Posts Tagged ‘everybook’

The Pusher: an epic D&D campaign for you

Friday, May 13th, 2011

The Magazine of Fantasy and Science Fiction, Oct 1981

The Magazine of Fantasy and Science Fiction, Oct 1981

In a used bookstore, I picked up the Oct 1981 issue of The Magazine of Fantasy and Science Fiction. It looked like it had some interesting stories in it, but it was stolen before I finished it, due to a car-door locking mishap.

Before it disappeared, I noted this passage from “The Pusher” by John Varley:

It was a wonderful tale he told. It had enchanted castles sitting on mountains of glass, moist caverns beneath the sea, fleets of starships, and shining riders astride horses that flew the galaxy. There were evil alien creatures, and others with much good in them. There were drugged potions. Scaled beasts roared out of hyperspace to devour planets.

This sounds like a great elevator pitch for an Epic-level D&D campaign. If you put every one of these elements into the campaign, I think you’ve got yourself a foolproof Best Campaign Ever.

It sort of seems to takes place in the same time period as Krull (which would also make a better D&D campaign than it did a movie).

Atta

Friday, May 6th, 2011

Atta by Francis Rufus Bellamy

Atta by Francis Rufus Bellamy

I’ve always found giant ants to be a boring monster. The foot-long giant ant dungeon pests of 1e are actually OK for an encounter; but the horse-sized formians and similar races seem to require a whole adventure or episode of their own, and the idea of raiding an anthive and killing hundreds of identical monsters fills me with a naptime feeling.

Francis Rufus Bellamy’s 1953 adventure novel, about a guy who shrinks to half an inch tall and adventures among the ants, strikes me as the right way to go about using formians in a game. This way, you don’t need to put aside a part of your world to be ruled by a giant ant kingdom; you can vary the encounters with battles against giant bees and grasshoppers; and you can have a boss fight against a badass shrew. Those guys are super mean and scary looking! And they can be any size from half an inch to a foot long! You can use any of the excellent official D&D shrew minis already in your possession.

A super weird looking shrew.

A super weird looking shrew.

While your PCs are shrunk, have them make discoveries about their familiar surroundings they couldn’t normally make. Perhaps they climb into a tiny crack in the wall, and discover Diamond as Big as the Ritz, or a giant gold ring. When they return to their normal size, they can retrieve it. (Come to think of it, a ring makes some interesting defensible terrain for ant-sized PCs, forming a little fortress around one or four squares, behind which they can take cover.

The key to an interesting ant adventure is to make the ants sentient, as Bellamy did. Have the PCs choose sides in a war between an ant colony and a rival colony of slave raiders. Have them befriend ants, and ride them like mounts in daring cavalry attacks. When the PCs return to normal size, maybe they’ll have different feelings about the ants scuttling beneath their feet, over whom they now have such power.

treasure of the unicorn gold

Friday, April 29th, 2011

The Magazine of Fantasy and Science Fiction, Oct 1981

The Magazine of Fantasy and Science Fiction, Oct 1981

I lost my 1981 issue of the Magazine of Fantasy and Science Fiction, so I can’t make a scan of the bizarre real mystery it contains.

Among the usual contents of the magazine (fantasy and science fiction stories, mostly) was an ad for “unicorn gold”. I don’t remember the ad very well, but I don’t think it was clear about what it was for. I think it was one of those oblique buzz-creating ads, like the spots in the old Strategic Review magazines that just said “The Dragon is coming!!”

The Unicorn Gold ad caught my eye because it had messages written in runic. Because of a childhood misspent playing the Ultima games, I can sort of read runic script. I remember translating the runes – but I’ve now forgotten what they said. I feel like the dad in Indiana Jones and the Last Crusade. “I wrote them down so I wouldn’t have to remember!”

After my copy of the magazine was stolen, I went online to see if I could find any information about the ad. What was it for? Did anyone else remember it? And that’s when things got weird.

It seems that it was part of a promotion for a 1980 Steve Jackson RPG called The Fantasy Trip. One of the RPG products was called “Treasure of the Unicorn Gold”. As part of the advertising campaign, the book was part of a real treasure hunt: a real golden unicorn statue was buried somewhere in the United States. The RPG book contained hidden clues to its location, most of them oblique and many of them in heiroglyphics or other ciphers.

Here’s the thing: the publisher, Metagaming, went out of business before the contest ended. The golden unicorn was never found. The people who buried it have stayed silent about its location.

Here’s a story about a guy who went on a road trip to find the unicorn, and his solution for the puzzles. He didn’t find the unicorn, but he thinks he came close.

The unicorn statue is probably long gone – or, in the midst of Metagaming’s financial troubles, they never buried it at all. That would explain their later silence on the issue. But maybe it’s still buried, and some intrepid puzzle solver will find it some day.

I keep thinking about the ad in my lost copy of the Magazine of Fantasy and Science Fiction. I haven’t been able to find any scans of it online, or mentions of it in the lists of Golden Unicorn clues. What did that runic message say? Was it a clue, like the message on the back of the medallion in Raiders of the Lost Ark that tells searchers to subtract 1 kadam from the measurements given on the front?

There’s a fantasy for you. Maybe there’s a treasure still out there, buried somewhere in the United States, just waiting for someone who can find and read the map.

The Key to Rebecca

Friday, April 15th, 2011

The Key to Rebecca by Ken Follett

The Key to Rebecca by Ken Follett


The desert was carpeted with flowers.
“It’s the rain, obviously,” said Vandam. “But…”
Millions of flying insects had also appeared from nowhere, and now butterflies and bees dashed frantically from bloom to bloom, reaping the sudden harvest.
Billy said: “The seeds must have been in the sand, waiting.”

During and shortly after a heavy rain in the desert (an event about as common as a rare planetary alignment, which is to say once during the PCs’ career), giant, extravagantly colored flowers carpet the desert. Bees, butterflies, and flower fairies seem to be everywhere. For a day, it looks more like the feywild than the desert. The flowers are called desert blooms, and the PCs will make a fortune if they harvest and preserve them. They’re a magical ingredient coveted by wizards. The PCs will have to hurry, though, because the blooms will have disappeared in a few hours. Desert blooms hold water like cups, so for a short time, the parched PCs will have as much water as they can drink.

Crossroads Adventures: stats

Friday, April 8th, 2011

I’ve mentioned Crossroads Adventures, the 80’s choose-your-own-adventure series. As far as I know, it didn’t have a D&D license. On the inside of my copy of “Warhorn”, it says “CROSSROADS Adventures are authorized interactive novels compatible for use with any role-playing game.” “Any role-playing game” is remarkably similar to D&D, because the Crossroads mechanics involve +1 swords, healing potions, and Strength, Intelligence, Dexterity, Constitution, Wisdom, and Charisma, all rated 3-18.

Each Crossroads book includes an essay explaining a bunch of gaming terms, including the six D&D attributes. The best part of this essay is that, unlike D&D, it explains each of the 16 possible values for each attribute, and for most of them, includes a real-life example. The examples are worth the price of the book. They’re pretty well thought out; they do a better job of letting you know what it means to have, say, a 15 in an attribute than does D&D. They’re also hilariously 80s.

Here are some highlights:

STRENGTH:
15 A top athlete or football running back [OR? Dis on football running backs?]
17 Changes tires without a jack
18 Wrestles Arnold Schwarzenegger and wins [OK, why not just peg Arnold at STR 17?]

The essay goes on to point out that an elephant “has a Strength of 23.” How do they know?

INTELLIGENCE
6 Curly (The third Stooge)
13 College professor/good quarterback [a lot of football in here!]
15 Indiana Jones/Carl Sagan
18 Leonardo Da Vinci (Isaac Asimov?) [Really? The author of the essay thinks that Asimov is maybe as smart as Da Vinci? I liked The Caves of Steel but let’s not go overboard here. Also, is Asimov verifiably 3 INT points higher than Carl Sagan?]

WISDOM/LUCK [Here’s where Crossroads becomes slightly incompatible from “any game”: it rolls “luck” into the Wisdom stat.]
13 Lee Iacocca
15 Captain Kirk (wisdom) / Conan (luck) [I take issue with both of these. Kirk, as far as I can tell, succeeds entirely based upon Charisma and maybe Luck. I don’t ever recall him making a wise decision.]
17 Sherlock Holmes (wisdom) / Luke Skywalker (luck) [Again, Sherlock Holmes’ skill is clearly Intelligence. And Luke Skywalker, luck? Apparently the author of the essay doesn’t believe in the Force. He thinks that hokey religions and ancient weapons are no match for a good blaster at your side.)

CONSTITUTION
15 Olympic Athlete/Sam Spade [Sam Spade? I guess he has a lot of constitution… I don’t remember much about the Maltese Falcon but I’m willing to believethat Sam got knocked out a few times and survived it.]
16 Marathon runner/Rocky [I agree that Constitution is pretty much Rocky’s strong point.]
18 Rasputin/Batman

DEXTERITY
13 Good fencer/Walter Payton [ah, more football!]
15 brain surgeon/Houdini
16 Flying Karamazov Brothers
17 movie ninja/Cyrano de Bergerac
18 Bruce Lee

A dexterity of 20 is possessed, apparently, by The Waco Kid. From Blazing Saddles. BLAZING SADDLES.

CHARISMA [This one is my favorite.]
7 Richard Nixon today [I wish they had statted Nixon’s Charisma at various points in his career. In China, 14! Jowly appearance vs. Kennedy, 8!]
14 Magnum, P. I. [Only 14???]
16 Henry Kissinger/Jim diGriz [one of these is the Stainless Steel Rat]
18 Dr. Who/Prof. Harold Hill (Centauri) [I have no problem with Dr. Who, but it never would have occurred to me to chart his CHA as 18. And apparently Centauri is a lovable character from the Last Starfighter? and Prof. Harold Hill is from the Music Man? OK, The Music Man is (arguably) timeless, but The Last Starfighter must have JUST COME OUT when this essay was written.]

Warhorn: a crossroads adventure

Friday, April 1st, 2011

Warhorn: A Crossroads Adventure by Diana Kramer


“My plan,” Harold explains, “is to use the temples of the mountain cults for shelter.”

Crossroads Adventures are off-brand-D&D choose-your-own-adventures set in the branded fantasy worlds of established fantasy authors. This one’s based on some novels by Lynn Abbey.

TEMPLES OF THE MOUNTAIN CULTS has such an old-school ring about it I’m tempted to look for it on The Acaeum. So many old adventures used that name structure: “Vault of the Drow”, “Steading of the Hill Giant Chief”, “Dwellers of the Forbidden City”, “Queen of the Demonweb Pits”, etc.

The phrase deserves better than to be casually dropped in an 80s choose-your-own-adventure and never seen again. It’s begging to be made into a published module – or, if not a module, at least some DM’s adventure. An adventure with a title that the DM repeats as often as possible, preferably with reverb. “OK, let’s begin session 2 of… TEMPLES OF THE MOUNTAIN CULTS!” “You light your torch and descend into the… TEMPLES OF THE MOUNTAIN CULTS!” “We can play Shadowrun as soon as we are finished playing… TEMPLES OF THE MOUNTAIN CULTS!

The temples in the book turn out to be safe places to rest where monsters won’t follow you. Not in my temples. Mine are old-school dungeons; and in the course of TEMPLES OF THE MOUNTAIN CULTS, the cover of the 1e demon-idol Player’s Handbook will be shown as a visual aid at least once.

the cave girl: earthquake fight!

Friday, March 25th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

In Edgar Rice Burroughs’ The Cave Girl, lovely cave girl Nadara is saved from the clutches of hideous cave man Thurg by a well-timed earthquake.

An earthquake during a fight sounds like a fun complication to me, but we can’t be relying on all sorts of coincidences. Our D&D must be rigorously realistic!

The obvious way to stage an earthquake fight – the way these things usually go down – is to have the PCs trying to stop a ritual.

In order to provide full scope for earthquake fun, the fight should be in a setting with lots of earthquake-destroyable scenery. Perhaps a Greek-style temple with lots of pillars. Let’s put a river through the temple too: water or lava, depending in the god!

After a turn or two, if the PCs haven’t killed the ritualist, the ground shakes – a fortitude attack that knocks people prone. A few turns later, the same thing happens, with a stronger fortitude attack and maybe some damage. If the PCs haven’t stopped the ritual by the third check, the whole battlefield changes.

When the major earthquake happens, suspend the battle and, ignoring the battlemat, run a skill challenge where people try to avoid being swallowed by rents in the earth, run to high ground, etc. When the skill challenge is done, whip out a new map – a post-earthquake map, complete with chasms, fallen pillars, a water- (or lava-) fall, and a few pieces of unbroken ground. Depending on how everyone did, they’re at various places on the battlefield: hanging from exposed roots in a chasm, trapped under a pillar, or standing on one of the untouched areas of ground.

the cave girl: turn that battlemat sideways

Friday, March 18th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

The Cave Girl is an Edgar Rice Burroughs adventure that puts an effete New England blueblood on an island of cavemen. Hilarity ensues, as do over-the-top action set-pieces.

At one point, Waldo Emerson Smith-Jones is chased by cavemen up the side of a cliff. The way to turn this into a D&D encounter is to have your battlemat represent a vertical plane.

The battle starts with the PCs pursued by an overwhelming number of tough minions (they do 2x normal minion damage).

Everyone starts at one end of the battlemat (ground level). The PCs are trying to get to the other end of the battlemat (the top of the cliff).

Traversing most squares involves Climb checks. Drawn on the battlemat, however, are a maze of platforms connected by horizontal, diagonal, and vertical ladders. Movement along platforms and ladders follows normal walking rules.

On every platform is a stack of rocks. The rocks attack everyone in a vertical line when dropped; this is useful because the pursuing minions often line up vertically, especially when climbing ladders. PCs can also push ladders over, sending climbers to their deaths.

At the back of each ledge is a cave. The PCs don’t know whats in each cave, but the cavemen do. Some caves connect together; one has extra treasure; and one has an escape route from the encounter.

the Babysitter’s Club D&D pantheon

Friday, March 11th, 2011

Stacey and the CheerleadersLast week, I met a challenge to my Every Book’s a Sourcebook project: find D&D inspiration from the text of a Babysitters Club book. I read BSC #70, Stacey and the Cheerleaders, and used it to generate a great idea for a village heist adventure.

To prove how easy it is, here is a BONUS idea from Stacey and the Cheerleaders:

They stood there like statues, the goddesses of Gloom and Doom.

I think this quote describes some kids Stacey is babysitting; but what awesome statues it describes! Truly Anne M. Martin is a master fantasy world-builder.

The goddesses Gloom and Doom are the twin daughters of Lord Poison, the Dark Hand of Death. Their monumental white statues, mottled with red moss, stand at the entrance of Blood Pass. Travellers who enter Blood Pass offer fearful prayers to the goddesses. Nevertheless, sometimes a statue’s eyes flash, and a curse falls upon a traveller.

Whenever anyone enters Blood Pass, roll 2d20, one for each sister.

On a 1 on the first die, the traveller falls under the Curse of Gloom. From now on, every hour, the traveller must make a saving throw. If the traveller fails, he or she sinks into an hour-long Gloom, during which he or she will make no unassisted actions except to sit or lie down. If forced to walk, the Gloomy traveller is Slowed. A Gloomy traveller will resist being put on horseback, and will dismount at the earliest oppportunity. If attacked, a Gloomy traveller will do nothing but take the total defense action. The curse lifts after 24 hours have passed.

On a 1 on the second die, the traveller falls under the Curse of Doom. From now on, the traveller will lose one healing surge (or 1/4 of total HP) an hour. The only way to lift the curse is to arrive at the other end of Blood Pass, which takes ten hours of hard travel.

Worst-case scenario is that someone in the party receives a Gloom, slowing travel, and someone receives a Doom, providing serious consequences for delay. But, hey, that’s what you get for taking a cursed shortcut through the mountains.

the Babysitter’s Club D&D module

Friday, March 4th, 2011

Stacey and the CheerleadersAfter my first Every Book’s a Sourcebook post, where I extrapolated a D&D adventure from the cover of a Babysitter’s Club book, my wife issued me a challenge: find D&D inspiration from the actual text of a Babysitters Club book.

I chose BSC #70, Stacey and the Cheerleaders, figuring that, if all else failed, I could just stat out some cheerleaders as ninth level monsters.

Luckily, it didn’t come to that. Stacey goes to a movie which could easily be turned into an adventure:

I hadn’t seen Mall Warriors 1, and I was concerned I might have missed something. Well, I needn’t have worried. A three year old could have followed the plot. It was about a group of teens who booby-trap a mall to catch a pair of world famous mall thieves.

Well, there are no malls in D&D, but we can easily move this to a village setting.

The village council receives a warning: “We will be stealing your precious village idol TONIGHT. There is nothing you can do to stop us. Signed, Kellik and Agia, the King and Queen of Thieves.”

Panicked, the village council hires the PCs to guard the idol. The DM warns the PCs that the two thieves are too strong to challenge in a straight fight – except, perhaps, alone and weakened.

The PCs have a few hours to complete their preparations, which may include hiding the idol, setting traps, and stationing a handful of useless village guard minions.

In this adventure, the DM should provide a lot of specific details the PCs can play off of: where are the equipment sheds, and what’s in them? What’s flammable? Where are the animals, especially the ones that make noise when strangers are about? Who’s aware of the PCs’ preparations – and how can the thieves get that information out of them?

The DM will have to secretly play the thieves, keeping track of what they are doing, keeping in mind their extremely high rogue skills and their limited knowledge of the PCs’ actions.

To keep this going for a full session, you probably have to allow the thieves to be slowed or caught by some of the PCs’ clever ideas; but the thieves have a lot of one-shot escape techniques they can deploy. In a reversal of normal D&D mechanics, the game is about NPC resource management.

To give the PCs some satisfaction as they wear down the thieves, it would be best if the PCs could watch the thieves’ resources being depleted. Maybe it’s common knowledge that, say, Kellik’s smoke-bomb gun holds three charges, and that every time Agia teleports, it consumes a portion of her health.