Memories of Connor's Adventures

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

Thursday, 30 November 2017

Old School: Rythlondar Campaign part 2

Several of the Dungeon Masters involved in development of the Rythlondar Play by Mail campaign setting appear in Strategic Review issue 4 (1976). Dungeon Masters were encouraged to write in and get themselves listed in the early magazines.

DUNGEONMASTER LISTING
Rob Blau, 604 Crestwood Drive, Alexandria, VA 22302
Brian Collins, 898 Carolina St., San Francisco, CA 94107.
Dave Cox, Illinois Central College, POB 2400 E. Peoria, IL 61611.
Lee W. Dowd III, 2116 14th St., Chehalis, WA 98532.
Bill Hartley, 804 8th St., SE, Medicine Hat, Alta, CANADA, T1A 1M8
John Hendron, 3305 Phillips Ave., Stiger, IL 60475.
Rob Kuntz, 334 Madison St., Lake Geneva, WI 53147.
Jim Lawson, Room 556 Henday Hall, Lister Hall, 116th St & 87 Ave., Edmonton,
Alta., CANADA
Alan Lucien, 8524 Noel Dr., Orangevale, CA 95622.
Len Scensny, 734 Lawnview Ct., Rochester, MI 48063.
Brad Stock, 156 Lighthorse Dr., Chesterfield, MO 63017.
Bruce Schlickbernd, 6194 E. 6th St., Long Beach, CA 90803.
John Van De Graaf, 37343 Glenbrook, Mt. Clemens, MI 48080.
Paul Wood, 24613 Harmon, St. Clair Shores, MI 48080.
Kim R. Young, 1524 Brownleigh Rd. #16, Dayton, OH.

Who are these People?
Apart from being located in the U.S. State of Michigan.
  • John Van De Graaf was referee for the Castle Morbundus Dungeon.
  • Len Scensny ran the Tar Norgard  (The Weir) Dungeon.
  • Paul Wood refereed the Caves (of Rythwood) dungeon in the Northern Mountains.

There are a number of Wargaming 'Zines' also listed...the relevent one being:
  • KRANOR-RILL, 1545 Breton Rd. SE, E. Grand Rapids, MI 49506.
Having checked the address, I found that they have moved on and no copies of their 'Zine were ever placed with the public library or any archive. So another D&D campaign Setting pretty much lost to history. 

Wednesday, 29 November 2017

Creature Catalogue: The Gaze

The Gaze: 13HD*; AC -1; MV 30' (10'); AT 1 Spell; DA As Spell; NA 1 (1); SA Magic-user L13; ML 12; INT 19; TT Nil; AL Neutral; XP 2,300
Description: The Gaze looks like a giant, four feet tall deformed grey eye-ball standing on two stumps allowing it to move about slowly. It has been dispatched by its overlords to visually discern the environment. The Gaze, despite being an organic construct acting on behalf of its creator, is highly intelligent. 





Monday, 27 November 2017

Going Solo: Tin Hinan

Tin Hinan is an ancient fort on a hill out in the desert with heavy stone walls five feet thick. Within the structure is a small labyrinth of some ten chambers, an eleventh - the tomb - concealed below heavy stone slabs requiring a feat of Strength beyond that of mortal men (DC20).

The tomb conceals the remains of a woman of considerable significance. Her right fore-arm adorned with seven silver bracelets, her left for-arm with seven gold bracelets. With her in the tomb is a gold ring, and a mysterious goblet of glass.



You think you can make your fortune here, but there is always a price to pay.

Creature Catalogue: Toranasaurus

Toranasaurus: 20HD; AC1; MV 180' (60'), Swim 90' (30'); AT 1 bite; DA 5-40; NA 0 (1); SA Fighter L10; ML 9; TT Nil; AL Neutral
Description: sixty feet long dinosaur, the Toranasaur is capable of moving overland at forty miles an hour.

Sunday, 26 November 2017

Creature Catalogue: The Procurer of Gold

The Procurer of Gold
Hit Dice:                            8+3* (L)
Armor Class:                   5
Move:                                120' (40')
Attacks:                            Psi force
Damage:                           Special
Save As:                            Cleric L8
Number Appearing:       1-4 (1-4)
Morale:                              12
Intelligence:                      12
Alignment:                         Lawful (Evil)
Treasure Type:                  F
Experience Value:            1200xp

Background: They came from beyond the Stars via something akin to Gate Magic, though they lack the ability to travel themselves, and with good reason- they are little more than soldiers sent to secure the vast wealth of gold that it might fuel the chariots of their Universe travelling overlords. The Procurers of Gold will use their their only weapon: a wave of Psi force with a 60' directional range or a radius of 50' affecting 2d6 Hit Dice worth of Opponents in an Attack.
They will always be encountered in proximity to gold (calculate amount of gold present in dungeon and divide by gold quantity present in Treasure Type F to determine population for large numbers of Procurers).

Psi force
HD of Prey:      1HD     2HD     3HD     4HD    5HD     6HD     7HD     8HD     9HD    10HD      11HD
Auto/DC:             D          D           D          D          D           T          T          7           9           11         N/A

D- The Procurer of Gold automatically devours the mind of the PC instantly overcoming the Player Characters natural charisma. The PC is brain dead- collapsing to the floor. They might be restored only with a Raise Dead, Reincarnate, or a Wish.
T- The Procurer of Gold inflicts a terrible toll on the mind of its prey causing the victim to Automatically flee in terror for 2d6 turns.
7, 9, 11- The Procurer of Gold having rolled a number less than this Dice Check causes the victim to undertake a Charisma Check. If the PC fails, they must flee in fear for 2d6 turns. However if a Player Character resists the Psi force with a Charisma Check, they are Immunized against the Psi force of the Procurer of Gold.

As an 8HD Psionic it also employs spell-like abilities similar to a Lama. These are advanced psionic abilities:
3x cure light wounds, 3x hold person, 2x locate object (gold), 2x cause serious wounds, commune (with its overlords).

Creature Catalogue: Megladon Shark

Shark, Megladon: 64HD; AC4; MV 360' (120'); AT 1 bite; DA 8-80; NA 0(1); SA Fighter L32; ML 11; TT Nil; AL Neutral; XP 13,250.
Description: The Megladon is 60 feet long predator that attacks small sailing ships and galleys. Found in prehistoric settings (Note: Suggest replacing normal Sharks in Isle of Dread module with Megladon).

Scale & Movement
1" is a miniatures scale movement of one ten foot square in a ten second
round. The Megladon moves at a rate of 18" or one hundred and eighty feet
per ten second round.

Saturday, 25 November 2017

Age of Fossils: Dinosaurs are everywhere

The Dinosaur of Goannas?
I spotted this in a photo. As Dinosaurs go, Its perhaps thirty feet long from snout to tip of tail. The head is at least two metres (6 feet) long.

Not familiar with this dinosaur.

The full 'between two beaches' photo is available for sale over on Airloft along with 'Australia from above' which contains images megladon fossil fragments.





Wednesday, 22 November 2017

Old School: RPG magazines...

In the Seventies there was nothing cooler than creating your own D&D 'zine. Blogging has pretty much replaced it, but sometimes you need to go back to the old way. If you want on the Mailing list email for the final document PDF email me a page worth of text to Add and I will add it. This is going to be 32 Pages worth.

We will see where it goes.

Viking Revival: Easy listening Bards for old folks...


Bards...popular with the kiddies.

Friday, 17 November 2017

Dungeon Mastery: Rats Castle Adventure Module 16-30
















You can get the PDF versions on Vaults of Pandius.

Enjoy.

Dungeon Mastery: Rats Castle Adventure module 1-15

Feel free to trim the screen shots. the second half next time.














Stellar Cartography: Alpha Centauri A&B

 NASA needs better camera budgets because this was a horrible image..
 Anyway I did stuff to it with Android Gallery App, and overlayed four varying contrast images at 75% transparency to get this. It stripped the bright halo.
 As you can see the Alpha Centauri A&B are there...much of the brightness seems to be particles impacting on the Oort.
All that was left was this. The bright looks like two objects in the Alpha Centauri B system, or given the size of the big dark sphere to the right, Something in the Oort Cloud orbiting a dark planet.

So maybe Planet X is still between us and the Alpha Centauri System.

Anyway... enjoy.



Old School: Weapon Mastery

If you had the D&D Masters Boxed Set and/or D&D Rules Cyclopedia and wondered about the Rules on Weapon Mastery, you might be surprised that their early form appears in the August 1976 issue of the Dragon as an initial idea that allows your character to progress from a basic proficiency to expert in an assortment of Weapons (including some exotics that dont make the Rules Cyclopedia).
Its fully developed form appearing nine years later in 1985 in the D&D Black Box one year short of the expiry of 'abandoned' intelectual property rights held by the Author of the Article.

Weapons You might Enjoy
Some weapons such as the 'Dwarf Hammer' and the Morning Star don't progress in power, as the wielder increases in weapon proficiency which is a pity.

The Two handed Sword requires a minimum Strength of 16 and Dexterity of 9 just to use, while the Two handed Battle Axe can be used single handed with the same stats (Str 16, Dex 9). Thats right...Your Conan can wield a battleaxe in each hand once he achieves two weapon proficiency, inflicting 1d12 damage with expert skill (skipping right over 1d10 from 1d8).

Friday, 10 November 2017

Linguistic Archaeology: Zeus is on the Phaistos Disc

I just spotted the name Zeus on the phaistos Disc. The snake (or horn) paired with an eagle is infact 'horse'. 'Horse-eagle' as Ek-(eu-gal). Alexeus: Al-ek-eus or Ale Zeus becomes Ek-eu-sal/Ek-eu-gal which is volcae meaning 'Horse-Eagle' or 'horse-eagle cry-powerful'. 

Some background: eu-a-eu-gal is volcae for (and the origin of) the word 'eagle'. This 'horse-eagle' pairing exists on one side of the phaistos disc. This is Zeus in the form: 'Ale-Zeus' or 'eZeusal' in Volcae (It might also be the name Ezekiel). 

One discovery parts the mists obscuring another.

Wednesday, 8 November 2017

Dark Sciences: What if all Quarks are the same Quark?

The proton/neutron model is an up/down quark-pair and one down/up quark. If the particle rotates on its centre it creates a long field projection and a short field projection. Both are interacting with the electron layer as the nucleus. 


If that quark nucleus triangle rotates approaching light speed the short and long field projections compress in 'wavelength?' Until the long field projection becomes a short field projection, and the short field projection becomes a two dimensional field projection. 


The nucleus alters in its effect on the electron shell but also the quark-pair are now behaving like a single quark-opposite. And the original single quark-opposite is now behaving like a new quark-exotic. 


However what if the quark pair merged at light speed 'becoming' a kind of single quark-opposite, and the  single quark-opposite became a new kind of quark that creates a two dimensional projection?

We have diverse quark types. What if the reason we have diverse quark types is some are travelling at light speed, or multiple harmonics of light speed already so they are in fact all the same quark-opposite and simply look different?


This is of course only one quark-series derived from the rotation of say up-quark-single/down-quark-pair. There is the other nuclear particle derived from down-quark-single/up-quark-pair and the exotic transforms of that group dynamic achieving ftl rotation and any harmonic relatives.


Saturday, 4 November 2017

Dungeon Mastery: The Implications of Indigenous Languages

The Indigenous Australians continue to provide a jumble of Ideas.

Uluru (Ayers Rock) despite its protoindoeuropean offerings in Ul-ruk (to howl-rough) implying a dust storm also does something interesting if you adjust for the volcae celtic inversion that such ancient celtic words undergo when they reach Asia. We can consider Ul-uru to be related to Uru-ul. Why is is this significant? Because Uruul means 'warm lips' in Khalkha Mongolian (See The Linguistics of Temperature). For Mongolian, a temperature word is considered 'rare'. The prospect that Uluru is 'named' for the Mongolian word implies Mongolians made it to central Australia at a time when the word is in an inverted form. The alternative is that Indigenous Civilization was in an Expansion cycle and Australians from Central Australia invaded Mongolia.
Kha-khal is a village in India and in the Pashto language it means 'To pull out'.

Mongolians were quite wide spread at their height. Dominating China, they might have invaded by ship, deploying the horde to Australia. "Conquer All!" declared the Khan, so we took to the sea and found a great southern land known only in Imperial Chinese Records.

The alternatives are possible:

"We saw smoke from across the water to the north, and smoke comes from the burning of plants so we took canoes and many warriors went across the sea to get wives...some never to return." Indigenous Australian Warriors were known for great feats. Rowing across Sea following the Islands of Indonesia north to kidnap wives might be considered an option. Seems a long way to go to look for a pretty girl who isnt your Sister.

"We take our red ochre people south from Mongolia and China. The winter has turned into an Ice Age so we go south as far as we can to get warm." And they migrate down a land bridge passing many mountainous regions discovering a familiar environmental type covering the centre of a southern land teeming with giant monsters.

Uluru is territory of the pitjanjatjara clan. Pit (spit nitu is ukrainian meaning 'to sweat') jan (yan is mongolian meaning 'thats it')- jat (the Jat people migrated to mongolia from south east asia though they seem to have originated in the Ukraine though gatt is swedish for 'gut' or 'narrow inlet') - jara (Mongolian meaning 'to split open'). Pitjanjatjara is likely refering to giving birth in the Jat language: 'To Sweat-thats it-gut/vagina- to split open'.

The Alawa clan have undergone a similar asiatic inversion in their clan name. Awa-al means 'imagination' in Somali. Awal is indonesian for Early, or beginning. Its possible the Somali origin is relevant.
The Nalakan clan is an inversion of Akannal (an ancient port located on the African Coast on the Red Sea described in The Periplus of the Erythrean Sea). The O'Connell Clan apparently related to everyone with wide travel east and west. Two clans from north east Africa at around the same time. If Al-* is an indicator of the time (two thousand years ago) and location (north east africa) then there are others similarly related.
The Gaj-Alivia clan despite being a merger gives us Gaj which is associated with numerous 'eastern european' locations from Poland and Slovenia down to Bosnia and Serbia; and secondly 'Alivia' which I associate with Olive, but inverts to *-Iviaal which is a proto-norse word from the Late Roman Iron Age. Again a similar time period with people pushed from their lands by Roman Expansion. A proto-Norse/Volcae clan group.

The Alyawara clan would be Yawara-al. The Yawara is a Japanese Weapon used in fighting. The short stick is used to fight hand to hand (an old word for jujitsu).

Wednesday, 1 November 2017

Dungeons Downunder: The Australian Experience

The Australian Experience has its own loves...

"You are standing among the ruins of an old castle, looking at a flight of steps leading down into the darkness. You wear place mail and have your sword ready. With you are a dwarf, a hobbit with a cross-bow and a green-robed wizard.
You offer prayers to the Lawful Gods, the wizard lights a torch and you lead down the steps. You are in a stone-hewn corridor about five feet wide and eight feet high. You go down about fifty feet and to each side you see a heavy wood door bound with iron bands. The hobbit can't pick the lock, so after a brief consultation you and the dwarf run at the door. It opens, inside are fine rough man-like creatures, but shorter with thick hairy skin: goblins. You have the advantage of surprise, and you start laying into the nearest ones with your sword, and the dwarf with his axe. The hobbit fires off a couple of bolts at the furthest goblin, then starts in with his sword when it comes over to complain. You kill your goblin, the hobbit is doing well but the other three have the dwarf surrounded and he's looking bad. So the wizard raises his hand and writes in the air while reciting: 
THANAT. 
A green glow jumps from his hand to the nearest goblin, which shrieks as if burning, and dies. You kill the rest: five dead goblins, The wizard adds to the map he's been drawing. You search their bodies. Nothing. The room is full of junk, bones, rag. You start rummaging and find a sack: a hundred gold pieces, a fortune for a farm labourer. You split it up and put it in your back packs and are on the point of leaving when the wizard finds a small knob on the wall. Standing to one side he flicks it up; two poisoned darts spring out just missing his hand, and a panel falls open. Inside is an old moldering scroll of parchment and a sword. You take it, it has strange lines along the side and has a magical feel to it. 
The magician casts a spell to read the forgotten language on the scroll then suddenly feels com pelled to follow its directions to the lost armour of a long dead king. The scroll was cursed, but if you survive the armour might be useful. And so back to the nearby village to wait for the dwarf to recover before satisfying the scroll guest. And so on."
-Game Review: Dungeons & Dragons by Martin Ellison, Woroni, Canberra, March 15, 1977 

'GM: 'Walking through the Woods of Quendor, you are in search of the largest tree in the forest, as you have heard that its roots once led to caverns of riches tunnelled by Ground Goblins. You approach a very large, and very dead tree. Its trunk appears to be hollow. Judging by the stories you have heard, you believe you have reached your destination.'

MAGIC-USER: "We climb the tree and look down the trunk with a lantern.' 
GM: 'You climb 15ft and can see that the hollow tree leads down below ground level to about 20ft below the surface.' 
MAGIC-USER: 'We all climb down to the bottom.' 
GM: 'You find yourselves in a circular room 15ft in diameter .with a 5ft wide passage leading off to the north '

MAGIC-USER: 'We look down the passage.' 
GM: 'It extends for 50ft and then turns to the right. You can see a crossroads of some sort 30ft away.' 
MAGIC-USER: 'We proceed to the crossroads and look left and right.' And so it goes on... Later the party burst a door open and are horrified to find a Gorgon inside.! They beat a hasty retreat! 
 
The GM throws the dice and an encounter takes place - unluckily for them - in which the dwarf who charged the door is turned to stone and must be abandoned. However, the rest escape unhurt. Trying the east door, they surprise a party of 10 Goblins. The Magic-User sends them all to sleep and is awarded 250 Experience Points. 
The Fighter slits their throats...
They search and find a chest containing 1500 Gold Pieces, 1000 Silver Pieces, a Potion and a Scroll. They are rich beyond their wildest dreams! But they are also lost in the dungeons of the Ground Goblins.'

- Dungeon & Dragons for Me! Tharunka, Kensington, NSW  May 23, 1978

There is the relevant bits of a bunch of Adds selling dungeons & Dragons to the Aussie Gamer. Tharunka and Woroni are University Campus Magazines. If you are searching for a deeper relevance to how they think the game is played you can investigate the full adds/reviews here:

Dungeon Mastery: Building your Campaign Setting

This is where you learn how to build your own campaign setting quick and easy.

Step One: Mapping the World
You probably know what a d20 is...so now you need a d20 global map layout. This is a polyhedron or d20 laid out flat as twenty triangles. The equatorial region is ten triangles (five pointed up and five pointed down) with five polar triangles pointing to the north pole attatched to the top of the equatorial band, and the same again attatched to the southern equatorial band. This is your blank 'Globe'.
Create a list of dominant geography and the chances it exists in your world and roll for each triangle:

 1d20                  Geography
01-10                 Ocean/Sea                                   
11                       Desert/Desolation/Badlands
12                       Mountains/Hills                        
13-15                 Swamp/Fens/Bog
16                       Plains/Grassland/Savanna     
17-20                 Forest/Jungle                             

Then draw in your ocean/land boundary map on your globe. Some land might connect across multiple triangles if they make contact at a common side (Europe and Asia) or are seperated by a narrow sea (Europe and Africa), or may link as a landbridge (Central America), or might be an isolated continent (Australia), or an archipelago of islands (south east asia).
These regions will be dominated by geography (red soil outback of australia) though at the smaller scale there will be valleys, forests, hills, swamps, lowlands, mountain ranges.
On an earth-sized world each of these triangles is four thousand miles per side of triangle.

Step Two: Map your Campaign Region
These giant triangles can be broken up into smaller triangles (2000 miles, 1000 miles, 500 miles, 250 miles, 125 miles).
At the local area map level you can scale your triangle per page of paper to a diamond made of two triangles 125 miles per side. So now you can build a map for your campaign. Its unlikely your PCs will live long enough to make it elsewhere...especially considering you are obliged to roll for encounters on a daily basis while they walk eight miles a day down a dirt road.
Here you have the greatwood, the mountains of doom, the kron hills, the free coast, and soforth.

Step Three: Map your Minerals
Minerals are significant to human History. Stone Tools gave us neolithic cultures, gold and copper gave us the first settlements to bronze age (with copper and tin), iron and coal gave us iron age and steel making. So by working out where (or were) your minerals and their concentrations are you can create a kind of history and a foundation on which your modern history is based.
So create a list of minerals and their chance of occuring for each region:

d20                       Mineral
01-02                    Tin
03                          Gold
04                          Copper
05                          Coal
06-07                    Iron
08-13                    Silver
14-19                    Salt
20                         No more minerals

Basically you roll for minerals for the kron hills, mountains of doom, great wood, until you get a natural 20. Multiples of the same mineral indicate wealth or longevity of mineral type.
Minerals in our region:
Kron Hills: Coal (1), tin (1), Silver (4), salt (2);
Mountains of Doom: Silver (3);
Greatwood: Salt(5), silver (4), gold (2), iron (1);
Free Coast: Tin (1), Iron (1), coal (1), salt (10-they just kept coming), silver (3), gold (4).

Step Four: Begin building a Setting
Mountains of Doom: the mountains have good silver and the folk of the kron hills prefer its rich silver to the toxic silver of their own mines putting them in conflict with neolithic barbarians who live there. Some are Werebears.
kron hills: these folks have access to coal to smelt silver though the coal is in small reserves. They make silver arrow-heads and daggers, and organotin compounds can be as poisonous as cyanide. So the mines are unhealthy.
Greatwood: gold and silver mean these people make electrum death masks for their mummies. The white metal difficult to make using wood alone it is reserves for special use. They produce artefacts of silver, gold and electrum.
free coast: these people are involved in fishing, farming, salting foods as preservative, silver and gold are rich deposits though in the hands of a few lords, armed with iron then steel (iron and coal). Having no bronze age we might assume they migrated into this region putting them at odds with the indigenous Neolithic/post-Neolithic population.
As you can see we have some concepts for groups within the region:

People              Mountains of Doom             Kron Hills
History              Neolithic                                  Transitioning from Neolithic
Wealth               Survival                                    Silver
Technology       Stone Tools                               Silver Weapons and coal smelting
Culture              Survival of the Tribe               Hunt lycanthropes

People                Greatwood
History                Stalled Transitioning from Neolithic
Wealth                 Electrum, gold, silver
Technology         Crude Silver Weapons, Gold crowns,
                              Electrum Death masks.
Culture                 White electrum Death masks
                              They are 'wights' haunting the forest (Isolationist)
                              They hunt lycanthropes.

People                 Free Coast
History                Migrated to the Region. Iron age people.
Wealth                Electrum, gold, silver, iron (rare).
Technology         Silver weapons are cheaper than iron weapons.
                              Iron smelting.
Culture                Fishing with a salt economy.
                              Wealth in the hands of chiefs/petty lords.

To be continued...