I realize they're not impressive or particularly dangerous, but I love them as foils for low-level parties. I enjoy giving them unique-to-my-campaign cultural traits and attributes (mine like baggy trousers and exotic hats). I guess I play them for a bit of comic relief, even as they periodically cause fits for 1st- or 2nd-level PCs.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">2. doppelgangers</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: I love these guys for the plot potentials that they represent. I also tweak 'em a fair amount to give them more possibilities than what is presented in the MM. By this I mean that I sometimes give them good equipment as well as classes and levels; my PCs have encountered 'boss' doppelgangers as well as normal ones. I came up with a good spin on them for my campaign world: the doppelgangers are engaged in an eternal war with the secretive dwarven settlements, and the 'gangers like nothing more than impersonating dwarves and infiltrating dwarven settlements.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">3. umber hulks</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: although monstrous and thus not regularly a part of 'plots' in my campaign world, I like these guys for underground melees: the combination of good AC, good HP, multiple attacks dealing plenty of damage, and the confusion attack renders them pretty fearsome.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Honorable mention</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: kuo-toa. I have loved these guys ever since I acquired D2 in '78 or '79. Their Lovecraftian vibe is very cool (although I didn't know anything about Lovecraft bitd). I also appreciate their versatility as opponents, since some are classed or multi-classed, they can have spell-casting support, etc. I consider them (and the drow) as models for how to draft formidable intelligent opponents (indeed, by comparing the MM to the FF, we can a radical shift in how Gygax chose to present intelligent foes). I ended up using the more substantive presentations in the FF as models for my own creations, such as the kaliyani, the heqeti and the varumani. In fact, the only reason the kuo-toa didn't make my top 3 is because I don't use them very much.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">4. What are your favorite unique creations (monsters, locations, items etc.) in Arden Vul?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I'll try to give one or two of each.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Favorite intelligent foe</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: I just mentioned the big three that can be encountered in Arden Vul, the varumani, the kaliyani and the heqeti. Although the heqeti are in some ways the ultimate opponent of the mega-dungeon, I think I like what I did with the kaliyani best. The kaliyani were originally one of the servitor races of the (mostly?) extinct rudishva people. Here's the physical description, taken from the new monsters appendix:</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 10.0000pt;">Kaliyani are six-legged beings with a 4’-long, sinuous, relatively thin body that extends another 2’ before and behind the main part of their torsos. The torso is remarkably flexible, allowing them to curl up into smaller spaces. Their heads are spade-shaped, with a slit ‘nose’ and four almond-yellow eyes set widely apart on either side of their head; they have infravision to 90’, and their eyes glow ruby-red to others with infravision. Their mouth is full of small but sharp teeth, which are dominated by a pair of visible fangs. On their necks they possess a pair of gill-like membranes that can flare open, especially when aroused or excited.</span><span style="font-family: "garamond"; font-size: 10.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">What I like most about them is the culture I drew up for them. It feels alien and different. They've got a weird-fantasy vibe to them, with utterly alien language, technology, and magic. I know my PCs are completely spooked by them; they only encountered them once, and fled like rabbits. So the effect seems to work. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Favorite Monster</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: giant rudishva skeletons. This is an example of one of my critters that has a specific inspiration: Peter Mullen's cover art for the first printing of </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Swords and Wizardry</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;"> (the one with the giant, horned skeleton sitting in a chair in front of a pile of corpses). When I saw that image I knew I had to do something with it. So, back when I was running C&C, my group entered a very early version of Arden Vul and did something incredibly stupid: they found a shaft descending down hundreds of feet and decided to follow it to the bottom. Of course I hadn't the slightest clue what was on the bottom of that shaft. So I improvised, and a pair of Mullen's horned skeletons appeared at the base of the shaft. I also had what I thought was a cool idea: the skeletons could rip bones off of their bodies and hurl them as missiles at their foes (with new bones magically regenerating so they didn't collapse into a heap). As I implemented this idea, the PCs quickly realized they were overmatched, and fled (again! you're going to think I'm some kind of hard-ass!), leaving one of their number impaled by a giant femur on the wall of the shaft (he's still hanging on the wall in the developed version of the dungeon, by the way). Of course I then had to come up with a real monster description and 'real' stats for these guys. A couple of other inspirations later (one taken from Stargate, I will add somewhat cryptically), and I ended up fitting them into the mythology of the dungeon. They're one of my favorites.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Favorite Iconic Location(s)</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: it's a toss-up between the Obsidian Gates and the Ziggurat of Kauket. The former also has a specific inspiration, Al Krombauch's blog entitled "Behind the Black Gate." I was reading his blog a lot in 2009-2011, just when I was getting started in dungeon designing. I liked the mysterious nature of the blog title, along with its intimations of Tolkien, pulp fantasy, and so forth. So I decided there would be some mysterious Obsidian Gates in the heart of the dungeon, doors that had never been breached for the majority of the settled period of Arden Vul's 4,000 year history. As with the giant rudishva skeletons, the Gates weren't conceived as part of a story or even a culture; I had to fit them into the dungeon's history as it developed. I also had to come up with some (hopefully plausible) reasons why they had never been breached. Adventurers who find the Obsidian Gates are thus in for both a treat and a puzzle - how to get behind them? and what fabulous treasures lie behind them? </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">Unlike the Gates, which were simply a phrase that needed a backstory, I knew from a pretty early period in Arden Vul's design that there would be a ziggurat at the bottom of the dungeon. One of the many ways to use Arden Vul, therefore, is for PCs to gather clues about the return of great evil to the complex, and to track that evil through the upper levels to the lower ones; such campaigns will eventually culminate in an epic confrontation with the heqeti atop their dread ziggurat. It's even possible, if the GM likes, for the PCs to confront a demon lord (Kauket!) on the ziggurat. The funny thing is that unlike the Obsidian Gates, which was one of the first areas I wrote up (although they changed in detail many times), the ziggurat was one of the last; I realized I needed a pretty firm grasp on all the other parts of the complex before turning to a potential concluding location (the ziggurat level was only completed in August 2017). I also felt a lot of pressure to get the ziggurat right, and I'm pretty pleased with the results: it'll form a suitably epic conclusion to some Arden Vul campaigns.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Another favorite location</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: the Drowned Canyon. I knew that I wanted a lot of tombs, since tomb-robbing is one of my favorite D&D tropes. I decided to combine an entire region of lost tombs with some unusual physical challenges: water. So, as the name suggests, the Drowned Canyon is a region of the dungeon in which tombs are carved into the walls of a canyon delved by a subterranean river. That's pretty standard stuff. The 'trick' with these tombs, however, is that for reasons I'm not going to spill here, many of the tombs are now 'drowned' in water. PCs will need to be crafty in how they maneuver through the tombs; water breathing spells or items will be essential. I also like the area because it provides PCs with a number of ways that they can affect the dungeon itself (I'm not revealing any spoilers, though!).</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<u><span style="font-family: "garamond"; font-size: 12.0000pt; text-decoration: underline;">Favorite Items</span></u><span style="font-family: "garamond"; font-size: 12.0000pt;">: with something like 400 new magic items present in Arden Vul, this is a tough one. To be fair, some of those items are fun but not particularly unusual. I did come up with a set of true artifacts, which provide another way for PCs to orient themselves to the dungeon (one of the suggested hooks involves a search for these items): these include the iron crown of Ghanor (see that JG reference there?), the bone ring of Jagri-Naz (the latter is a corruption of Jarnegus Argenteus), the ebon spear (said to be 'of Kentillian'), and the tablet of the Beacon. I had fun coming up with my own version of the </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Deck of Many Things</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, known as the </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">Deck of the Magi</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, as well as a couple of powerful staves (</span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">staff of the frog</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">staff of the necromancer</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">). My players found one of my </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">horns of chaos</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, a sounding horn that produces chaotic effects; this has led to some fun, although I think they ultimately decided it wasn't worth keeping it and traded it for information. A personal favorite is the the </span><i><span style="font-family: "garamond"; font-size: 12.0000pt; font-style: italic;">rudishva useful palm</span></i><span style="font-family: "garamond"; font-size: 12.0000pt;">, which comes in several varieties (and which have an inspiration in the work of M.A.R. Barker); my players have yet to find one, though. Another fun (non-magical) item that I drew up is the dreaded heqeti spore-bomb, each of which delivers a different variety of 'biological' trouble to the heqeti's foes; fortunately, my players also have yet to encounter them.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">5. What inspired you while writing Arden Vul? novels? music? real world history?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">As you can tell from the preceding discussion, I take inspirations from a lot of places. Arden Vul began when I conceived the the idea of developing a tentpole dungeon for a fantasy campaign and began sketching maps for it. Pretty soon I realized I needed some sort of world within which to place the dungeon. For a while I used Judges Guild's Wilderlands as the default setting (and early versions of the manuscript have JG-inspired names), but I ultimately decided I wanted my own setting, since I could then develop the back-story and culture of the dungeon as I liked, without having to fit it into a pre-existing narrative. For the world of Archontos (in which Arden Vul is located), I realized that I wanted the 'feel' to be more medieval than renaissance (a lot of published D&D evokes large Renaissance cities and very late medieval armor/technology, and I preferred an earlier feel). So I settled on two major inspirations. The first was early medieval Byzantium. To be clear, I wasn't interested in simulating Byzantium, and I'm sure professional Byzantinists will shake their head at my efforts! Still, I liked a couple of things about it: the sense of devolution from the glories of the Roman past (I apologize again to my Byzantinist colleagues!), and its combination of militarization and bureaucratization (which seemed perfect for fantasy rpgs). In addition, using Byzantium, even lightly, allowed me to raid a different set of names for people and institutions. I eventually decided to apply the Rome-Byzantium sequence pretty closely to my own Archontean Empire; the golden age of Archontos (now 1,200 years in the past) is much more closely 'Roman', with Latin-inspired names and institutions, while modern Archontos is more 'Byzantine', with Greek-inspired names and institutions. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">The other major inspiration on the setting was Moorcock's Melniboné (I know, I know! So middle-school, eh?). I've always loved his idea of a fading empire whose glory days are past. I also admired his explanation for Melniboné's initial successes: the union of Melnibonean sorcerers with dragons. So I pretty shamelessly borrowed that idea for the back-story of Archontos (that's actually a pretty big spoiler, as almost nobody outside the imperial family in modern-day Archontos knows about the old alliance with dragonkind; my players certainly don't know about it). The sorcerer-lords of the city of Archontos struck a bargain with the Seven Princes of Dragonkind, which they used to extend imperial domination over their home island and the western continent of Irthuin (where Arden Vul is located). About 1400 years ago, the emperors breached the compact, and memory of the great alliance has been lost. I also wrote into the backstory a cataclysmic civil war that effectively rolled back Archontean dominions across the world (i.e., the 'fall of Rome'). So, while the Archontean empire is still the default, human-dominated 'setting' in the present, it is an empire of faded glory, whose current rulers attempt to regain their past glories (including what they lost in Arden Vul). I hope that I've managed to use the inspirations from real history and from Moorcock to create something that is, nevertheless, unique. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I've liberally taken inspiration from loads of other sources. I've already mentioned that sometimes the inspiration can simply be a word or phrase ('Behind the Black Gates') or an image (Mullen's cover art for S&W). Other times it comes from specific literary or historical scenes. For instance, I took a well-known trope from Arthurian literature and inserted the core dynamic into Arden Vul; this includes both individuals and a puzzle (I'm being opaque to avoid spoilers). In another location I used a wonderful short story by Scott Lynch to develop a dangerous critter that haunts libraries; the creature has been a favorite foil for my own players. I love names, and often play with names to get the right feel for stuff I've inserted into Arden Vul. For example, the rudishva and their servitor peoples (varumani, kaliyani, and varuda) have names (and, to an extent, culture) that is loosely inspired on some classical Hindi linguistic and cultural practices. In naming monsters, I also have on occasion used google to help me develop a fantasy-pleasing variation of a real-world word for the critter's chief attribute (e.g., my sumuksu, which I built out of a Turkish word). And then there's just the fun stuff. One of my best friends will be surprised to find himself in Arden Vul (or perhaps he won't be surprised!), and I've managed to throw easter eggs for myself and my players into numerous locations. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">6. what comes easier for you: mapping or keying?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">It's a cop-out, but I'll say that it depends. Arden Vul took a long time (8+ years) to write, and my tendencies changed over that time. When I began the project, in 2009, online communities (message boards and blogs) seemed to be cultivating a mega-dungeon renaissance. I read a lot of them, mostly as a lurker, and took inspiration from the ideas of many of the OSR luminaries - especially Allan Grohe, Trent Foster, Melan (Gabor Lux), Al Krombauch, James Maliszewski, etc. From all this, I decided that the best plan was to just start mapping. So that's what I did. The first maps I drew were what are now Level 3 of Arden Vul. I didn't necessarily have an idea about what type of area I was mapping. Instead, I had a couple of broad principles in mind: 1) I wasn't doing a mad-archmage dungeon, so the construction mostly had to have originally been designed by whoever built it for comprehensible reasons (so, at least initially, no winding mazes, etc.); 2) the maps should have internal elevation changes within levels; 3) there should be multiple interconnections between levels (and not just a single set of 'stairs to the next level'), and some of those interconnections should jump more than one level (i.e., leading from Level 3 to Level 6 or whatever); 4) the design had to incorporate at least two periods of construction and development (ultimately I ended up with 5 distinct periods of construction); 5) maps shouldn't be obviously aligned to a 8.5x11" piece of graph paper; and 6) levels should contain challenges appropriate to varying PC levels, regardless of depth below the surface (I don't like to feed the assumptions of those players who want to believe that Level 2, say, will always feature 'level 2 monsters'; I want to keep players on their toes, ready to fight or flee as the need presents itself). With all this in mind, I'd just sit down in front of the TV with my family and sketch maps. The ones I liked, I kept. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">At some point, however, the mapping got more difficult as I realized that the levels needed to work together in a coherent, "realistic" way. I developed a system of x,y coordinates (with the home point of x=0, y=0 as the pyramid of Thoth on the surface); this allowed me to ensure that the interconnections between levels actually 'worked' on a vertical plane (so, a tunnel located at x=34, y=-22 on Level 3 had to emerge at the same coordinates on Level 4, or wherever). That process was a slog, as I had to redraw a bunch of stuff; it meant, also, that the lower levels had to be drawn more systematically and with more forethought, so that they 'worked' with the levels I'd already drawn. This meant that my mapping had to change a bit ... I needed to ensure that the maps of the ultimately levels followed logically from the keys that I'd been writing. As a result, I slowed down in mapping the lowest levels; indeed, the map for Level 10 was only drawn in 2017, after 80% of the key had already been written (and all the other maps had been drawn).</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">An important part of the mapping process also resulted from the fact that I had become online friends with Andreas Claren (Sir Clarence). We met on the old NG boards, and have developed a good friendship. Indeed, my wife and I visited him and his family in Hamburg in 2016, and he and his family vacationed with us in the US the next year. So, when I showed him some early sketch maps back in 2010 or so, he was enthusiastic and offered to draw up some 'professional' maps using one of the mapping programs (not sure which). I cannot emphasize how important his advice and encouragement has been to the entire project. Not only did he encourage me to show it to publishers, but he offered a lot of valuable design advice about both the maps and the key. He's been DMing for more than 30 years without interruption, so I often turned to him for practical advice as I was constructing encounters. He has been incredibly patient with the innumerable changes that first I, and later Joe Browning, asked him to make. In fact, I just sent him four map changes this morning (sorry, Andreas!).</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">In terms of the key, Level 3 was the first to get written (although it, too, developed and changed over the years). Levels 2 and 4 followed, and then Level 5. Level 1 was written later, as a 'starter' level for brand new characters. All of these were relatively easy to write, as they followed some pretty standard dungeon tropes: lost crypts, factions of low-to-middle level opponents, hints about deeper levels, etc. I didn't have too much trouble churning these out. I had some vague ideas and fleshed them out with themed areas within various levels. I also had no problem with skipping a room or series of rooms if I didn't know what should happen there, returning once inspiration hit. For several years the process of writing and mapping were actually synergistic: I'd map a bunch of stuff, and then backtrack to fill the key in for some earlier levels. When the key approached within a level of where I'd ceased mapping, I'd start mapping again. At some point in 2014 or 2015, though, I made two realizations. First, the cycle of mapping-writing-mapping was fun but was also potentially endless; that was a scary thought, and I realized it was time to wrap things up. Second, the specific shape of the dungeon had finally come to be fixed in my mind. These realizations were a relief in one sense, but they also made the writing of the keys to the later levels a lot more difficult. No longer (with the exception of Level 8, which is a sort of 'wild west' of Arden Vul) could I freestyle the maps and fill in the keys with whatever seemed cool; now I had to pick up all the threads and hints that I'd dropped in all the first levels and make sure they were fulfilled in a satisfying way. I found this part quite difficult; often I'd have to take a 3 or 4 week-long break from keying in order to let ideas percolate in my mind; only after this sort of subconscious digestion was I ready to churn them out on paper. In this process, Joe B. became the patient one, accepting that the writing process for such a large, complex, and integrated dungeon would be different from that required by a 32-page module. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">It was a moment for celebration and relief in August 2017 when I finished the dungeon keys (10 main levels, 15 sub-levels, and ~2,000 keyed areas). Of course with such a big project, the ancillary materials also needed to be fleshed out. I've spent the past year editing alongside Joe, drafting text for hitherto unstated monsters, magic-items, books, etc., and writing the introductory materials. The last five pages (some general words on the types of architecture within the dungeon, and the teaser and introductory text) should be finished in the next two weeks. Then all we have left is "only" the editing and layout (ha!).</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">7. how has the scope of the dungeon changed during the publishing process, if at all?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I addressed this point in the last question to an extent. I can say here that I had no idea how big the thing would get other than that I wanted it to have the standard ten levels of most large D&D dungeons. I also knew that I was dissatisfied with some so-called mega-dungeons because they didn't seem all that mega to me. While Arden Vul is certainly not the 'mythic underworld' beloved of some old-schoolers (something like that seems inherently un-keyable), I always intended Arden Vul to be too big to be 'cleaned out'; that is, I wanted it to be something that I (and other DMs) could return to as often as we wanted, without the players ever growing tired of it. Even with that basic idea in mind, I had no idea how long it would take me to write it up. I'll also say that once I had decided to shop it to publishers, the scope seemed to grow, since what I might have been comfortable 'winging' with my players had to be fully developed for publication. So the decision to publish actually added to the scope of the dungeon. I had to complete and finalize ideas that were sort of half-assed when they first came up. </span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I will also say that I did actually scale back some ideas that I'd been thinking about. With two factions (the Priscians and the kaliyani), I had originally planned to draw up extensive 'bases' for each faction on the lower levels of Arden Vul. As the project wound down, and I realized that the factions that I had already drawn up were large enough to serve as hubs for PC interaction with the dungeon inhabitants, I decided it wasn't necessary to develop the Priscian and kaliyani areas in the ways I had originally intended. In fact, doing so would probably have made the dungeon too crowded. So rethought those ideas, and gave both the Priscians and kaliyani smaller footprints within Arden Vul.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">8. How modular is it? Can individual levels/sub-levels etc. be easily plucked out for other uses by the individual GM?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">My knee-jerk answer, is "sure!", since I can and have pulled levels out to use for one-shots with friends and family. The main levels are especially modular, since they are so large and encompass loads of different sub-regions and types of encounters. It's true that one of the defining features of Arden Vul is the integration of ideas (cultural/faction links, etc.) between the levels, a fact which might mitigate against pulling them apart. In this sense, the background that renders some of the encounters interesting and unique, and that serves to link the dungeon levels together, might be seen as an impediment. I know it wouldn't seem that way to me, as I don't have any problem hand-waving or improvising as necessary; but for some DMs it might seem a problem. On Level 6, for instance, one of the most important regions is the tomb of Marius Tricotor, one of the early archons (governors) of Arden Vul. There's a lot of Arden Vul history tied up in that set of encounters, and it will be most satisfying if players have been acquiring hints and teases about Marius from other parts of the dungeon. Still, any DM worth his/her salt could easily transform that encounter into something that works well with his/her campaign world. So, while I'm sure that some DMs will find the levels tied together too tightly (nice alliteration, eh?), others will have no problem cutting out levels or encounters and dropping them into their own worlds. Finally, I'm proud of some of the new races I drew up (the kaliyani, the heqeti, the rudishva, the varumani, etc.), and hope that some DMs might be inspired to work them into their own campaigns.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">9. are we seeing all of the levels and sub-levels, or is there material that's been left on the cutting room floor?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I've offered to cut stuff from the manuscript on several occasions, but Joe Browning, to his credit, demurred, saying that we had passed the point of no return and should just "go for it". So, the answer is no. Everything I've written to this point appears in the product. Of course I did have a number of additional levels and sub-levels planned, but they never got mapped and keyed. Those could be developed in the future, if there is any demand for them. As a teaser, one undeveloped idea is the lost laboratory of Vul the Sorcerer.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">10. any plans to run Arden-Vul at game conventions after its published?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">I've only attended one Con in my life. That was ConCarolinas in Charlotte, NC, which I attended last June. Shocking, isn't it? I confess to being a bit nervous about gaming with strangers. I also have to travel to quite a few academic conferences each year, so my opportunities for attending gaming cons is somewhat limited. Still, I had a blast at ConCarolinas. One of my players convinced me to attend, and I did so with the express purpose of running some AV (I ran a section of the Drowned Canyons that I'm calling the Tomb of the Twins). I had six or eight players, and everybody seemed to have a good time. I should also say that I've made a pact with Andreas Claren, the mapper for Arden Vul, that we will attend Gary Con together once the darned thing is published (or just about to be published): this means probably 2020 or 2021. I've also heard great things about NTRPG Con, but it comes at a tough time of the year for me.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">11. how did Arden-Vul get is name, and what does it mean?</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">Arden Vul is the name of a ruined city lying atop the cliff within which the dungeon levels are located. Of course that's not very helpful, is it? Alright .... The city takes its name from two of the great heroes of antiquity in my home-brew setting, the world of Archontos: those heroes are Arden the Defender (also called Arden the Spear-warden) and Vul the Sorcerer. So great is their fame that the pair are counted among the Twenty Worthies of the Archontean Empire. Arden and Vul lived during the period in which the Archontean empire was expanding from its island-home of Mithruin onto the western continent of Irthuin. There, on Irthuin, Arden and Vul discovered the site that would bear their name. The magical properties of the region drew imperial sorcerers like flies, and a city grew up on the cliff top even as the great temples of Thoth and Set delved into the halls below. Sadly, the city of Arden Vul was destroyed utterly some 1,200 years ago in the great Archontean civil war, known today as the War of the Sortians and Theosophs. In the present, Arden is viewed with great warmth by ordinary Archonteans as the epitome of the protective and caring legionary; her Twelve Labors can be recited (with some variation) by most schoolchildren. Vul the Sorcerer is also respected, but not with as much warmth; he is viewed instead as the taciturn, moody companion to the great Arden. Of course, Vul is also well-known to members of the Archontean collegia of magic for his infamous Four Summonings.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">12. do you have plans to publish other adventures set in the same world as Arden-Vul, but separate from it? </span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">Yes! If Joe or others think them worthwhile, that is. I've got a couple of site-based adventures set in Burdock's Valley, where Arden Vul is located: one is an introductory adventure featuring kobolds (with a twist), while another involves a couple of lost shrines to Arden the Defender. I'm also tempted to finish writing up Narsileon, the 'big city' that is the seat of the Archontean exarchate nearest to Arden Vul. Near to Narsileon I've got a third adventure involving a lost shrine of Set and a fourth (the most developed of them) that is an urban/suburban adventure involving smuggling, rebellion against the Archontean empire, and a dangerous chthonic cult. The PCs in my home campaign are currently stranded far from civilization, in the jungles of the Shining South; I might also work up some new cultures and adventures out of their current predicament.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
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<b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;">13. Did you know Arden Vul is an anagram for Luv A Nerd?'</span></b><b><span style="font-family: "garamond"; font-size: 12.0000pt; font-weight: bold;"></span></b></div>
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<span style="font-family: "garamond"; font-size: 12.0000pt;">As Johnny Carson used to say, "I did not know that!" Now I do. Thanks, Scot! Hmm... it's also an anagram for 'Laved Urn'.</span><span style="font-family: "garamond"; font-size: 12.0000pt;"></span></div>
Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com10tag:blogger.com,1999:blog-4728397715664210188.post-37938743385233262962018-10-03T20:14:00.001-07:002018-10-04T09:21:17.174-07:00Dangerous Dungeons Preview: Chapter VIII The Wilderness Environment<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: large;">Here's the next preview chapter, including suggestions for wilderness adventuring, rules for aerial, waterborne and underwater adventuring, tables for designing and detailing your own wilderness environments, random wilderness encounters by terrain type and a small sample wilderness setting: The Border Towns. Enjoy!</span><br />
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<span style="font-size: large;"><a href="https://drive.google.com/file/d/16yT-bwIxCFVH2_VnyB0tc1aD3Ww2FRgn/view?usp=sharing" target="_blank">DD_8.pdf</a></span><br />
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<span style="font-size: large;">61pp</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-64207675272289531432018-10-02T01:11:00.001-07:002018-10-02T01:37:01.689-07:0018 Day Module Challenge Day 2: Pod-Caverns of the Sinister Shroom<br />
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<span style="font-size: large;">So, for day two's topic: Module you like with a monster in the title. I'm going with a latter-day old school module by my friend and OSRIC co-writer Matt Finch. This module was published in 2006 and is the first in the Advanced Adventures series for OSRIC by Joe Browning's <a href="https://www.drivethrurpg.com/browse/pub/69/Expeditious-Retreat-Press" target="_blank">Expeditious Retreat Press</a> which now has 40 separate installments and a compendium of monsters, <a href="https://www.drivethrurpg.com/product/62837/Malevolent-and-Benign?src=hottest_filtered" target="_blank">Malevolent and Benign</a>. Unlike U1, discussed yesterday, this is a straightforward dungeon-crawl that's immediately usable out of the box and is designed for 6-8 characters of levels 2-4.</span><br />
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<span style="font-size: large;">Like many of Matt's adventures, this has a satisfying blend of puzzles, tactical problems and high weirdness., as well as the titular Sinister Shroom. Film buffs will no doubt be reminded of the 1963 Japanese horror-classic <a href="https://www.youtube.com/results?search_query=attack+of+the+mushroom+people" target="_blank">Attack of the Mushroom People/Matango</a> (1963).</span><br />
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<span style="font-size: large;">The module also features a relatively open-ended conclusion which can easily segue into Joe Brownings Advanced <a href="https://www.drivethrurpg.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein" target="_blank">Adventures #23: Down the Shadowvein</a> for even more deep-delving rpg fun. Highly recommended.</span><br />
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<span style="font-size: large;">Tomorrow: Day 3 - A module with a place in the title. </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com3tag:blogger.com,1999:blog-4728397715664210188.post-19998667196441929482018-09-29T21:44:00.002-07:002018-09-29T21:44:43.434-07:0018 Day Module Challenge Day #1: The Sinister Secret of Saltmarsh<div class="separator" style="clear: both; text-align: center;">
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Today's topic: A module that's part of a series. And my selection is TSR's Module U1: <u>The Sinister Secret of Saltmarsh</u> by David J. Brown and Don Turnbull. I've loved this module for a long time. This was the first of the AD&D U-series (U for UK) and as a huge anglophile I just could not help but like it. Let's get into my reasons:<br />
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(1) Like with several of the classic 1st edition modules, there is some expectation that the DM will have to put some time into preparing the thing for his or her players. And this is no exception. The town of Saltmarsh itself is only briefly described and, if the entire U-series is to be used, it will have to be developed, and indeed the module itself encourages this. Saltmarsh is a "small respectable fishing village" ruled by a town council. As with any settlement, I would say at the very least you'll need some local businesses, a temple or shrine, an Inn, a tavern or two, and several NPCs. For those interested, I would suggest you take a look at <a href="https://www.dragonsfoot.org/forums/viewtopic.php?f=42&t=25123&hilit=Saltmarsh+map&start=90" target="_blank">this link</a> to see what Dragonsfoot member Turgenev of <a href="http://paratime.ca/" target="_blank">Paratime Design</a> has done with the place. Right off the bat, you'll notice he's expanded it into a small town and placed several interesting features like a Thieves' Guild amongst other things - more than suitable for an entire short-campaign!<br />
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(2) U1 is rated as suitable for 5-10 characters of levels 1-3. From my own experience with the module, 5-10 players is a little bit on the high end of things and most of the challenges within are more than adequately dealt with by a smaller group of 3-6 PCs. Unlike the other classic 1st-level module <u>B2: Keep on the Borderlands</u>, this is not a combat heavy meat-grinder of an adventure and a smart and careful investigative style of play will work much better than a dungeon-delving approach. Indeed, some have likened the module to AD&D's answer to Scooby Doo.<br />
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(3) Just as Saltmarsh itself is a fishing village, the bulk of the adventure takes place in and around a 'haunted house' along the coast a short distance from the village. This maritime feel will only continue if the DM chooses to follow-up the adventure with the rest of the series U2: <u>Danger at Dunwater</u> and U3: <u>The Final Enemy</u> both of which feature significant waterborne and underwater adventuring - something only rarely touched on in TSR-era modules.<br />
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(4) Despite being explicitly designed for 1st edition AD&D, there's really not much here that would preclude it from being used with Tom Moldvay's <a href="https://www.drivethrurpg.com/product/110274/DD-Basic-Set-Rulebook-B-X-ed-Basic" target="_blank">Basic D&D</a>, <a href="https://www.drivethrurpg.com/product/64332/Labyrinth-Lord-Revised-Edition" target="_blank">Labyrinth Lord</a> or the <a href="https://www.basicfantasy.org/" target="_blank">Basic Fantasy RPG</a>. Again, the GM may need to do a bit of preliminary preparation work to fit the adventure with any of those systems but the module itself is flexible enough that conversion should not prove too difficult.<br />
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If you'd like a copy of the module for yourself - here's a <a href="https://www.drivethrurpg.com/product/17069/U1-The-Sinister-Secret-of-Saltmarsh-1e?it=1" target="_blank">link</a> to DriveThruRPG where you can pick up a pdf for yourself. <br />
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Tomorrow: Day #2 A Module With a Monster in the TitleKellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com1tag:blogger.com,1999:blog-4728397715664210188.post-64618860316305405132018-09-29T17:10:00.000-07:002018-09-29T17:11:11.205-07:00The 18 Day Module Challenge<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: large;">Now for something completely different at least for this blog. After a couple of Facebook friends did a 30-day Song Challenge that I thoroughly enjoyed following, I made this so the fun could continue.Starting later today and every day afterwards I'll be posting my own selections and look forward to seeing yours in the comments as well. If I can find any worthwhile reviews or supplementary materials I'll also be linking to those as well. Enjoy!</span><br />
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<span style="font-size: large;">P.S. Despite my own focus on classic and/or old-school AD&D modules - you should feel free to choose anything you like, even something for another edition of the game or one you've written. Ideally we should all discover something new that we might like to include in our own gaming. </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-34486480184561586122018-09-23T02:56:00.000-07:002018-09-23T02:59:33.541-07:00Dangerous Dungeons Preview: Chapter IX The Underworld Environment<br />
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<span style="font-size: large;">Here's chapter 9. Included here are resources for creating subterranean encounters in caves & caverns dungeons, ruins, graves & tombs, and mines. There are a LOT of tables in this one including all of the tables formerly available in CDD#4 in updated and expanded versions for your players' dungeon-delving fun. Enjoy!</span><br />
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<span style="font-size: large;"><a href="https://drive.google.com/open?id=1UOY85MHfjUTK-zNJX0EQWHBgPz2bB53P" target="_blank">DD_9.pdf</a></span><br />
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<span style="font-size: large;">1mb</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com1tag:blogger.com,1999:blog-4728397715664210188.post-47521675778123126402018-09-20T06:54:00.004-07:002018-09-20T06:54:51.185-07:00Dangerous Dungeons Preview: Pregenerated Character Database<br />
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<span style="font-size: large;">Here's an Excel database of nearly 1,000 pre-generated characters for all OSRIC classes (including those new PC classes introduced in Chapter I of <u>Dangerous Dungeons</u>), all with names, and equipment included. There is still room for another 30 or so multi-class characters - so if you're so inclined I'd love some submissions for those. Enjoy!</span><br />
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<span style="font-size: large;"><a href="https://drive.google.com/open?id=10VCIMhna5Xvasifstck-ZvskSSGNeQFa" target="_blank">DD_Pregens.xlsx</a></span><br />
<span style="font-size: large;">154kb</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-69230132125635896542018-09-17T21:42:00.001-07:002018-09-17T21:42:22.098-07:00Dangerous Dungeons Preview: Chapter XIII Combat<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: large;">Here's Combat. Included are new rules for mass-combat, Kung-Fu and revised or optional rules for Unarmed Combat, Mounted Combat, Weapon Specialization, Dual Wielding and Grenade-like missiles. Enjoy!</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"><a href="https://drive.google.com/open?id=1iJxR76znG9J51bBIAjLxCjENW4_bsfOZ" target="_blank">DD_13.pdf</a></span><br />
<span style="font-size: large;">.97mb</span><br />
<span style="font-size: large;">20pp</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-61356513254671758192018-09-14T22:11:00.003-07:002018-09-14T22:11:59.828-07:00Dangerous Dungeons Preview: Chapter VII: Equipment & Treasure<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjieZ_BFXxnu0_nQJ_p4hEtC3cZoJAhD0sS1NQs7luoCs2DoIAiAa-snEwjzfTI4Pj6AWY-K6REyHBXddTFWSGRoHpjkoqx93XQqDaiv-wulB4tUNTjhRV9ANvdAY4VlArZybXsPfVVkUP/s1600/frazetta_warrior.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="653" data-original-width="480" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjieZ_BFXxnu0_nQJ_p4hEtC3cZoJAhD0sS1NQs7luoCs2DoIAiAa-snEwjzfTI4Pj6AWY-K6REyHBXddTFWSGRoHpjkoqx93XQqDaiv-wulB4tUNTjhRV9ANvdAY4VlArZybXsPfVVkUP/s320/frazetta_warrior.jpg" width="235" /></a></div>
<br />
<span style="font-size: large;">And here's Chapter VII: Equipment & Treasure. Included are updated Equipment and price tables for OSRIC, new rules regarding qeapons of pure metals, random tables for Potions, Books, Scrolls and Maps, rules for Artifact and Relic generation, Random magic item creation, and last, but not least, a number of new magic items of all types. Enjoy!</span><br />
<br />
<span style="font-size: large;"><a href="https://drive.google.com/open?id=1wFUXcuqZUzzTQJnUTQNtAgBL4xhdgv5G" target="_blank">DD_7.pdf</a> </span><br />
<span style="font-size: large;">99pp</span><br />
<span style="font-size: large;">1.28mb </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-41340180242981107592018-09-14T04:38:00.003-07:002018-09-14T04:39:38.167-07:00Dangerous Dungeons Preview Chapter I: Characters <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk6QLGWwjjQHNLf6eB0Koc0A83zPhho5fkj2AacX-AzGs7bN0sLsXCU7kSdImjKeNFTiDC42SIQsgwZo4dYoqH_zVHiXuRq0-znpSYN-nc7HOWXF0OxtK0OnbnnrOgO6YhbNCDCwx8r5Fr/s1600/MarquezFFMoonMaid1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1250" data-original-width="989" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk6QLGWwjjQHNLf6eB0Koc0A83zPhho5fkj2AacX-AzGs7bN0sLsXCU7kSdImjKeNFTiDC42SIQsgwZo4dYoqH_zVHiXuRq0-znpSYN-nc7HOWXF0OxtK0OnbnnrOgO6YhbNCDCwx8r5Fr/s320/MarquezFFMoonMaid1.jpg" width="253" /></a></div>
<br />
<span style="font-size: large;">Here's the Draft of Chapter I: Characters. There are several new human and demi-human sub-race options, Barbarians, Cavaliers, Kung-Fu Monks and Troubadours for players, and Necromancers, Anti-Paladins, Amazons, Berserkers, Sorcerers, Warlocks and Inquisitors for new NPC challenges. Including a pdf index. </span><br />
<br />
<span style="font-size: large;"><a href="https://drive.google.com/open?id=1yuS1wbtMT8TF8_nlZ8hPUiBJdNlzQFpH" target="_blank">DD_1.pdf</a></span><br />
<span style="font-size: large;">108pp</span><br />
<span style="font-size: large;">1.15mb </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-83377501549872612292018-09-14T02:40:00.001-07:002018-09-14T02:40:17.509-07:00Work In Progress: Dangerous Dungeons Logo Ideas Wanted<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPFO-zhyPzq2PfPOx4Cc0-Vk666tF3MWj3K5vaTVIkOaV4OjbxkfCOVb0l98pHBRvQ3bpXNmvnuhzVsLqWdX5LqzN77_I9RSc2yMrnDsPwJo0Mhiop-0e6oC0XpDGNiOOEipQdYMOf3vMa/s1600/DD.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="169" data-original-width="795" height="85" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPFO-zhyPzq2PfPOx4Cc0-Vk666tF3MWj3K5vaTVIkOaV4OjbxkfCOVb0l98pHBRvQ3bpXNmvnuhzVsLqWdX5LqzN77_I9RSc2yMrnDsPwJo0Mhiop-0e6oC0XpDGNiOOEipQdYMOf3vMa/s400/DD.jpg" width="400" /></a></div>
<br />
<span style="font-size: large;">Here's an idea I had for a DD logo. What do you think, got any other suggestions? </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-31430466340653113132018-09-12T07:01:00.000-07:002018-09-12T07:01:07.750-07:00Dangerous Dungeons Preview: Chapter 6 Magic<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRWEQgYdeKAPPVDFZ8TcuRcRXeJnvnI__KJNJ4b_y_jfvVuGRb8VPZzp7JMT5WL197mcFBRr043suXUfKq1mNv03Gd9igYfyYEDhUrc54k9Q_RYbLZAHpM8_Yp1rsm61wGQ0082zKjZ_22/s1600/ea446fcb535b4c1546a1bd4199beb744.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="560" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRWEQgYdeKAPPVDFZ8TcuRcRXeJnvnI__KJNJ4b_y_jfvVuGRb8VPZzp7JMT5WL197mcFBRr043suXUfKq1mNv03Gd9igYfyYEDhUrc54k9Q_RYbLZAHpM8_Yp1rsm61wGQ0082zKjZ_22/s320/ea446fcb535b4c1546a1bd4199beb744.jpg" width="248" /></a></div>
<br />
Here's the latest preview chapter from Dangerous Dungeons. And it's another big one. This time it's 200+ pages of OSRIC Open Source spells for all the spellcasting classes, random spell lists, spellbook assortments, random tables and variant magic rules for GMs and players. Enjoy!<br />
<br />
<a href="https://drive.google.com/open?id=1z6z_0FRS2fX2cOZZmwT-VB-Nz83k1E6p" target="_blank">DD_6.pdf</a><br />
249pp<br />
1.64 mb<br />
<br />Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-50738527437072133612018-09-09T21:29:00.004-07:002018-09-14T02:41:17.761-07:00Dangerous Dungeons Preview: Chapters II, III, IV Men, Demi-humans and Humanoids<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjl-t7hNngpW7y_qSXjC4Sv5xINkoioKjTVgWZU0WP-2uYu7HScnviQfziIHsnrx-pWQOnGEDY58ZtuQG2-6pzE9dhnq7EDLTLLqm4X_OYeDG3_dPZU-CBuAQutTms44XE8rEZUGBYGIwLM/s1600/frank_frazetta_predators.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1029" data-original-width="1600" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjl-t7hNngpW7y_qSXjC4Sv5xINkoioKjTVgWZU0WP-2uYu7HScnviQfziIHsnrx-pWQOnGEDY58ZtuQG2-6pzE9dhnq7EDLTLLqm4X_OYeDG3_dPZU-CBuAQutTms44XE8rEZUGBYGIwLM/s320/frank_frazetta_predators.jpg" width="320" /></a></div>
<br />
<span style="font-size: large;">Here's the draft of chapters 2 (Men) 3 (Demi-humans) and 4 (Humanoids).
Much of the content is composed of updated and expanded material from my
CDD4: Encounters netbook.Enjoy!</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"><a href="https://drive.google.com/open?id=1b4fp1HFJKk4gNt_WBKrRgHUj6u2b8Tf9" target="_blank">DD234.pdf</a></span><br />
<span style="font-size: large;">1.06mb</span><br />
<span style="font-size: large;">78pp</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-88237614617697029122018-09-07T21:25:00.001-07:002018-09-14T02:40:54.231-07:00Dangerous Dungeons Preview: Chapter V Monsters<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfrPQkvTgX-kjoZNBfAfAjmJbye58-yXmai9vVU8uJTy0VMhbyV-Bg2GtWvZDb_v20sLtyS3LWTkxt_MH4z-7hM2cuEClfwjX64EccYuMSySJh9q-PL0yQ7-sRNOWF_0lXp609mI3GnoN0/s1600/b2c73c6f9442766dc57bb373520ba847.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="681" data-original-width="520" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfrPQkvTgX-kjoZNBfAfAjmJbye58-yXmai9vVU8uJTy0VMhbyV-Bg2GtWvZDb_v20sLtyS3LWTkxt_MH4z-7hM2cuEClfwjX64EccYuMSySJh9q-PL0yQ7-sRNOWF_0lXp609mI3GnoN0/s320/b2c73c6f9442766dc57bb373520ba847.jpg" width="243" /></a></div>
<span style="font-size: small;"><br /></span>
<span style="font-size: large;">Here's the draft of Chapter 5 from my Dangerous Dungeons sourcebook for OSRIC. Warning: It's big - there are more than 300 pages of Open Source monsters - both conversions of older AD&D monsters and a number expressly written for this project </span><br />
<span style="font-size: large;"><br /></span>
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<div class="MsoNormal">
<span style="font-size: large;"><span style="line-height: 115%;">Of the converted monsters, you’ll find unique takes on old
favorites like the Slaad (Slaasthak), Beholders (Ocular Despots), Githyanki
(Annunakim) and Mind Flayers (Cephaloids), several new varieties of dragons,
undead, dopplegangers, giants, demons,
devils, daemons, and angels.</span></span></div>
<div class="MsoNormal">
<span style="font-size: large;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: large;"><span style="line-height: 115%;">There are also a number of new monsters adapted from folklore
and fantasy literature around the world, including several creatures from H.P.
Lovecraft’s Cthulhu Mythos and Lewis Carrol’s <i>Jabberwocky</i>. Amongst the new monsters are also several new varieties
of fey and other humanoids that take a more traditional, folkloric approach to these
mysterious creatures. </span></span></div>
<div class="MsoNormal">
<span style="font-size: large;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: large;"><span style="line-height: 115%;">At the end of the draft are comprehensive tables for Randomly
Determining Monsters by Type. </span></span></div>
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"><br /></span>
<span style="font-size: large;">Take a look, let me know what you think and feel free to use these monsters in your own OSRIC products. Enjoy!</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;">*Update (9/14/18) Some flyleaf illustrations have been added. The wonky layout issues were fixed, and an index has been added to the pdf. </span><br />
<br />
<a href="https://drive.google.com/file/d/1HnzOU0sR_zJfbbO40ler4OrKGVgL0W_h/view?usp=sharing" target="_blank">DD_5.pdf</a><br />
412pp<br />
9.13mb <br />
<br />Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-13324682029489290302018-09-04T20:50:00.001-07:002018-09-14T02:42:06.820-07:00The Rising Dark<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGCu5wyviyFCwRq2jRE2cYdXc4_afgHHs1pUbYgyzd_zES3JAfAgQPmRNgt3Zp3Evif0WGk6Ri-qE_LvMlybhtfCeIjJaIKdUSv7eHokN0jPRRJQCVmk7Le0QNyHeAAp__PKk4FW0FH3Wn/s1600/RisingDark.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="357" data-original-width="243" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGCu5wyviyFCwRq2jRE2cYdXc4_afgHHs1pUbYgyzd_zES3JAfAgQPmRNgt3Zp3Evif0WGk6Ri-qE_LvMlybhtfCeIjJaIKdUSv7eHokN0jPRRJQCVmk7Le0QNyHeAAp__PKk4FW0FH3Wn/s320/RisingDark.jpg" width="216" /></a></div>
<br />
<span style="font-size: large;">Alrighty, here's the Irilian Adventure: The Rising Dark</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;">Beware: it says for 6-8 players of levels 3-6 but it's tough. IMO, for any party to hope to successfully complete this adventure they will need to be very sharp, lucky and in all likelihood, have a full complement of hirelings. Despite the rather linear nature of the scenario, there could also be room for lots of exploration, and possible side-quests while in Irilian itself - and making use of the opportunities for training and level advancement along the way. The climactic final act could also serve quite well if played out as a miniature skirmish wargame - the waves of humanoid Dark Children toward the end could quite easily lead to a total party kill - and as you'll discover, at least 1 PC will not be coming back if there is to be any hope of success. </span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;">Enjoy!</span><br />
<span style="font-size: large;"><a href="https://drive.google.com/file/d/1en-q8aBZifaTvvaZRm3pF_t_z2SIIIDf/view?usp=sharing" target="_blank">The Rising Dark.pdf</a></span><br />
<span style="font-size: large;">3.16mb</span><br />
<span style="font-size: large;">30pp</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-14021210593679405312018-09-03T21:15:00.000-07:002018-09-14T02:41:46.608-07:00Irilian Remastered <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQK9jMcyt7FJ12Ljv26R0NJrxsAiYKQg3EsaDxy9WikaofecQdVGzL0Ybvof4rxmxoC4i9aocpkTel93LLPRjUuflkf8y7LAwDw76Cj3bbhcDWSTuJsMQxeH5sEmHTdJrQ-41LeR_7BrcR/s1600/Irilian.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="531" data-original-width="378" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQK9jMcyt7FJ12Ljv26R0NJrxsAiYKQg3EsaDxy9WikaofecQdVGzL0Ybvof4rxmxoC4i9aocpkTel93LLPRjUuflkf8y7LAwDw76Cj3bbhcDWSTuJsMQxeH5sEmHTdJrQ-41LeR_7BrcR/s320/Irilian.jpg" width="227" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<span style="font-size: large;">I've always admired Dan Collerton's Irilian, which was first published
in White Dwarf Magazines #42-47. However, the excessively small typeface
used in those installments and the piecemeal organization of the
material made it all but unusable at the table. With that in mind, I've
compiled here all of the relevant city background and maps into one
document for 1e AD&D DMs interested in using this fantastic piece of
British rpg history in their latter-day gaming. </span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;">As you'll
notice, I've intentionally excluded the Irilian adventure which was
published alongside the sourcebook material and plan to release that
later as a separate pdf supplement entitled The Rising of the Dark.</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"> <a href="https://drive.google.com/open?id=1OngEzYfRs4djgZMbQtqJzGrFERMZNz5S" target="_blank">Irilian Remastered.pdf</a></span><br />
<span style="font-size: large;"> 11mb</span><br />
<span style="font-size: large;">72pp </span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com4tag:blogger.com,1999:blog-4728397715664210188.post-58716155417216747232017-12-18T19:43:00.001-08:002018-09-14T02:42:27.377-07:00Wilderlands Index for OSRIC<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxpHSjdLV-YMPsFLZisIPW1sVU6xQuI35jNx_4LMCUzL1jbSrwB-5YzFP-pUAgkpAzpqOdOw1reyU3hBY-eZzufRKHk8EQ0PEtQPg_sM_dYVZo27tRSf8sNkULUlvbZCqxZyRdr7VNY_Y/s1600/Centaurs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1250" data-original-width="986" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxpHSjdLV-YMPsFLZisIPW1sVU6xQuI35jNx_4LMCUzL1jbSrwB-5YzFP-pUAgkpAzpqOdOw1reyU3hBY-eZzufRKHk8EQ0PEtQPg_sM_dYVZo27tRSf8sNkULUlvbZCqxZyRdr7VNY_Y/s320/Centaurs.jpg" width="252" /></a></div>
<br />
<span style="font-size: large;">Here's a spreadsheet indexing the entire classic Wilderlands setting from Judges Guild for OSRIC. I've used a light touch when altering information from the original sources - mainly changing names of certain monsters and character classes. Enjoy!</span><br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"><a href="https://drive.google.com/file/d/0B8l15nXmXT3BSHFSTmJHVElPZUk/view?usp=sharing" target="_blank">Wilderlands_OSRIC.xls</a></span><br />
<span style="font-size: large;">1 mb</span>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com11tag:blogger.com,1999:blog-4728397715664210188.post-20461821131007630412016-07-30T23:16:00.003-07:002016-07-30T23:16:56.413-07:00BASH Ultimate Index & Narrator's Reference<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpeJC3MZRXopYk4Nk0yFbfO1uTq6PxAP5RDpuZ6C1IbXszaSHyP7KV3oH1UvwO46kpk9G-Q62yEpYWDpguqTttsBLmPXdc2eDj_v6pMwE-bsSZ6hU71WxlrzzL8vatj8_TMToxOzhIk27M/s1600/BASH-Ultimate-Edition-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpeJC3MZRXopYk4Nk0yFbfO1uTq6PxAP5RDpuZ6C1IbXszaSHyP7KV3oH1UvwO46kpk9G-Q62yEpYWDpguqTttsBLmPXdc2eDj_v6pMwE-bsSZ6hU71WxlrzzL8vatj8_TMToxOzhIk27M/s320/BASH-Ultimate-Edition-1.jpg" width="247" /></a></div>
<br />
Here's a spreadsheet indexing everything you'll need to run Chris Rutkowski's superb superhero rpg BASH! Included are all the powers, power suites from the Amazing Powers! series, enhancements, limitations, weaknesses, advantages, disadvantages, skills & specialties, equipment, superheroes, mooks, vehicles, and GM screen. Enjoy!<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BWlZRNXJjTjNpVmM/view?usp=sharing" target="_blank">BASH.xls</a><br />
1.6mbKellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0tag:blogger.com,1999:blog-4728397715664210188.post-8374497364543614862016-06-18T17:42:00.000-07:002016-06-18T17:42:43.788-07:00Gamma World - GW1 Barony of Horn Maps<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRhphyphenhyphenUwzfUbZjC3WcuhrOg_jCb0Uf763diw8rdQx9zPqzWr0arPpdaXnbMPmEV6Oec_79Qpe3ohcyyN1TkEVZ48pBogfbtIvQ3b0orrYV7DQe1Y2Zs0aJf75IbE-Si3dFbsDykb6AApHV/s1600/Barony+of+Horn_Players+Map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRhphyphenhyphenUwzfUbZjC3WcuhrOg_jCb0Uf763diw8rdQx9zPqzWr0arPpdaXnbMPmEV6Oec_79Qpe3ohcyyN1TkEVZ48pBogfbtIvQ3b0orrYV7DQe1Y2Zs0aJf75IbE-Si3dFbsDykb6AApHV/s320/Barony+of+Horn_Players+Map.jpg" width="320" /></a></div>
<br />
<br />
<br />
<br />
Today I have the area maps from GW1: The Legion of Gold. One map, labeled is for the GM, the other, unlabeled, for the Players. Enjoy!<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BNlZYZVlsMGZfaVU/view?usp=sharing" target="_blank">Barony of Horn_GMs Map.jpg</a><br />
2mb<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BRERCNEJORGhqZmc/view?usp=sharing" target="_blank">Barony of Horn_Players Map.jpg</a><br />
2mb <br />
Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com3tag:blogger.com,1999:blog-4728397715664210188.post-7317641537559829792016-05-17T21:56:00.000-07:002016-05-17T21:56:00.758-07:00The Re-mastered Rod of Seraillian<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYX31KFxvkP9gW_8UXgDZzGv9dGTegtIVTRl_IQjAOPslsM1sLmz9-gU_e4XGepY2RHPnOuY3XRfLjoIr3XctUssN8vidCd6WZEYAA4ThMIYynaPyn_BxJDZw3YR6Pp1QSlULdNs4qTF_L/s1600/RoS+Cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYX31KFxvkP9gW_8UXgDZzGv9dGTegtIVTRl_IQjAOPslsM1sLmz9-gU_e4XGepY2RHPnOuY3XRfLjoIr3XctUssN8vidCd6WZEYAA4ThMIYynaPyn_BxJDZw3YR6Pp1QSlULdNs4qTF_L/s320/RoS+Cover.jpg" width="247" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
Here's my re-mastered version of the 5th Pelinore module from GameMaster Publications - Carl Sargent's <span style="text-decoration: underline;">Rod of Seraillian</span>. It's for 1e AD&D characters of levels 7-9. Enjoy!<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BRUhqXzBQSGJMb00/view?usp=sharing" target="_blank">The Rod of Seraillian.pdf</a><br />
9mb <br />
Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-19657038018633372792016-05-10T20:30:00.001-07:002016-05-10T20:30:41.316-07:00Stars Without Number Resources<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9URAZhUSbLwAiCw8hGaX6elKEPl9z5MQb7XB5C3BR3lRUFDmWVZhr-7krhLVSF9r3_KzG1XspVyz0-946RSD_BNRFvPi-xesAOeYRLGS_L1IljJCrqowtPplu5_lokjgCvPKh1jhTcbqv/s1600/space_factory_by_joakimolofsson-d52p1yb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="149" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9URAZhUSbLwAiCw8hGaX6elKEPl9z5MQb7XB5C3BR3lRUFDmWVZhr-7krhLVSF9r3_KzG1XspVyz0-946RSD_BNRFvPi-xesAOeYRLGS_L1IljJCrqowtPplu5_lokjgCvPKh1jhTcbqv/s320/space_factory_by_joakimolofsson-d52p1yb.jpg" width="320" /></a></div>
<br />
A big update this time. I've got revised builder spreadsheets for Starships, Mech, Vehicles and Robots and the Interstellar Outfitter, a spreadsheet listing of all manner of artifacts, weapons, armor and other equipment for Sine Nomine Publishing's <u>Stars Without Number</u>. All available resources have been included up through 2016. Enjoy!<br />
<br />
<a href="https://drive.google.com/open?id=0B8l15nXmXT3Bd1VSR1RtSmRmWDg" target="_blank">SWN InterstellarShipyard.xlsx</a><br />
<a href="https://drive.google.com/open?id=0B8l15nXmXT3BbVExNVFuR2Q0ZE0" target="_blank">SWNMechFactory.xlsx</a><br />
<a href="https://drive.google.com/open?id=0B8l15nXmXT3BUXdkMW4tWmk3YjQ" target="_blank">SWNRobotFactory.xlsx</a><br />
<a href="https://drive.google.com/open?id=0B8l15nXmXT3BdnJVa0xWNlpFaDg" target="_blank">SWNVehicleBay.xlsx</a><br />
<a href="https://drive.google.com/open?id=0B8l15nXmXT3BcTJXSUdtLVpjeEk" target="_blank">SWNOutfitter.xlsx</a>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com1tag:blogger.com,1999:blog-4728397715664210188.post-50144865886175595262016-05-05T20:37:00.001-07:002016-05-05T20:37:23.624-07:00Spreadsheet Updates<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv1oLXJiAqMgzUCo7gBM8xvVfbFV4BLmi_LYnWgmWOM9NBAkdvKLZSmAkhY7_U0queKVzLeVxDdvKAXluuVdsSlqiEqyiKJzxDU_7vleKpfLituX4E9qqTWds-jfUcX0jHfG2dPbAdHuyo/s1600/256.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv1oLXJiAqMgzUCo7gBM8xvVfbFV4BLmi_LYnWgmWOM9NBAkdvKLZSmAkhY7_U0queKVzLeVxDdvKAXluuVdsSlqiEqyiKJzxDU_7vleKpfLituX4E9qqTWds-jfUcX0jHfG2dPbAdHuyo/s1600/256.png" /></a></div>
<br />
I've updated the OSRIC Monster, Spells, and Item spreadsheet lists.
There are still some significant additions to be made to the Spells and
Items lists - mostly from the newer XRP and other 3rd-party modules. If
you have any other Open Source additions you'd like to see included,
please feel free to post in this thread. <br /><br />It's my hope to include these 3 resources as <u>Dangerous Dungeons</u> extras or free downloads to supplement that book.<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BazRiRWpqY0d1V0U/view?usp=sharing" target="_blank">OSRIC Monster List.xlsx</a><br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BMy02dTJYM0VpRFU/view?usp=sharing" target="_blank">OSRIC Spell List.xlsx</a><br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BZVpfLUxSclJJUUk/view?usp=sharing" target="_blank">OSRIC Item List.xlsx</a>Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com2tag:blogger.com,1999:blog-4728397715664210188.post-83187880304463267802015-11-28T06:28:00.002-08:002015-11-28T06:28:45.088-08:00Gamma World: Area Map of Allegheny<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiny6zr9Qn5QqpLIuQC0dy7wxawt5I0ncyHshNnC14y44xizqDn4CqrhSs1b6TkEhP6g6tpippEBL71LawXzRoB6vtweQwIV0MmHCIwhya8rfFOkm0dXrHfXyMyUBkZvUin5VdTQJmG4XFo/s1600/Allegheny_LoRes.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiny6zr9Qn5QqpLIuQC0dy7wxawt5I0ncyHshNnC14y44xizqDn4CqrhSs1b6TkEhP6g6tpippEBL71LawXzRoB6vtweQwIV0MmHCIwhya8rfFOkm0dXrHfXyMyUBkZvUin5VdTQJmG4XFo/s320/Allegheny_LoRes.jpg" width="204" /></a></div>
<br />
Here's my remastered area map of Allegheny from Gamma World 2e. I've got
two versions - one with allegiance codes for the GM and another without
for players. Use the links below to download the high-res versions. Enjoy!<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BZVRtczdZVWxCeDA/view?usp=sharing" target="_blank">Allegheny_GM.jpg</a><br />
4mb<br />
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<a href="https://drive.google.com/file/d/0B8l15nXmXT3Bb0M2c1RaeDFhaTg/view?usp=sharing" target="_blank">Allegheny_Players.jpg</a><br />
4mb Kellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com6tag:blogger.com,1999:blog-4728397715664210188.post-25296135159996121922015-11-25T01:32:00.000-08:002015-11-25T01:32:01.339-08:00Promise City<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgXMD9HcUezxnLJhEmDnKqzTVds1jCwV5nLNoF4ToqYeA4cuRunP7hRPuIb0zBYG25wJca5G5lponDB6T7I2uybXEmozoTt5KJR43NrtfSik39AodPVfe6rHSBMl-nWGh99XwIbgMx8BMn/s1600/Promise+City+LoRes.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgXMD9HcUezxnLJhEmDnKqzTVds1jCwV5nLNoF4ToqYeA4cuRunP7hRPuIb0zBYG25wJca5G5lponDB6T7I2uybXEmozoTt5KJR43NrtfSik39AodPVfe6rHSBMl-nWGh99XwIbgMx8BMn/s320/Promise+City+LoRes.jpg" width="320" /></a></div>
<br />
<br />
As promised, here's the Boot Hill Promise City map. To download the hi-res version, use the link below.<br />
<br />
<a href="https://drive.google.com/file/d/0B8l15nXmXT3BQ1AxSGdwbUxOTjQ/view?usp=sharing" target="_blank">Promise City.jpg</a><br />
7mbKellrihttp://www.blogger.com/profile/18149255116106626419noreply@blogger.com0