Monday, February 23, 2015

Castle Vulgoth Level 1


I was going through a box of papers today and found my original 1st level of Castle Vulgoth from 1988.

The notes on the back say "Advanced D&D - Castle Vulgate Level 1 - Center - Chris Yoder 1988."

I don't have a key to this nor do I remember anything about how it was originally stocked, but this is the basis for the 1st level of my mega-dungeon.


Keying Notes

Area 1: The Eye of Dagoth
Giant Eye of Dagoth carved into the floor which can be opened to reveal a black pit below.

Area 2: Control Room
Levers in this room open/close the sliding pit doors which open beneath the Eye of Dagoth.

Area 17: Prisoner Cells
Prisoners are held here to sacrifice in the pit of Area 1.

The End
Is there ever an end to a mega-dungeon?!?

Space Invaders

Look what I found today.

It says on the back Aug 20, 1980 Age 13.

Looks like I drew this almost 35 years ago. How time flies.



The End...

B.O.B. The Butcher of Buckley

He introduced me to Dungeons & Dragons in Miss Brown's middle-school science class around 1978. For that I will be forever grateful as it lead me to a whole world of new things. Yet, as in the way of things back in the early days of D&D, my characters fell like flies to his fell DMing. Just to name a few slain under him.

Ray Dragonfang 
1st level fighter - hung in T1 The Village of Hommlet for thievery.

Andronicus Dragonfang 
2nd level wizard - killed by a vampire in L1 The Secret of Bone Hill.

Alexander Dragonfang 
6th level fighter - taken to hell on a Nightmare examining treasure from S1 White Plume Mountain.

Valkar Thunderhammer
1st level fighter/thief -  killed by orcs in L1 The Secret of Bone Hill.

Valkar Thunderhammer II
2nd level dwarf fighter - sacrificed himself to save the life of an elf adventurer.

Frogo Underwood
2nd level halfling thief killed in S3 The Expedition to the Barrier Peaks.

Merlyn Dragonfang
7th level human wizard - slain by white puddings in G2 The Glacial Rift of the Frost Giant Jarl.

Boldar the Brave
1st-level human fighter - slain by frost giants in G2 The Glacial Rift of the Frost Gaint Jarl.


The End -- so far.


Wednesday, February 18, 2015

GaryCon IV



I had the honor of attending Gary Con IV (in 2012) and played in one of Grodog's Castle Greyhawk sessions on Sunday morning. I played an elven magic-user/thief multiclass. (If I can find the character sheet I will post it here too.) I, of course, was mapper and these are the notes and maps I made during that session.








The End
Of life as we know it...


Loslore Adventure Log

Being an adventure log for players in my Loslore game.

February 5th 2015 Session 1
DCC RPG

A party consisting of:
Kyle Yoder playing Kylation (W2), Han Duo (T1) and a Peasant
Adrain Nelsen playing Brony (H2), Mojo (M2) and 4 Peasants

Party found themselves on a alternate plane of reality - seemingly a pocket dimension. Kylation and friends located Brony's group near a hillock. (Kylation is flying a small Barsoom-type flyer.) After some exploration, they entered the town of Garpax, explored part of the Tomb of Time in which they brok into a time tomb, encountered Dwarde, and 2 peasants were slain in the resulting melee.

Notes: Each PC is awarded 5xp for this adventure. Brony recovered a glowing red gem (item #1) from the 1st Time Tomb.

Footnote: Players will receive bonus experience points for helping refine entries into this log.



The End
The which does not kill your character will only make him.


Tuesday, February 17, 2015

Forgotten Fiends No.1

File this one under Forgotten Fiends in your game room in the OSR Zone...

(I think I've been watching too much Twilight Zone AGAIN!)

The firebat was originally published in dungeon module C2 The Ghost Tower of Inverness. (TSR 1980.) I've always liked Erol Otus' work and actively collect anything with his illustrations. As you can see, he provided an illustration of this fiend for C2, along with Jeff Dee. Another fondness of mine is small flying creature that can come out of nowhere and really cause an adventurer problems. (Mwahahaaa!) This is a win win for me. With that said, here is the Fire Bat.



The firebat is a denizen of the Elemental Plane of Fire; although rather common there, it seldom appears in the Prime Material Plane. Its body is batlike, about two feet long, with a wingspan approaching four feet; its entire body is flaming, and it radiates a temperature of several hundred degrees. Its mouth is small but the fangs therein are razor-sharp, and the damage from burning affects the victim more than the blood drain (hence 2-8 points of damage per round). The skin of the firebat is tough and leathery, and even the relatively thin wings are difficult to pierce.

Firebats live in colonies usually numbering from one to two dozen. Naturally, they will only lair in very hot places such as volcanoes, near hot springs, and, of course, on their native plane. How they travel to the Prime Material Plane is a mystery, but some sages have speculated that when fire elementals are summoned, once in a great while some firebats will appear with them; and woe be upon the conjurer, for the firebats are not under the mage's control at all! Firebats reproduce by fission after gorging themselves on blood, so even one firebat escaping into this plane can start a colony — and can replace any casualties. A firebat colony will not grow very large, however, for they will instinctively limit their population to the available food supply.

When firebats engage an opponent, they make swooping attacks as they attempt to attach themselves to the victim. Once they have attached themselves, firebats do not need to roll further attacks and will automatically burn and bleed their victims for a total of 3 rounds (the first round they scored a hit plus two more rounds). At the end of three rounds, the satiated firebat will drop off and return to its lair. If the victim dies before three rounds are over, the unsatiated firebats will attack other opponents to finish gorging (but will never drain more than three rounds' worth of blood whether from one, two or three victims). Firebats can detect invisible opponents because of an advanced sonar sense and infravision; they attack invisible targets without penalty. Unlike normal bats, firebats are not impaired by sunlight (or other bright lights) and can see in the normal vision range quite well. Firebats are allies of fire elementals and will never attack them.

Firebats are pack hunters, and an attack by these creatures is a marvel of teamwork. Every member of the victim's group is attacked by an approximately equal number of firebats: if 12 firebats attacked 4 victims, 3 bats would attack each victim; if the same group attacked 9 victims, there would be 6 victims with one bat each and 3 unlucky victims with 2 bats attacking (chosen at random). If the number of firebats ever falls below 25% of their starting force (whether from casualties or gorged returnees), the firebats will all instantly withdraw and attempt to escape back to their lair. If cornered in their lair, they will fight ferociously to the death. When they die, a burst of flame envelopes them and their physical body is transported back to the Elemental Plane of Fire, where they are reborn. 

The lair of a firebat colony tends to be rocky and cavelike, with many labyrinthine passages and exits but only one large, easily noticeable entrance. Treasure is likely to be in the form of gems and jewelry, for firebats love the sparkling stones and especially prize rubies, jacinths, and carnelians. One or two young firebats (under one year old) may be found in the lair if a hunting pack is destroyed, and each young firebat will have one-half the hit dice and damage per attack of an adult.

Firebats move by an awkward hop-walk on the ground, or (more effeciently) by flight. Firebats use true flight and not gliding, for hot internal gases lighten the creature a great deal. Water scares firebats, but it takes a minimum of 10 gallons of cool water to douse one firebat's external fires. Once extinguished, it requires 10 rounds of drying off before the firebat can ignite again. During this period it cannot fly, and will only do 1-4 points of damage if it attacks successfully. Firebats can glide through hot solutions (including lava and magma) at their flying speed, for they are at home in
anything involving fire.


The End.
Of your character's life by firebat. 







Sunday, February 15, 2015

Tucker's Kobolds





I read this article years ago and since that time it has stuck with me. This is the way to make a minor humanoid a real threat to higher-level characters.

From Dragon 127, pg. 3

By Roger Moore

This month's editorial is about Tucker's kobolds. We get letters on occasion asking for advice on creating high-level AD&D game adventures, and Tucker's kobolds seem to fit the bill. 

Many high-level characters have little to do because they're not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse.

One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next”send in its mother? That didn't work on Beowulf, and it probably won't work here. 

Worse yet, singular supermonsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn't be the measure of a campaign. These games fall apart because there's no challenge to them, no mental stimulation - no danger. 

In all the games that I've seen, the worst, most horrible, most awful beyond-comparison opponents ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker's kobolds were like that. 

Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious. 

When I joined the gaming group, some of the PCs had already met Tucker's kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight "okay" monsters like huge flaming demons. 

It didn't work. The kobolds caught us about 60' into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it. 

"NOOOOOO!!!" screamed the party leader. "It's THEM! Run!!!" 

Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad. 

We turned to our group leader for advice. 

"AAAAAAGH!!!" he cried, hands clasped over his face to shut out the tactical situation. 

We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we discovered that these kobolds had honeycombed the first level with small tunnels to speed their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next. 

I recall we had a 12th-level magic user with us, and we asked him to throw a spell or something. "Blast 'em!" we yelled as we ran. "Fireball 'em! Get those little @#+$%*&!!" 

"What, in these narrow corridors? " he yelled back. "You want I should burn us all up instead of them?" 

Our panicked flight suddenly took us to a dead-end corridor, where a giant air shaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds. 

We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good” but the group leader could not be cheered up. 

"We still have to go out the way we came in," he said as he gloomily prepared to divide up the treasure. 

Tucker's kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring. 

If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some low level NPCs could do to a 12th-16th level group, or a gang of mid-level NPCs and monsters to groups of up to 20th level. Then give it a try. Sometimes, it's the little things used well that count. 


The End
Kobold, it's what's for revenge!