Memories of Connor's Adventures

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

Thursday, 31 January 2019

Level Up: The Lost Mine of Phandelver

Part 1: Goblin Arrows
  1. Its not a couple of days to Phandalin. The move rate for the oxen drawn cart is slow (16 miles per day). They reach where the trail turns off the road on the evening of day three (making camp). You should have rolled for six encounters- day, night, day, night, day, night. The goblin ambush is the 4th day encounter (7th encounter roll). Then there is a night encounter (8th) where you make camp turning from the trail south toward Phandalin and one more day encounter (9th) a few miles from Phandalin.
  2. Four goblins is a tough fight for three first level characters. Five PCs, though described as the upper limit are vital just to make the trip in good condition.
  3. Its unlikely they will follow the goblins trail to their hideout simply because- they are employed to deliver the cart to Phandalin. They must abandon the cart to do so.
  4. If the PCs die in the goblin ambush, you should add their belongings to the treasure stash and let some 'new adventurers' stumble across the adventure. Remember the PCs were Friends of a dwarf in the town of Phandalin. If they are killed, the new PCs would not be friends of the Dwarf, just random PCs stumbling across the scene of an ambush. They might decide to take the cart and the dead to Phandalin or pursue the goblins trail.

The Goblins lair at 'Cragmaw Caves' is a high risk dungeon with 14 goblins (18 if you include the four at the road ambush), 3 wolves and their Bugbear leader.

The game trail takes the PCs through a snare and a pit trap before arriving at location 1. Location 2 Has a couple of lookouts. All it takes is one of them to fire a signal arrow into the cave which carries to a location close to the lookout goblin on the bridge near location 5. 

Whats the easy win solution? Wolvesbane. Since the beginning of D&D Wolvesbane has been available to any PC in the players handbook. Real wolvesbane is a poison. It is always fatal so no constitution checks/save vs poison for the victim. Only magic would cure this before death hits hours later. If you survive the goblins ambush on the road, the best response is to poison food with fresh wolvesbane leaf sap, rub it over a few hams or in a wineskin and leave it for the next goblins as though the previous goblins had managed to stash it before being killed. As DM you should wait for PCs to come up with the plan, and roll a 1d20 to determine population of the cave killed by wolvesbane.

1d20    killed by wolvesbane
01           only the hostage
02           goblin from area 1
03          +1 goblin from area 1
04          +wolf 1
05          +wolf 2
06          +wolf 3
07         +1 goblin area 7
08         +1 goblin area 7
09          +1 goblin area 7
10          +1 goblin area 6
11           +1 goblin area 6
12          +1 goblin area 6
13         +1 goblin area 6
14         +1 goblin area 6
15         +1 goblin area 6
16         + Yeemik the Goblin in area 6
17         +1 goblin in area 8
18         +1 Goblin in area 8
19         +Klarg the Bugbear in area 8
20         everyone in the cave including the hostage

Wolvesbane is also the solution for eliminating the Redbrand hold up in Part 2: Phandalin...and there is a Druid in town who can get you what you need.

Thieving Bastards: An Adventure for Rogues

Runa's Taxes                                                                               
The Halfling Merchant Runa Of Shireton arrives in your Town and having rented a small stone storehouse (20'x20') from the Merchants for a few gold hires four labourers for the week. A visit to the bank to arrange funds in the form of sixteen sealed coin firkins (each capable of containing five hundred coins) branded with the seal of the Bank and a large open urn of one hundred silver coins. With two labouers guarding the store house armed with a club each, Runa proceeds to the bank and has her two remaining labouers and begins shipping the firkins of Bank coin to the storehouse across town. It takes a day but by the evening all the coin firkins and the silver filled urn are safely locked up for the week. Two guards are left to guard the storehouse until dawn, and they swap places with the other two guards in the mornings.

Question to the Players: How do you rob all that gold and get away with it?

For the DM: This is a trap to lure PCs into a crime.

Of course each of the Players interested in robbing this described how they would do it... tunnel in, bribe, murder the guards...



A Chat with the Guildmaster                                                     
Having made off with the Coin firkins you find they are filled with five hundred copper pieces each - barely worth the effort. Soon after you and your three companions are detained by the towns guard and taken before the guildmaster of the thieves guild. In his office are four life sized portraits - one of each of you shown in a scene of the robbery.
"I have a job for you." The Guildmaster looks at a portrait and laughs. "You will sneak into the sewers of the Baron's Castle by the lake."
"Once inside," the guildmaster places what looks like a coin die on the table. "You will steal one of the coin dies he uses to mint new coins and replace it with this."


The PCs have little choice, and their objections will be met with intimidation.

Objections of Rail-roading: If a pc wants to not do what the guildmaster tells them, even though they failed to ask for a wisdom check to percieve the mortal danger your pc is in, your pc gets their legs broken. The world is cruel. Its also built on intimidation and a twisting knife blade to a pc's throat- not what a player thinks is fair. The players can lie, and do a runner, but leg-breakers will come looking.

"Excellent." A bald, seven foot tall leg breaker steps from the shadow behind the guildmaster. "We have an understanding."


Into the sewers                                                                                    
The sewers are a narrow modular ceramic structure which an individual may crawl unarmoured. It enters at the lake edge and services multiple waste disposal locations through the castle.

There are latrines located on various castle levels.
An unarmoured thief can climb though it is inconvenient to combat.

1d6     Encounters
1          1d4 normal rats
2          1 giant rat
3          1 snake
4          yellow mold
5         green slime
6         1 spider

Infiltraiting the castle is easy. Unfortunately the coin mint is heavily guarded by ten soldiers at all times- the barracks serving as a gatekeep. They would need to lure most of them out. An option might be half the party making their way up to the Baron's Lavatory, taking the Baron hostage, and causing the castle to be alerted to their presence so that most of the guard are called to rescue the Baron. Then sneak into the coin mint, swap a coin die, and escape. Meanwhile those who take the Baron hostage will likely be imprisoned or executed depending on how bad it all goes.


Wednesday, 30 January 2019

Mega Gaming: The Great Migration

The idea of a mega game is to dungeon master a game with ten thousand one million players. This of course requires dungeon masters to manage the game locally with their own players... and of course a shared setting if apparently prefered. Each week they would adventure and need to survive to the next Waypoint.

Time-frame: Fifty Weeks

Setting: Greyhawk

Background Fluff: Colossal Demons wade from the sea towing great chains pulling barges of black Ice teeming with armies of lesser fiends at Jotsplat obliterating the community. Survivors trickle into the Ice Barbarian Capital of Glot reporting these unexpected and overwhelming Horrors. Scouts soon report colossal Demons moving down the Coast past Sable Wood in huge numbers, the giant horned fiends towing their black ice barges.
Wat, chief of all the Ice Barbarian tribes, orders the population of Glot to flee south and abandon the Ice lands. Boat builders are ordered to take the few boats and supplies south around the Solnor Ocean to spikey forest and build ships... lots and lots of ships.


Weeks 1-9

Week 1: those who do not take the few boats and supplies south (the PCs) must flee south to white dragon pass.

Those are not trees, they are gills of a colossal Ice Wyrm sleeping beneath the snow and ice. The Ice Wyrm erupts from the ice to ravage the PCs...

Week 2: each party must slay a white dragon guarding the pass and journey south to the edge of the Snow Barbarian lands.

Week 3: Waypoint 1- the barbarians must be here at week three to Raid the Snow Barbarian Capital of Soull and flee to the coast.

Week 4-8: follow the edge of the Solnor Ocean around to Spikey Forest.

Week 9: Waypoint 2- the barbarians must be at the spikey forest week nine. The boats carrying boat builders will be here at spikey Forest cutting timber to build longboats to carry everyone down the coast past the frost barbarian lands.

The Black Ice Spreads.

The Demons will come to occupy all barbarian lands of snow, ice, and frost, even stonefist's territory pushing the Barbarians into the Bonemarch and northern shores of the Nyr Dyv..

Tuesday, 29 January 2019

Unexpected Archeology: so white quartz arrow heads?

Digging drain holes to carry rain into the clay soil. Got two feet down and hit quartz objects.
Two arrowheads of white quartz in varying degrees of work. The bottom is two inches long, nocked at the rear, thin and blade-like tapering to the edges with a symmetrical taper towards the point. The second is thicker in shape though taper is good. Just in need of a flat and smooth polish.

The long piece is mostly a long square quartz block. Ideal for shaping and wearing the arrowheads. Its three and a half inches long.

Only bow and arrow users are the indonesian hobbits with the dj phonetic. That would make this podj-podj archeology. An unexpected find in red gravel clay two feet below a bluemetal garden path. A long way from their point of origin given the high iron content in the red clay the city of Darwin is built on.

Update (2 May 2019): 

Apparently these small arrowheads are 'mid paleo sub-phase' of the fluted point phase with a length to width ratio of 1.26-2.0 putting them at 10,550BC - 10,850BC, but they come with the arrow vice notch at the base of the Arrow characteristic of Clovis sub-phase. Does this indicate a transition period putting them at the older end of the scale? Its fascinating that these White Quartz people whose white quartz arrow-heads in North America are at twenty nine percent of arrowhead types found, and here in Australia with the first two arrows its at one hundred percent and can only decline.

Saturday, 26 January 2019

Bad Astronomy: Another look at Planet X

So I went back and analyzed the original image... again.





Planet X

Nightside
  • Surface Albedo:                0.16
  • Atmosphere Alt:                               Ozone      Ethylene    Xenon
  • Boiling Point:                    170 K (-103.15°C)   -103.7°C   -108.099°C
  • Distance from Sun (AU): 2.47 AU
  • Critical Point:                     275 K
  • Critical Dist. from Sun:    0.94 AU

Dayside

  • Surface Albedo:                  0.32
  • Atmosphere:                       Ozone
  • Boiling Point:                      161K
  • Distance from Sun (AU): 2.47AU
  • Vapour:                               261K
  • Vapour Dist. from Sun: 0.94AU

So we are looking at a range of 0.94 AU to 2.47 AU for big blue.





Phet Rok

Nightside

  • Surface Albedo: 0.16
  • Atmosphere: Flourine or Chlorine
  • Boiling Point: 85.03K         239.11K
  • Dist. Sun (AU): 9.8AU          1.24AU
  • Critical Point: 144.41K        416.9K
  • Critical Dist.:   3.45AU         0.41AU

So this time the colour on the dark side came up as chlorine or flourine. So for it to have a flourine atmosphere, Phet Rok is further from the Sun in operational distance than a chlorine atmosphere requires, but only chlorine has an overlap distance that matches with an Ozone atmosphere of Planet X. Between 1.24AU and 0.41AU, and between 0.94AU and 2.47AU respectively. This puts our planets between 0.94AU (the vapour point of Ozone) and 1.24AU (the Boiling point of Chlorine). As the chlorine atmosphere is on the dark side we can assume it is minimal in its required temperature.

Dayside

  • Surface Albedo: 0.61
  • Surface: Chromium Hydroxide?
  • Min. Temperature: 


1. Determining Distance by Atmosphere Chemistry, temperature range, and Albedo.

Planets                                   Atmosphere Ranges (AU)
Phet Rok        0.41---- Cl -----1.24                      3.45------ F ------9.8
Planet X                      0.94----- O3 -----2.47
Overlap                       |<-------->|
Range                     0.94AU - 1.24AU
Temperature 142°C  -12°C  -34°C   -112°C  -129°C           -188°C

Planet X has an ozone Atmosphere and Phet Rok has a chlorine Amosphere. They are between 0.94AU and 1.24AU from the Sun at the time the hubble imaged them at a down angle below -62.667 degrees of Proxima Centauri.

2. Determining Orbital distance from Jupiter
Either jupiter is the same side of the sun or opposite side of the sun from hubble.

M (long)









M (short)














Orbiting Jupiter
                                 ThetaE:   |              -62.667°      |          -177.333°             |
K(sun-x)  thetaS   L(earth-x)  M(long)    P(years)    M(short)      P(years)   
0.94AU    46.414°   0.766AU    5.892AU    464.09     4.562AU        315.50
                  8.252°    0.152AU    6.136AU    492.16     4.267AU        285.40
1.24AU    71.574°   1.324AU    5.719AU   442.84      4.883AU       349.38



And a few strays...
There are two atmosphereless rocks following along.



Update (12 April 2019): something I missed...





I just noticed this very dark object also in the image...

Its brightness albedo is 0.1-0.2 which is odd for something very white. Albedo 0.2-0.1, 1AU, actual colour is white cloud/snow, equator 263K (-10°C), pole 271K(-2°C). Its potentially snow, with the albedo of frozen equatorial dirt and polar conifers. A planet/moon of Black Ice at 1AU?

  Planet          Semi-major    Temperature by Albedo   
                            Axis                       0.12             0.2            
  Black Ice          1AU                270K (-3°C)  263K (-10°C)  

Dice Drop: The Worm Pit



The Worm Pit
Villagers are concerned about Cultists who have taken of the nearby caves. Though they farm the worm pit for its various lower lifeforms and sell them to wizards in search of spell ingredients, breaking no laws, the locals just dont like them.
There is considerable paranoia amongst the villagers about the intentions of the Cultists. The Village Elder will offer a rewaed to get rid of the cultists. The village doesnt have those funds necessary, but can pull together a collection of goods close in value to the reward.

There are twenty villagers but only six of them will speak to strangers. Anyone other than the six will vanish into a hut and close the door if spoken too.

The Cultists are constructing a heavy timber hall with chapel, and a wall around their monastary encompassing the hill with the caves. The Cultists by comparison ar a bit more sociable.

Speaking with the Villagers
1d6    Comment                                                                         
1         "I saw that red headed bastard sucking juices 
            from the butt of a dead locust." -Farier Mkutton
2         "They are devil worshipers... and no. good. will 
            come of them." -Milicent Putny
3         "Dont suck on a Locust Rectum, Give me Dioreah 
            somethin terrible." -Tavern-keeper Hull
4          "Felt a strange Tremor the other day. Its them 
            damn cultists I say."  -Karl Midden
5          "Missa Hull has joined their cult. I saw him with 
            one of them." -Luov Stark
6          "We want them Cultists gone. You look like God 
             fearing folks. Hunnit Gold." -Elder Gummun.         

Speaking with the Cultists
1d6    Comment                                                                         
1         "Here! Try some Locust Juice." -Brother Tkud
2         "There is something wrong with these villagers. 
            Cant put my finger on it." -Brother Zarku
3          "Been thinking of exploring the deep caves 
            myself...There might be some interesting spell 
            ingredients down there." -Brother Fararnku
4          "Let me guess... the locals hired you to kick 
             us out?" -Brother Darn                                               
5          "Villagers want us gone? I'll have to pass that to 
            the Abbott." -Brother Marku
6          "Superstitious Villagers. Still, I'll warn my 
             Monks to tread lightly." - Abbott Skuvku                 

Exploring the Caves...
Investigating the caves down to the Deepest level will reveal the true villain. Cultists dont delve past the shaft in Cave 16, though Brother Fararnku will help the party out with a rope.

Tuesday, 22 January 2019

Linguistic Archaeology: Roman Names


Here is a bunch of Roman names...

Length of name
Sex    3        %     4        %      5       %      6       %      7       %     8        %     9       %    10     %
M       0/25  0%  1/25  4%    5/25 20% 8/25 32% 7/25 28% 3/25 12% 0/25 0% 0/25 0%
F        1/25  4%   5/25 20%  4/25 16% 3/25 12% 5/25 20% 4/25 16% 2/25 8% 1/25 4%



Popularity of use
Vowels
Sex   A        %       E         %        I          %         O         %       U         %
M     13/25 52%  7/25   28%   11/25 44%    5/25   20%   20/25 80%
F       22/25 88% 11/25 44%   13/25 52%    8/25   32%   6/25   24%

Consonants
Sex B        %       C       %        D        %       F        %        G        %
M    1/25  4%     3/25 12%   2/25  8%     1/25 4%       0/25  0%
F     1/25  4%     6/25  24%  5/25  20%   2/25 8%       0/25  0%

Sex  H       %      J         %       K        %       L        %         M        %
M     0/25 0%    2/25   8%    0/25   0%    8/25  32%     6/25  24%
F      2/25 8%    2/25   8%    0/25   0%    9/25  36%     2/25   8%

Sex  N         %      P         %      Q         %       R        %         S          %
M     12/25 48% 5/25   20%  1/25   4%     8/25  32%    16/25  64%
F       11/25 44% 2/25   8%    0/25   0%    10/25 40%    6/25    24%

Sex  T          %      V         %       W        %       X         %        Y          %    Z       %
M     6/25   24% 4/25   16%   0/25   0%    1/25    4%     0/25    0%   0/25  0%
F      4/25   16% 7/25    28%   0/25   0%   1/25    4%     0/25     0%   0/25 0%



Name name occurance by Popularity
Female names
88% {A}
52% {I, a} Ai
44% {N, e, i, a} Anna, Anne
40% {R, n, e, i, a}
36% {L, r, n, e, i, a}
32% {O, l, r, n, e, i, a} Nona,
28% {V, o, l, r, n, e, i, a} Lavinia,
24% {U, c, s, v, o, l, r, n, e, i, a} Sean, Connor, Aurora, Venus, Silvia, Salacia,
20% {D, u, c, s, v, o, l, r, n, e, i, a} Cardea, Larunda, Concordia, Diana, Dido,
16% {T, u, c, s, v, o, l, r, n, e, i, a} Victoria, Vesta, Lucretia,
8% {F, h, j, m, p, t, u, c, s, v, o, l, r, n, e, i, a} Proserpina, Maia, Juventas, Hersilia, Flora, Felicitas, Juno, Rhea, Minerva,
4% {B, x, f, h, j, m, p, t, u, c, s, v, o, l, r, n, e, i, a} Bellona, Pax,

Male names
80% {U}
64% {S, u} Su (PIE: Swine)
52% {A, s, u}
48% {N, a, s, u} Anna, Ansu (PIE: Demon(An: old woman/Ancestor, Su: Swine))
44% {I, n, a, s, u}
32% {L, r, i, n, a, s, u} Aries,
28% {E, l, r, i, n, a, s, u} Sean, Aeneas,
24% {M, t, e, l, r, i, n, a, s, u} Amulius, Saturn, Remus, Tatius, Summanus, Mars, Italus,
20% {O, p, m, t, e, l, r, i, n, a, s, u} Otar, Romulus, Pluto, Numitor, Neptune,
16% {V, o, p, m, t, e, l, r, i, n, a, s, u} Silvius, Silvanus,
12% {C, v, o, p, m, t, e, l, r, i, n, a, s, u} Connor, Consus, Vulcan,
8% {D, j, c, v, o, p, m, t, e, l, r, i, n, a, s, u} Janus, Jupiter, Evander, Cupid,
4% {F, b, q, x, d, j, c, v, o, p, m, t, e, l, r, i, n, a, s, u} Alexander, Quirinus, Pollux, Liber, Faunus



So these are roman gods names and the popularity of these gods based on alphabet is at an all time 32% amongst men and women. We can see that Sean would be a common and popular (28%) male god name just by random chance. That it wasnt is determined by other factors. Julius Caesar is by comparison 8%. Is it any wonder he got stabbed by his fellows? Maximus by comparison scores 4%... and you wonder why Russel Crowe's character got poisoned at the end. For the love of god, name your Son Susan... and let him be popular with the masses at 48%. Its fascinating that 'P', which is exclusivly a male only letter amongst Australian Aboriginal names, is shared by Women and men amongst Romans.
You might wonder who Su and Ai were... in Sumerian Apsu is a being who begat the earth and heavens... only *Su remains to begat the core of the Roman Male Language. The other looks like Gaia the greek goddess of earth from whom we get *Ai* or *ia. The origin of Roman is suddenly a Sumerian-Greek marriage between the earth mother and the waters from deep within the earth (personified by springs and aquifers).

Campaign Build: The Why and Where of Settlements

Some starting out Dungeon Masters who go creating campaigns dont know why the village is in the middle of the desert, why the castle is on the hill, or why laketown is on the lake at the mouth of the river down from the elves.


Their Location

Geological Transition Boundaries
  1. Coast-Sea
  2. Lake-Shore
  3. Plains-Desert
  4. Foothills-Mountains
  5. Forest-Tundra
  6. River-Sea
  7. River-Lake
Routes of travel/nodes of convergance
  1. Crossroads, forks, roads, link roads, causeways
  2. river crossings, ferry crossing, bridge, river fork, riverbank
Availability of Resources
  1. Minerals (gold, iron, copper, clay diggings, quarry stone)
  2. Fuel (coal, firewood, peatmoss)
  3. Energy source (wind, water, labour)
  4. Water (river, well, oasis)
  5. Agriculture (farm, graizing)
Fortified positions
  1. Hill
  2. Mound
  3. Mountain
  4. Narrow pass
  5. River bend
  6. Natural harbour
  7. Gorge


Their Function

Specialization of the community (as opposed to specialization of the individual of the community) creates a dependency on those dwelling beyond the walls of that single community. There are many such functions and their presence defines where they need to be located, what they must have access to, and how they function.
1. Dispersed holdings – isolated independent farms with a selection of skills necessary to support their independent nature. There is little social interaction <Farm, Plantation, Ranch, and Dairy-farm>.
2. Local market – a centralized community focussed on the collection and distribution of local produce. This type of community can function in isolation while access to a communication network is vital for the export of surplus produce <Granary, Barrel maker, Marketplace, Smokehouse>.
3. Industrial – a community concerned primarily with the processing of raw materials into manufactured goods. Some will specialize in a single end-product. They have access to the resources necessary to process raw materials including labour, power (water for mills). Industrial communities require a communication network to function <Mill(water/wind/slave), Charcoal Furnace, Potter’s Kiln, Glass Furnace, Smelter, Distillery>.
4. Commercial – a community involved in trade and financial activities (banking and money lending). They do not require traded produce to pass through the town and may be sophisticated enough to deal in document based trade and financial transactions. A communication network is critical to the survival of this community <Guild Hall, Bank, Moneylender, Roadside Inn, and Tavern>.
5. Mining – this is involved in the extraction of minerals. It will be located where the minerals are and that can be anywhere. It requires access to a communication network <Clay pit, Stone Quarry, Peat Diggings, Salt Mine, Open Cut Pit, Obsidian Scrounge, Mining tunnels>.
6. Administrative – this is the seat of government, whether the capital city or a local administration. This community will sit at a centre of a provincial or national communication network <Parliament, Council Hall>.
7. Culture/education – these are centred on universities and colleges. They are centres of learning and have a selection of appropriate crafts to support the development, recording, and storage of information. There is some need for access to a communication network <University, School, Bard’s College, Wizard’s Tower, Theatre, Arena>.
8. Ecclesiastical – religious centres drawing pilgrimage, or housing religious associations or shrines. These require access to a communication network <Church, Temple, Shrine, Sacred Grove, Altar, Religious School, Abbey, Monastery, Synod Council, Paladin’s Training Hall, Barrow, Burial Mound, Crypt, and Graveyard>.
9. Primary Residence – this is the residence of a Ruler (Whether President, Emperor, King, Duke or Baron). It is a palace or castle and requires some access to a communication network <Castle, Palace, Keep, Whitehouse>.
10. Resort – baths, recreational districts, retreats. They require a favourable geographical location that provides both safety and healing. Resorts function on a communication network <Bathhouse, Boarding Houses, Bed & Breakfast, Recreational Lake District, and Public Gardens>.
11. Port – located on the coast as a fishing community, a centre of sea trade and travel or located on a river for the movement of goods and people by river. A port requires communication networks that extend over water and land <Fishing Village, Ferry, Boathouse, Ocean port, River Port, Siding, harbour, Docks>.
12. Residential – these are designed to provide urban peoples with housing away from polluted, corrupted, or expensive urban centres. This specialization requires a second specialized centre in close proximity <Estates, Manor Houses, Suburbs, Ghetto, and Shanty Towns>.


Monday, 21 January 2019

Dungeons Deep Delve: Ironfell Tower


IronFell
About twenty years back a Wizard named Soran established himself in the uplands as wizards are prone to do, and this wizard errected a magically crafted tower of Iron (its always entertaining what you can do with an ironform spell). Unfortunately he was attacked by a high priest of considerable power and after a rather vicious earthquake spell the ground opened up and the Iron tower of Soran slid down the fissure. The tower dropped two hundred feet jamming against a ledge.

Exploring Ironfell
If the adventurers spot the tower battlements (at night infravision shows it to glow warmly/during the day as a concealed door: 1-2 in 6). Entry would be achieved by a thief climbing down the cliff face or by ropes, levitate (as 2nd level spell) or fly (as 3rd level spell) for any other character.

The tower is twenty feet in diameter and eighty feet high encompasing five internal floors and battlements. The structure had a single iron spiral staircase accessing all floors from the front door (now emptying out over a large pool) up to the trapdoor on the battlements. Water flows freely down the stairwell and out the front door.
Its warm to touch (31 degrees Celsius) and the interior is similarly warm.

Numerous personal belongings of the wizard are scattered through the tower and in the pools below it.

Random treasure in the first pool
Searching the mud of the pool at the base of the tower for per turn will reveal a treasure.

1d6  magic item
1       Ring of Charming (5 charm person spell charges).
2       Copper candle-lamp (5sp).
3       jaw fragment.
4       Belt buckle of Brawling (Cestus+2).
5       jaw fragment with diamond studded gold tooth of Soran (100gp).
6       jar of platinum (100gp).

Guardian: A Poisonous cave spider.

Beyond Ironfell
Another hundred and thirty feet below the tower is the skull of Soran. First to fall into the sinkhole Soran was crushed by his tower dropping on him. His skull washed over the edge and is in the lower pool. Due to dark enchantments cast on himself in a bid to become a living magic item, he is now a talking skull (once his lower jaw is found and restored).

Soran's Skull
The skull, once restored knows the location of a dozen undiscovered treasures. He can also instruct a wizard in how to scribe three spells.

Guardian: A Wraith.

The fissure continues to descend for those DMs interested in a subterranean campaign...

Wednesday, 16 January 2019

Brexitopia: What will the Cave Paintings Mean?

Its funny how history turns out. A Demon in a modern religion can turn out to have been some guy vilified and Demonized by the generations that come after. Yaldabaoth (Kukuarldarbaroth): 'kukuar-ldarbaroth' translated as: The administration of urldarbaroth. We have a demon regarded as 'the false god' by Gnostics. This has a Greek-egyptian time frame to it and that would put it in the city of Alexandria. Consider this: we are looking at a man. His name/title is 'Elder Baroth'. Baroth is a family name still in use today so this is a real person. He appears to have been Administrator (perhaps of the City of Alexandria given its greek-egyptian peak). He probably stylized himself as a Pharaoh and the Lie of it fell through. He is now remembered, not as the Administrator of the Greatest city in the world, but as a False God.





Monday, 14 January 2019

Nosey Dwarfs: Barlkun Son of whatever...

Barlkun the Bastard: Chaotic 2nd level Dwarf; 7hp;  Str (12), Int (11), Wis (12), Dex (17), Con (10), Cha (8);
Equipment: Black Leather clothing/Armour, Dagger+1, Light Crossbow, (20) bolts, waterproof backpack, belt, boots, belt pouch, tinderbox, torches,

Background: Bastards are rare amongst Dwarves of Rockhome. Barlkun's Father Balin was murdered on his wedding day by members of the Bride's clan prior to taking the marriage vowes. Consequently Barlkun was born out of wedlock. It has been a hard life. Every Dwarf knows of Barlkun the Bastard and they dont let him forget the circumstances of his birth. Though contemptful of Dwarf law (especially that which condemns him for the murder of his father) and gruff to most, he is a good dwarf deep down.

Sunday, 13 January 2019

Mystery Theatre: Those pesky German UFOs

In the year nineteen sixteen the LZ60 Zeppelin broke its moorings and was lost for all time. But the world is a small place and things have a habit of showing up somewhere.


Torn from moorings Koenigsberg May 1915




Ghost Rocket Sweden Feb. 1946
A strange rocket is seen over Sweden.





















Shiny spheres Oklahoma July 1947

Maury Island incident involved donut-like disks that looked like catchers mits and a rain of aluminium debris. Followed by a similar sighting over Oklahoma.










A Disk Oregon 1950
Photographs of disks, spheres, and catchers mits suggest that the hydrogen bladders in the zeppelin were in giant flat tyre tube-like sections in aluminium framework. As the zeppelin broke up they were released from the tail end.



In 1954 in A UFO was seen in the afternoon by about 800 people living in three villages in Manbhum district of Bihar. According some witnesses the UFO was shaped like a saucer about 12 feet in diameter and grey in colour.

Trinidad 1957
The Trinidad photo depicts a visible disk, but it also has an obscured zeppelin shape in clouds at the top of the image that are not all that visible. So our mothership is still dragging that disk in 1957.



In 1957 the crews of four fighter-bombers watched a large luminescent mothership and smaller attendant UFOs during a nighttime flight at 25,000 ft.

A long cigar shaped mothership and smaller flying craft have left something of a trail of UFO sightings over the last century.
A distinctly zeppelin object is spotted over Rhode Island july 1967, for the most part intact. Though the trailing object may have been a bladder, or it may have been suspended by 500 feet of 'cable' from the zeppelin (unnoticed as with the 1950 oregon sighting). Oops- I'm a dumb ass. That might be a mooring anchor on a 500ft 'cable' towing behind.

In 1976 a man is burned by gas from a cigar shaped craft at Falcon Lake in Manitoba Canada.

October 1967 Shag Harbour Canada UFOs trailing a triangular larger object. Perhaps part of the Tail section and donut bladders on a central cable.

In 1969 Finnish Traffic control spot seven disks, possibly bladders on a shared cable. Though they do two hundred kilometres in a few minutes which seems odd though possible for an intense wind.

Occasionaly the disk or cigar touches ground- likely due to microbursts.

In 2004 a pilot from the USS Nimitz spots a giant tic tac drop from 80,000ft to 20,000ft to 50ft in what can only be described as the result of a microburst moving the Zeppelin fragment.

In 2006 a saucer is seen stationary over O'Hare Airport Chicago before ascending. This seems to be the disk on the 500ft cable hanging from the tic tac.

May 2007 seven objects travelling single file over South Africa. Again probably seven bladders on a common cable.

A giant tic tac over Texas Nov. 2018

A rather short object was spotted over Texas in November 2018. You might ask what happened to the rest of it.



Aluminium Debris Cambodia, Oct. 2018 
Aluminium debris rained from the sky over a ten kilometre radius in a province in Cambodia a month earlier in October 2018. It would appear at this point to have shed significant mass.


A hatch. Cambodia, Oct. 2018.














So there are still pieces out there in the sky, and they probably pose significant aviation hazard. Such encounters have one thing in common- they dont include actual aliens or men in black. This potentially reduces the list of UFO sightings by half.

In case there was any doubt...

Zeppelin Mooring Tower
'Nazi UFO'

That just leaves the Abduction stories as a seperate myth.

Friday, 11 January 2019

Space Rockets: Space X test vehicle is almost ready

Test Rocket? Hell... he's good to go,

Linguistic Archaeology: Where is the Sar?

For some reason the Sar involked an idea of a grassy plain somewhere in North Africa. But the real Sar is a region on the southern edge of the Caspian Sea. It wasnt in any history, or even marked on a map but there are a few villages along the southern edge of the Caspian Sea that carry Sar as a phonetic marker. We can assume that this region was 'The Sar'.

Japanese Names
1. Sadakata (Sardarkuartar): Sar-Dark-Uartar
  • Sar
  • Dark
  • Uartar (water)
Name: Sar Dark-Water

Other Sar names: sadafuji, sadaie, sadako, sadamasa, sadataka, sadato, sadauji, sadachiko, Tatsutsaka, tokisada, akusawa, asahina, asaka, asako, asakura, asaoka, asayama, yosai, yorifusa, yorisada, yoshimasu, chikatsada, fusasaki, fusaie, fusaaki, hidemasa, hisahide, hisemasa, osarkuku, sasakawa, sasase, satomura, sawai,


2. Awataguchi (Arkukuartargkuchku): Arkuk-Uartar-gkuchku
  • Arkuk (city/Kirkuk)
  • Uartar (water): *ata
  • Guchi (family/Gucci)
Name: Arkuk-Water-Gucci

3. Watanabe (kukuartarnarbku): kuk-uartar-narbku

Awata (Arkukuartar): Arkuk-uartar kirkuk-water

Anyway we get two similar ideas:

  • Arkuk-water
  • Sar Dark-water
Its certainly odd to find a word that is 'almost' identical to water.

What is all this?
Its a map. A map by an ancient people. While I would think these indicate places you can go on (or off) the silk road for Well water, it might also refer to where to find oil.

Its also relevant in another part of our search... Saka's Tavern is on part of the ancient chinese wall (Barrier) out this way and Somewhere near it is an ancient tomb. A tomb yet to be found.


Update:

Sar-dark subgroup
Sadakata (Sar-dark-uartar)
sadaie (Sar-dark-uku)
sadako (Sar-dark-uo)
sadauji (Sar-dark-ujku)

Sar-Dar* subgroup
sadamasa (Sar-dar-mar-sar)
sadataka (Sar-Dar-tar-kuar): '-kuar' means Crown Prince
sadato (Sar-dar-to): 'to' means 'tower'
sadachiko (Sar-dar-chkuk-uo)
sadafuji (Sar-dar-Fku-jku)
tokisada (To-kuku-sar-dar): to' means 'tower', ki means 'tree' so a tree is used as a watch-tower.
yorisada (kuku-oar-ku-Sar-dar) tree oars (pine trees)
chikatsada (chkukuart-Sar-dar)

sasakawa (Sar-sarku-arkuk-uar*)
sasase (Sar-sarsku)
satomura (Sar-to-mkuarar)
sawai (Sar-kukuarku)
Tatsutsaka (tartskut-sar-kuar)
akusawa (Arku-Sar-kukuar)
asahina (Ar-sar-hkunar)
asaka (Ar-sar-kuar) ka is crown prince
asako (Ar-sar-kuo)
asakura (Ar-sar-kuarar)
asaoka (Ar-sar-okuar)
asayama (Ar-sar-kuku-armar) 'y' is a variant of 'ki', 'armar' is armour. Yama means 'tree armour' to the people of the sar.
yosai (kukuo-Sar-ku)
yorifusa (kuku-oar-kufku-Sar) 'y' tree, 'or' means 'oar'. Oars made from trees.
fusasaki (fku-sar-sar-kuku)

fusaie (fku-sar-kuku) sar tree
fusaaki (fku-sar-ar-kuku)
hidemasa (hkud-kumar-sar)
hisahide (hku-sar-hkudku)
hisemasa (hkus-kumar-Sar)
osarkuku (o-Sar-kuku)

Partial Dictionary of the Sar
  • Y is a variant of japanese ki meaning tree.
  • Ama is armar or Armour.
  • Yama means 'tree armour' (wooden/bark armour).
  • Ka is -kuar or crown prince.
  • Sa is Sar.
  • Saka.
  • *ata is *uartar or water.
  • Ema is Kumar.