Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Saturday, 30 December 2017

Childrens Books: Ardora the Usurper

Ardora existed in light.
The killshot had ripped through the Red Vangar's engines from behind leaving Ardora blinded by the deathray burning through the Red corvette from stern to helm as the crashfoam enveloped her. She played me like a fool. Delistra’s Gold Corvette had performed a twenty gee manouver that was impossible with a pilot. There had been no pilot aboard the Gold Corvette. Conciousness gave way to oblivion. In the distance a whisper of voices, out of reach, inaudible. Her mind cleared until wraiths loomed in the light coalescing in form until they were shadows, their voices tantalizing as though a young lover whispered. She smiled, her mind candyfloss. The shadows continued to draw into focus, their darkness hardening, blocking out the light, comming and going with urgency. Frantic urgency. The whisper growing until Ardora recognized something familiar. A saw? A whir of a high speed motor? The engine of her Red Vangar Rocket Ship winding down, and the inevitable explosion of the engine ripping her hearing apart. Her ear drums ruptured at the raging, furious sound of the Quantum Resonator shattering, and the silence returned, Burning replaced by a numb sensation. The shadows danced beyond her reach. "Begin the mind scan." Darkness gave way to light. A twenty face polyhedron drifted in her sights, and then the point of five triangles opened from the center folding outward as a selection of colours which, on settling, divided and merged anew as the petals travelled outward from that distant centre. Wave upon wave of rippling, shifting colour petals rolled across Ardora's mindscape. A firestorm of memory burned in Ardora's mind until every moment in her brain was a raped and broken thing. "Must I father?" Governor Sajen looked down at his daughter now tucked up in bed. "Yes my space princess...you must." He had diplomacied Ardora into her bed and sealed the deal with a kiss to her forehead. Ardora waited. Waited until he had closed the door behind him. Waited for the sound of his feet to vanish into the distance. Waited for the house A.I. to power down the lights and shift the house to sleep mode. Waited for the kiss of her father on her forehead to put her into a slumber that would carry her to the morning yet it burned like rocket fuel on her skin and in her brain until she could take no more. The only noise the thrum of defense net around the governors . Ardora retrieved the wilderness survival pack from within her closet, removing the roll of cables and ladder rungs as she entered her father's security code, and assured the residential defense net was down, lowered the emergency ladder from the window sill and slipped over the edge. Tomorrow her father would take her to Pilot Assessment. Ardora smiled and ran along the path toward the spaceport. She had every intention of ensuring that would be a mere formality. Six personal hours that she could spend with her busy father. Warmaster Reylar descended from the Passenger Transport Klarion to the Starport and collided with a child. The girl, no more than twelve, pausing to look up and lock eyes with the Warmaster in a moment of respect for his uniform, saluted. "Who are you and what are you doing running around the Starport?" Reylar queried her presence taking the time to adjust his uniform. "Ardora, Pilot Assessment, Sir!" Ardora continued to hold the salute waiting on the expected response. Reylar noticed the salute and the immaculate crimson and black recruit's uniform and rewarded her attention to such detail. "As you were Recruit." Reylar returned the salute and disengaged from the moment allowing the child to continue on her way. Reylar smiled recalling his own childhood on the docks of the Spaceport. Ardora, Pilot Assessment. Instinct told the old Warmaster he should keep an eye out for her assessment listing but his attention focused on the four naval officers awaiting his arrival. "Warmaster." They saluted. "Gentlemen..." Warmaster Reylar returned the salute. "How say you?" "Nothing ventured.” Reylar nodded at the code, assessing the four young officers before him. “Nothing gained." Reylar breathed the evening air. It had been a long time since he walked the City Promenade to the Governor's Mansion. Ardora found herself invigourated at having met a real live Warmaster and he had saluted her and called her a recruit. Now...all she needed was the right rocket to undertake her Pilot Assement. The Space Navy hanger past the crowded passenger docks was open. The space navy rockets were all a dull gray. Which one should she take? Ardora passed the heavy gray corvettes and spotted something shiny and red. A Red Corvette. It was an older, sleeker model than the gray corvettes designed for transporting troops into heavy fire drop zones. The Red Corvette Vangar. It was beautiful. Ardora starred at the code key standing in the way of her future testing. A finger tapped her lip before she experienced a moment of insight and she entered her father’s personal code releasing the hatch. Smiling, Ardora climbed aboard. In the pilot's seat Ardora activated the corvette's systems bringing online the assessment simulator. "Welcome to pilot assessment."

To be continued...

Dungeon Mastery: Successful World Building

Winterholm had been the retreat of  a great Wizard-king, and now it stood as a memorial. 

"Let me sing..." Robber Tesh stared at the great cream towers and their blackwashed rooftops contemplating the unknown wealth of the castle's halls. "Of ancient Winterholm."
"Within its pale towers," Tesh grappled at the rockface searching for his next foothold. "lies the heart of old Nekron."


To create a solid, self sustaining world you need to make it open to those who will play in it. Allowing others to create and share in the creation is what enriched Dungeons & Dragons. It is the sum total of everyone who ever played Dungeons & Dragons, and contributed feedback. That must ultimately include your players. And eventually it will and must include other Dungeon Masters and Players who sustain the setting onward.

A Setting is built on Fiction, maps, background history and the enjoyment of play; A D&D setting enriched by what many online Dungeons & Dragons gamers like to refer as 'a community of sharing'. That is perhaps the most important aspect of a D&D game setting. While Greyhawk, Forgotten Realms, and Mystara enjoyed corporate ownership by their creators, they have been to varying degrees been enriched by the people who play them and share ideas on them.

Saturday, 23 December 2017

Old school: an archive of ezines

A trusty optiko with which to explore...
Before Dungeons & Dragons there was a beginning, mostly in small gatherings, unknown to the wider world.

Source: An archive of early gaming zines

Friday, 22 December 2017

Creature Catalogue: The Mind Flayer

The Mind Flayer: AC5; 8+3HD*; MV12" (36'/round); AT 1-4 tentacles/special/weapon; DA 1-4/1-4/1-4/1-4/special/as weapon; NA 1-4 (1-4); SA Fighter L8 (90% magic resistance); ML11; INT 18; TT F

Description: This is a super-intelligent, man-shaped creature with four tentacles by its mouth which it uses to strike its prey. If a tentacle hits it will then penetrate to the brain, draw it forth, and the monster will devour it. It will take one to four turns for the tentacle to reach the brain, at which time the victim is dead. A Mind Flayer will flee if an encounter is going against it. Their major weapon, however, is the Mind Blast, a wave of PSI force with a 6"(18ft) directional range and a radius of 5"(15ft). All within the radius must save as indicated or will suffer the result shown:

Mind Blast
IntelIigence            Saving Throw at Range                             Effect of
                                  l-2"(5ft)       3-4"(10ft)       5-6"(15ft)       Mind Blast
3 - 4                            19                19                   17                    Death
5 - 7                            17                16                   15                   Coma, 3 days
8 - 10                          15                14                   13                   Sleep, 1 hour
11-12                          13                12                   11                   Stun, 3 turns
13-14                          11                10                     9                   Confuse, 5 turns
15-16                            9                   8                    7                    Enrage, 7 turns
17                                  7                  6                     5                   Feeblemind
18                                  5                  4                     3                   Insanity, permanent

Magic users add +1 to their saving throws, and clerics add +2. A Helm of Telepathy adds a +4 to saving throws, and when such saves are made the attacking Mind Flayer is stunned for 3 turns.

Source: strategic review issue #1

*miniatures scale movement rate: multiples of 3'/turn. 12"=12×3'=36'/melee turn or 10 second round.

Art Folio: A Cleric with hammer

Spotted an old D&D miniature figure. Figured he deserved some artwork.

Deep Delve: Whats beneath the Mountain?

The Mountain has looked over your little village of dirt kicking goat herders for longer than you could imagine. And it would continue to do so, except this afternoon a young shepherd has returned from the Mountain with tales of a cave...

1- A chimney has opened in the rockface and the fissure drops down into the dark some hundred feet. It leads to somewhere. The burning torch you drop descends down the hole and lands at the bottom, burning for a while longer before it goes dark.

Monday, 18 December 2017

Castle Morbundus: The Gatekeep

The causeway reaches out across the swamp to a small stone keep shrouded in mist. Frankly you expected Castle Morbundus to be bigger.

1A- the PCs can see lots of rats from here as they look into the dark of the old Keep, its doors off their hinges. One round after arrival at the doors rats begin attacking. They are set on by (50) Normal Rats.

2-There are (5000) Normal Rats in this area and they take fifteen combat hours to exterminate. They will attack anyone at location 1A in groups of fifty. 2A-D are stables but currently house rats as does the storage area 2E. There is 400 gems worth 1000gp each un-noticed in the rat poop. They will not be recognized as anything but gravel unless well cleaned.

3- Here the causeway extends further out into the misty Fenmarches toward an unseen Castle Morbundus. A tribe of (60) Orcs has barred the gates from the outside requiring 30+ strength or a Knock spell to break through into Area 3. The Orcs live on the Causeway and fish for food. They will attempt to occupy the gatekeep once the Rats and Ghouls have been cleared out. The Orcs have 2464gp in copper and silver coin.

4- Beyond the door a staircase climbs to area 5 in the upper gatekeep. The stairs are a trap which will release once someone sets the mechanism in the fireplace (5A). It drops 40 feet into a flooded chamber (7A) for 2d6 damage. There are foot and handholds leading down to area 7.

 5-This was a barracks overlooking the approach causeway (5B). There is a release leaver in the fireplace (5A).

6- bunk beds here provided rest for up to 12 at a time.

7- This flooded chamber is home to (6) Ghouls. There are footholds in the wall leading up (7A), and Iron bars (7B) deny access to a flooded tunnel leading into the dungeons of Castle Morbundus. They require 30+ strength to break through.


Level 3 of the Gatekeep is inaccessible from here and can only be approached from Castle Morbundus.

Once the Rats, Orcs, and Ghouls are defeated (28) Hobgoblins sent by an evil cleric to rob and kill the PCs and take control of the Gatekeep arrive.

That should see you right for some adventuring...