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Thursday, April 16, 2020

Notes from the Underground: Zak Smith's Cube World, Installments #1, #2, and #3

Yea acutely conscious adventurers be bloodthirsty horribles infected unable to truly appreciate precious jewels and sublime artifacts without to suffer blood-soaked agony while smashing things. Spurred not by reason rather their desire.

So lie our way through space and time with elaborate vividness possessed judges only weep to flagellate perpetual and efficient lack of originality. 


“I want more life, fucker.”

My olde-homey-group-game game was steeped in Dave Hargrave's gonzo-DIY Arduin and the idea of "Multiverse" with 4,000 or so parallel universes discovered in the Arduin Nexus (so far). So our home games had no trouble bouncing campaigns and intra-campaign from any of our home brew settings to Hargrave's Arduin (Empcho is MIA, only used resellers) to Dave Arneson's Blackmoor First Fantasy Campaign (Only used resellers for FFC, can get Mystara or Zeitgeist versions) to even Cyberpunk and friggin' Star Trek.

The particular products Arduin Grimoire Trilogy and Blackmoor/First Fantasy Campaign are basically DIY campaign notes resulting from how parties in the author's home campaigns gamed and what the judges learned worked as a result of gaming in an actual, home campaign among friends - exactly the way RPGs are played by the rest of us. With ideas fleshed out informed from interactions with their friends (not employees or testers), Hargrave and Arneson educated us in an often gritty fashion, not merely what to play, but how we could play using their own campaigns as examples. And we did play.

40 years nothing similar to these early works has come along since, until now.


(Earth and cube with same volume, from Possibly Wrong)
Recent legal development (Note: 4/8/2020 statement/tweet by Paul Matijevic/ettin64 acknowledging "defamatory" statements that "...did not undertake any suitable fact check" contains brief description of abuse that may be triggering to some readers) being what it is, award winning game author and artist Zak Smith (D&D With Porn Stars, Vornheim: The Complete City Kit, A Red and Pleasant Land, Maze of the Blue Medusa with Patrick Stuart, Frostbitten and Mutilated) announced a decision to release the entire write ups for his game's campaign, "all the D&D," for Cube World.(*)

(* Not to be confused with the 2005 Radica Cube World electronic toy or Picroma Cube World video game released in 2013/alpha and 2019.)

What is Cube World?

1. Well first off we know (meaning me and the general public) everything Zak published for OSR D&D has a place in his home campaign:

On Vornheim Zak writes "These are our rules and tables and monsters and places. I wouldn’t want to spend all this time writing a book I couldn’t use." 

Of A Red and Pleasant Land "You can set an entire campaign in Voivodja or (and this is what I did) just have it occupy a spot on the campaign map in case your players want to go there..."

Maze of the Blue Medusa Zak put on his blog a Digital DM Screen that has a button for "Random Cube World Hex." This also provides a clue to the overall size of a campaign map. I fiddled about with the button and the largest number I came up with was hex 2020. Calculating the square root is about 50 (49.9444) and given Zak's penchant for 6-mile overland hex results in a square campaign map roughly 300 miles by 300 miles.

Zak in MotBM also references Nyctopolis, "... the annihilated capital of the Reptile Empire." In a blog post from July 2016 Zak indicates Suarians of Nyctopolis may become "Knights of Tittivila," the goddess of flesh and change. This religion is also found in Vornheim and "... operates out of ordinary buildings all over the continent." 

There is a history in MotBM that provides some details about the rise and fall of the "Reptile Empire" where also Vornheim mentions some traditions descended from "Reptile Men." It is easy to presume these details are related and Nyctopolis is out there somewhere.

Finally, Frostbitten and Mutilated has a bare campaign map roughly 340 miles north-south by 250 miles east-west with the city of Vornheim located toward the southern end and the "Devoured Lands" of Frostbitten and Mutilated located toward the northern. This map from F&M is likely the area of the main campaign map.(See MotBM note above) 

2. We know Zak's campaign takes place on Cube World, a cubic, hollowed-out gigadungeon, where different sides of the cube are essentially different regions of reality:

When Zak released Vornheim back around May 2011, he included this little tidbit paragraph at the bottom of the map key on page 3...

"The entire planet is a hive of stone tunnels carved by long-dead civilizations. Familiar landscape features – trees, grass, seas and oceans – form but a thin layer on top of this gigadungeon, and the ruins of nameless cities punch through the crust in every direction."

Later that same year in a September 2011 blog post Zak writes "I have long casually assumed that the world Vornheim is on is cube-shaped. I figured: the whole planet is artificial and made of solid dungeon beneath a thin layer of vegetation, so of course it's a cube."

Implications of a cube-shaped planet are "... because the atmosphere would still radiate outward in a sphere from the planet's core, the habitable areas would be limited to non-communicating separate circular zones on each face of the planet." (See image from Possibly Wrong above.)

(Both Vornheim and F&M reference a single, round moon, so perhaps with moon phase/eclipse math inhabitants might have discovered their planet is squared, not round, and thought to tunnel over to another side.)

The six faces of the world would also aptly develop together as environments of a quasi (i.e. non-traditional D&D) multiplanar system. "... (T)he best way to get to these other biospheres would be to go through the earth and come out the other side. Bam, you're in a new world or--literally--on another plane of existence. And that's why they're called planes."

What about Cube World Installments? (Not for players, some spoilers)

1. There are several hundreds pages of new and updated material Zak has decided to publish:

In a blog post this past April 8, Zak wrote he has over a hundred pages of material originally intended for Lamentations of the Flame Princess (including Violence in the Nympharium and Bards), hundreds of pages of new material such as hex locations, new monsters, weird religions, "... new rules, tools, creatures, classes, every country, every continent, from to Vornheim to the goblin kingdom of Gaxen Kane to Drownesia plus a vast megadungeon beneath. The whole Cube World."

Zak had not planned to publish any of this, but an unnamed DM asked Zak to write her a scenario involving a Tiger-King which Zak decided to sell and donate the first week of sales as a benefit. Zak wrote that positive experience "... maybe there are some people in the online RPG scene who aren't gullible psychopaths" motivated him to release all of it. "Everything. Nothing piecemeal."

The caveat is that the material isn't being presented according to "publisher quirks" of an LotFP or Satyr Press. It is Zak's art, maps, and words. Zak is taking time to write up his notes. But the appearance of the text thus far is nitty gritty if that matters to you.

2. The first set of installments are each separate sets (not linked between them):

Rules are LotFP and compatible with old versions of D&D like 1st edition AD&D and B/X, or OSR retroclones such as Labyrinth Lord and Swords & Wizardry (note: LotFP skills are used). Zak includes a very simple rule to modify encounters for 5th Edition D&D. And Zak helpfully provides variations for either LotFP early modern Europe or medieval fantasy settings.

Zak also includes notes with each installment suggesting alterations for each scenario to run piecemeal if necessary for your campaign. (If you aren't familiar with Zak's prior work, one hallmark is that it's modular.)

All of the scenarios contain new monsters and unique ways adventurers interact with the various environments.

Cube World #1: Castle Terravante, Vault of Omnilex, and Crypt of the Wretched is two linked scenarios and what Zak's home group is gaming right now. "A social-interaction clusterfuck involve shenanigans in a castle (a duke, a count, a scheming priest, a dark secret etc) and the rest about the dungeon beneath." The dungeon will be supplemented by a megadungeon, but not yet.

Cube World #2: The Inquisitor's Road, The Gray Fortress, The Echo Chambers (plus d100 potions with ingredients) has three distinct parts. "In the first scenario, the party heads through the wilderness to investigate a heresy at the behest of religious authorities, in the second section the party encounters an evil cult in a once-abandoned fortress, and the third section is a dungeon."

Cube World Installment #3: The Curated Destruction "is a semi-legendary library created by the elves to contain all useful knowledge and literary art." This scenario, in addition to tables of interesting books and tables of uninteresting books, has regional descriptions of the campaign world.

3. How does one purchase installments?

Zak has been selling installments for $5 and some pennies ($5.01 for #1, $5.02 for #2) except installment #3 is much longer and goes for $10.03. The text is PDF and maps hi-res JPGs.

The most punk, DIY, and underground way to buy these is to visit Zak's "Only Fans" pay porn site (no porn there, just RPG). Just a side note, I got hit with a bogus ransomware email threatening to send my contacts video captured from my webcam watching videos from the site and "self-pleasuring." Ha, bogus because I watched no videos and don't have a webcam.

If you don't mind missing Zak's message updates on "Only Fans" there is also a Venmo setup.

**** UPDATE 4/22/2020 - Updated blog post about what's out and how to get it.

What do I think?

I have enjoyed Zak's RPG work for a decade. On the installments, these are the wordsmith and art I grew accustomed to from Zak's blog and prior books. Not instructing you verbatim how a scenario should be run but rather where you might want to end up and a variety of thoughts on how to get you there.

Published campaign settings, however, are really no big thing, the difference here is this is Zak's personal campaign. Nothing matches the time, effort, and love for your players than what a game judge makes for the home group and setting you actually game in. Rarely for the rest of us are works available combining that personal effort with an award-winning author and an existing body of professionally published works. Jesus, I can only think of one predecessor: Dave Hargrave and Arduin.

Dave Hargrave was cut short at age 42 though, and most of his campaign notes, additional dungeons, maps, etc. are said to have likely ended up in a landfill. When a bit of interest in Arduin came up again during the early OSR, there was almost nothing written by Hargrave to add to the dozen or so Arduin works Hargrave published during his lifetime. That didn't stop Empcho from publishing an 800-page Arduin world book though, and a game map. The huge main difference is it wasn't Dave's voice in the words.

Ok Zak, please don't die, and I'll look forward to your vision for Cube World. Thanks!

Wednesday, March 4, 2020

Strength Ability at Above 19

(Cover of Supplement I Greyhawk by Greg Bell)
Hey adventurers, this is something that came up while I was working on a dungeon scenario.
Advanced Labyrinth Lord (and B/X D&D) does not list strength above 19.

I looked at Girdles and potions of giant strength and what they do is make the user attack as a higher hit dice creature rather than increasing the strength score which is pretty inefficient if you want to do something else besides attacking (break a door for example).

One of the ways Gary Gygax started to mess with D&D is the weird Gygaxian 01-00 "exceptional" strength that actually originated in the old "Greyhawk" Supplement I to the original D&D booklets prior to being established in AD&D 1e.

So Greyhawk Supplement I goes like this...
15 +1 to hit/+0 to damage
16 +1 to hit/+1 to damage
17 +2 to hit/+2 to damage
18 +2 to hit/+3 damage
18 (01-50) +2/+3
18 (51-75) +3/+3
18 (76-90) +3/+4
18 (91-99) +3/+5
18 (00) +4/+6

And AD&D is like this...
16 +0 to hit/+1 to damage
17 +1 to hit/+1 to damage
18 +1 to hit/+2 damage
18 (01-50) +1/+3
18 (51-75) +2/+3
18 (76-90) +2/+4
18 (91-99) +2/+5
18 (00) +3/+6
19 +3/+7 (from Deities & Demigods)
20 +3/+8
21 +4/+9
22 +4/+10
23 +5/+11
24 +6/+12
25 +7/+14

Advanced Labyrinth Lord (D&D B/X) basically provides higher bonuses at lower strengths and goes like this...
13-15 +1 to hit/+1 to damage
16-17 +2/+2
18 +3/+3
19 +3/+4

Deities & Demigods strength bumped up by 1 point (i.e. 19 is for 20, 20 is for 21, 21 is for 22, etc.) could eliminate the weirdness from Gygaxian 18 01-00 "exceptional" strength.

So if we extrapolate up into Deities and Demigods...
20 +3/+7 (from Deities & Demigods 19)
21 +3/+8 (from Deities & Demigods 20)
22 +4/+9 (from Deities & Demigods 21)
23 +4/+10 (from Deities & Demigods 22)
24 +5/+11 (from Deities & Demigods 23)
25 +6/+12 (from Deities & Demigods 24)
26 +7/+14 (from Deities & Demigods 25)

That's a big bump in damage for super strength characters, so an alternative is D&D BECMI (BECMI = Basic, Expert, Companion, Masters, Immortals). D&D B/X stopped at 14th level when the new D&D BECMI was released in 1983.

The BEMCI "Immortals" set has a general advanced ability chart like this...
18 +3
19-20 +4
21-23 +5
24-27 +6
28-32 +7
33-38 +8
39-45 +9
46-53 +10
54-62 +11
etc., but there are no other adjustments listed except for Charisma.

Ok so that's what I've learned for higher strength.

Now Advanced Labyrinth Lord doesn't use the encumbrance calculations from AD&D, I just use the Basic Fantasy Roleplaying method of adding 10% capacity for each +1 of ability bonus. (We don't really track encumbrance all that close). So the only other deal is open doors and such.

Labyrinth Lord just uses 2 out of 6 then you add strength bonus, but a 1 always opens and a 6 is always can't open. But that doesn't seem to make sense when you get into the higher strengths

A mashup of Advanced Labyrinth Lord and AD&D might look like this...
13-15 +1/+1, Open Doors 3 in 6, Major Test 13%
16-17 +2/+2, Open Doors 4 in 6, Major Test 20%
18 +3/+3, Open Doors 5 in 6 (1 in 6 magic locked), Major Test 30%
19 +3/+4, Open Doors 7 in 8 (2 in 6 magic locked), Major Test 40%
20 +3/+7, Open Doors 7 in 8 (3 in 6 magic locked), Major Test 50%
21 +3/+8, Open Doors 7 in 8 (3 in 6 magic locked), Major Test 60%
22 +4/+9, Open Doors 9 in 10 (4 in 6 magic locked), Major Test 70%
23 +4/+10, Open Doors 11 in 12 (4 in 6 magic locked), Major Test 80%
24 +5/+11, Open Doors 11 in 12 (5 in 6 magic locked), Major Test 90%
25 +6/+12, Open Doors 19 in 20 (7 in 8 magic locked), Major Test 100%
26 +7/+14, Open Doors 23 in 24 (9 in 10 magic locked), Major Test 100%

Of course, things sort of break down even in the straight AD&D scheme because the monster entries for giants don't include anything like these bonuses for damage from attacks.

So it may be safer (from the adventuring party's perspective) that we don't deal with the sausage so much on strength until PCs get an opportunity for high strength, and just presume (as apparently Gygax did even back in his own AD&D 1e Monster Manual) that monster strength is already factored into their attacks and abilities without a need for exact strength determination.

Note: The Arduin Grimoire II "Welcome to Skull Tower" has a useful strength table. Basically strength bonus to hit maxes out at +4, which seems reasonable. And the additional damage is random, similar to giant damage. Arduin also uses "exceptional" 01-00 strength at 18 for fighter types.
Arduin Strength stats...
17 +2 to hit/+1-3 to damage
18 +3/+1-4
18 (01-25) +4/+1-5
18 (26-50) +4/+1-6
18 (51-75) +4/+1-7
18 (76-00) +4/+1-8
19 +4/+1-10
20 +4/+2-12
21 +4/+2-16
22 +4/+3-18
23 +4/+2-20
24 +4/+4-24
25 +4/+3-30
26 +4/+4-32

Using Advanced Labyrinth Lord with the Arduin theory and "Immortals" chart for damage would come out like this...
18 +3 to hit/+3 to damage
19 +3/+4
20 +4/+4
21 +4/+5
22 +4/+5
23 +4/+5
24 +4/+6
25 +4/+6
26 +4/+6

This all seems reasonable, but the open door stuff begins to get a little arbitrary, like there is no straight formula. Hmmm..... After some aligning between Advanced Labyrinth Lord, the OD&D greyhawk, Deities & Demigods, and Arduin I presented these 2 options for my group to see if either sticks.

First is to use Advanced Labyrinth Lord as-is up to 19, then use Deities & Demigods strength for 19-25, but count it as 20-26 because Advanced Labyrinth Lord gives better bonuses at lower scores (similar to OD&D/Greyhawk). Do end up with an extra bump in damage from 19 to 20 strength.

Second is combine Advanced Labyrinth Lord with Greyhawk and Arduin where higher strength gives variable damage bonuses, but has the attraction that the variable bonuses match up with the damage giants do in the AD&D Monster Manual (although giants would now be rated at higher strengths to align with the Arduin strength variable damage).

Advanced Labyrinth Lord Strength Ability Progression Greyhawk/AD&D
3 = -3 hit/-3 dam, 1 in 6 door, Major task 0%
4-5 = -2 hit, -2 dam, 1 in 6 door, Major task 0%
6-8 = -1 hit/-1 dam, 1 in 6 door, Major task 0%
9-12 = +0 hit/+0 dam, 2 in 6 door, Major task 2%
13-15 = +1 hit/+1 dam, 3 in 6 door, Major task 10%
16-17 = +2 hit/+2 dam, 4 in 6 door, Major task 25%
18 = +3 hit/+3 dam, 5 in 6 door, Major task 30%
19 = +3 hit/+4 dam, 7 in 8 door (1 in 6 magic), Major task 40%
20 = +3 hit/+7 dam, 7 in 8 door (3 in 6 magic), Major task 50% (Hill Giant)
21 = +3 hit/+8 dam, 7 in 8 door (3 in 6 magic), Major task 60% (Stone Giant)
22 = +4 hit/+9 dam, 9 in 10 door (4 in 6 magic), Major task 70% (Frost Giant)
23 = +4 hit/+10 dam, 11 in 12 door (4 in 6 magic), Major task 80% (Fire Giant)
24 = +5 hit/+11 dam, 11 in 12 door (5 in 6 magic), Major task 90% (Cloud Giant)
25 = +6 hit/+12 dam, 19 in 20 door (7 in 8 magic), Major task 100% (Storm Giant)
26 = +7 hit/+14 dam, 23 in 24 door (9 in 10 magic), Major task 100% (Titan)

Advanced Labyrinth Lord Strength Ability Progression Greyhawk/AD&D/Arduin
3 = -3 hit/-3 dam, 1 in 6 door, Major task 0%, Grap 5%
4 = -2 hit, -2 dam, 1 in 6 door, Major task 0%, Grap 6%
5 = -2 hit, -2 dam, 1 in 6 door, Major task 0%, Grap 7%
6 = - hit/-1 dam, 1 in 6 door, Major task 0%, Grap 8%
7 = -1 hit/-1 dam, 1 in 6 door, Major task 0%, Grap 9%
8 = +0 hit/+0 dam, 1 in 6 door, Major task 0%, Grap 10%
9 = +0 hit/+0 dam, 2 in 6 door, Major task 2%, Grap 15%
10 = +0 hit/+0 dam, 2 in 6 door, Major task 2%, Grap 20%
11 = +0 hit/+0 dam, 2 in 6 door, Major task 2%, Grap 25%
12 = +0 hit/+0 dam, 2 in 6 door, Major task 2%, Grap 30%
13 = +0 hit/+0 dam, 2 in 6 door, Major task 2%, Grap 35%
14 = +1 hit/+1 dam, 3 in 6 door, Major task 10%, Grap 40%
15 = +1 hit/+1 dam, 3 in 6 door, Major task 10%, Grap 45%
16 = +2 hit/+1-2 dam, 4 in 6 door, Major task 25%, Grap 50%
17 = +2 hit/+1-3 dam, 4 in 6 door, Major task 25%, Grap 55%
18 = +3 hit/+1-4 dam, 5 in 6 door, Major task 30%, Grap 60%
19 = +4 hit/+1-10 dam, 7 in 8 door (1 in 6 magic), Major task 40%, Grap 95%
20 = +4 hit/+2-12 dam, 7 in 8 door (3 in 6 magic), Major task 50%, Grap 100%
21 = +4 hit/+2-16 dam, 7 in 8 door (3 in 6 magic), Major task 60%, Grap100% (Hill Giant)
22 = +4 hit/+3-18 dam, 9 in 10 door (4 in 6 magic), Major task 70%, Grap 100% (Stone Giant)
23 = +4 hit/+2-20 dam, 11 in 12 door (4 in 6 magic), Major task 80%, Grap 100%
24 = +4 hit/+4-24 dam, 11 in 12 door (5 in 6 magic), Major task 90%, Grap 100% (Frost Giant)
25 = +4 hit/+3-30 dam, 19 in 20 door (7 in 8 magic), Major task 100%, Grap 100% (Fire Giant)
26 = +4 hit/+4-32 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grap 100%
27 = +4 hit/+6-36 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grap 100% (Cloud Giant)
28 = +4 hit/+4-40 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grap 100% (Storm Giant)
29 = +4 hit/+4-48 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grap 100% (Titan)

Final recommendations on Strength, AKA "Gary Why Do You Fuck With Us?!!!"

Ok, here's what I think, just to be consistent with the old AD&D books for high strength.

Treat Advanced Labyrinth Lord 19 strength as "Fighter Type 18 Exceptional Strength" and then just move on from there so it matches up exactly with anything we use from AD&D. (Again the reason to consider this is because D&D B/X & Labyrinth Lord does not address strengths higher than 19.)

Essentially, follow Advanced Labyrinth Lord (really just the OD&D, B/X, and "Greyhawk" supplement strength) through to strength 18. Then all fighter types with strength 18 use the 18 "exceptional" (really Advanced Labyrinth Lord 19). Then from 19 on just follow AD&D so it all matches up.

The only thing to change is Advanced Labyrinth Lord strength 19 to an 18 "exceptional" strength for fighter types. There is still a big bump from 18 to 19, but that was there in the rules anyway. Anyone with a 19 strength would use the 19 strength from Deities & Demigods (change damage bonus from +4 to +7, but remember, all non-fighter types per the Greyhawk and AD&D rules cannot naturally have strength greater than 18).

You could follow the AD&D strength tables exactly (with the fighter 01-00 "exceptional" strength), but then everybody in an Advanced Labyrinth Lord game with strength less than 18 (00) would see their bonuses go down. And who wants that?  ;~)

So I suggest a strength table would look like this...

Advanced Labyrinth Lord Strength Ability Progression with Greyhawk/AD&D
3 = -3 to hit/-3 to dam, 1 in 6 open door, Major task 0%
4-5 = -2 to hit, -2 to dam, 1 in 6 open door, Major task 0%
6-8 = -1 to hit/-1 to dam, 1 in 6 open door, Major task 0%
9-12 = +0 to hit/+0 to dam, 2 in 6 open door, Major task 2%
13-15 = +1 to hit/+1 to dam, 3 in 6 open door, Major task 10%
16-17 = +2 to hit/+2 to dam, 4 in 6 open door, Major task 25%
18 = +3 to hit/+3 to dam, 5 in 6 open door, Major task 30%
18 "Exceptional" = +3 to hit/+4 to dam, 7 in 8 open door (1 in 6 magic), Major task 40%
19 = +3 to hit/+7 to dam, 7 in 8 open door (3 in 6 magic), Major task 50% (Hill Giant)
20 = +3 to hit/+8 to dam, 7 in 8 open door (3 in 6 magic), Major task 60% (Stone Giant)
21 = +4 to hit/+9 to dam, 9 in 10 open door (4 in 6 magic), Major task 70% (Frost Giant)
22 = +4 to hit/+10 to dam, 11 in 12 open door (4 in 6 magic), Major task 80% (Fire Giant)
23 = +5 to hit/+11 to dam, 11 in 12 open door (5 in 6 magic), Major task 90% (Cloud Giant)
24 = +6 to hit/+12 to dam, 19 in 20 open door (7 in 8 magic), Major task 100% (Storm Giant)
25 = +7 to hit/+14 to dam, 23 in 24 open door (9 in 10 magic), Major task 100% (Titan)

The alternatives are to cap strength at 19 for all PCs (monsters pretty much have their strength figured in damage and all, and giant strength girdles and potions would be based on hit dice instead of strength ability), or use Advanced Labyrinth Lord to strength 19 then bump up AD&D +1 to start at 20 rather than 19.

My actual preference would be to use the Arduin method that caps strength to-hit at +4, but then uses variable damage bonuses similar to giant-type damage, but that would be a departure from OD&D, B/X, and AD&D. If I ever run an Arduin game though...

The high-strength results (Adv. Labyrinth Lord plus Arduin, cross referencing strength score by natural damage) would look like this...
17
+2 hit/+2 dam, 4 in 6 door, Major task 25%, Grapple 55%, Break wall = 4" stone.
18
+3 hit/+3 dam, 5 in 6 door, Major task 30%, Grapple 60%, Break wall = 5" stone.
19 (Ogre, AD&D)
+3 hit/+4 dam, 7 in 8 door (1 in 6 magic), Major task 40%, Grapple 95%, Break wall = 1' stone.
20 (Hill Giant, Arduin)
+4 hit/+2-12 dam, 7 in 8 door (3 in 6 magic), Major task 50%, Grapple 100%, Break wall = 2' stone.
21 (Hill Giant, AD&D; Stone Giant, Arduin) 
+4 hit/+2-16 dam, 7 in 8 door (3 in 6 magic), Major task 60%, Grapple 100%, Break wall = 3' stone.
22 (Stone Giant, AD&D; Titan, Arduin)
+4 hit/+3-18 dam, 9 in 10 door (4 in 6 magic), Major task 70%, Grapple 100%, Break wall = 4' stone.
23 (Frost Giant, AD&D; Cyclops, Arduin)
+4 hit/+2-20 dam, 11 in 12 door (4 in 6 magic), Major task 80%, Grapple 100%, Break wall = 5' stone.
24
+4 hit/+4-24 dam, 11 in 12 door (5 in 6 magic), Major task 90%, Grapple 100%, Break wall = 6' stone.
25 (Fire Giant, AD&D; Frost Giant, Arduin)
+4 hit/+3-30 dam, 19 in 20 door (7 in 8 magic), Major task 100%, Grapple 100%, Break wall = 7' stone.
26 (Fire Giant, Arduin)
+4 hit/+4-32 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grapple 100%, Break wall = 8' stone.
27 (Cloud Giant, AD&D/Arduin; Cyclops, AD&D)
+4 hit/+6-36 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grapple 100%, Break wall = 9' stone.
28 (Storm Giant, AD&D/Arduin)
+4 hit/+4-40 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grapple 100%, Break wall = 1" steel.
29 (Titan, AD&D; Hell Giant, Arduin)
+4 hit/+4-48 dam, 23 in 24 door (9 in 10 magic), Major task 100%, Grapple 100%, Break wall = 2" steel

Oh for fuck's sake...

Here is the proposed table with the weight allowances added (base 40 lbs non encumbered, 160 lbs max, -20% per each neg bonus and +10% per each pos bonus). Also the relative strengths of various giants by their damage bonus.
Strength Hit Dam   Door   Magic   Encumber     Max 
  1             -4     -4    1 in 6      0            8 lbs          32 lbs
  2             -3     -3    1 in 6      0          16 lbs          64 lbs
  3             -3     -3    1 in 6      0          16 lbs          64 lbs
  4             -2     -2    1 in 6      0          24 lbs          96 lbs
  5             -2     -2    1 in 6      0          24 lbs          96 lbs
  6             -1     -1    1 in 6      0          32 lbs        128 lbs
  7             -1     -1    1 in 6      0          32 lbs        128 lbs
  8             -1     -1    1 in 6      0          32 lbs        128 lbs
  9              0      0    2 in 6       0          40 lbs        160 lbs
  10            0      0    2 in 6       0          40 lbs        160 lbs
  11            0      0    2 in 6       0          40 lbs        160 lbs
  12            0      0    2 in 6       0          40 lbs        160 lbs
  13          +1    +1    3 in 6       0         44 lbs        176 lbs
  14          +1    +1    3 in 6       0         44 lbs        176 lbs
  15          +1    +1    3 in 6       0         44 lbs        176 lbs
  16          +2    +2    4 in 6       0         48 lbs        192 lbs
  17          +2    +2    4 in 6       0         48 lbs        192 lbs
  18          +3    +3    5 in 6       0         52 lbs        208 lbs
  19          +3    +4    7 in 8    1 in 6     56 lbs        224 lbs
  20          +3    +5    7 in 8    3 in 6     60 lbs        240 lbs
  21          +3    +6    7 in 8    3 in 6     64 lbs        256 lbs
  22          +4    +7    9 in 10  4 in 6     68 lbs        272 lbs Hill Giant
  23          +4    +8   11 in 12 4 in 6     72 lbs        288 lbs Stone Giant
  24          +4    +9   11 in 12 5 in 6     76 lbs        304 lbs Fire Giant
  25          +4    +10 19 in 20 7 in 8     80 lbs        320 lbs Frost Giant
  26          +4    +11 23 in 24 9 in 10   84 lbs        336 lbs Cloud Giant
  27          +4    +12 23 in 24 9 in 10   88 lbs        352 lbs Storm Giant
  28          +4    +13 23 in 24 9 in 10   92 lbs        368 lbs
  29          +4    +14 23 in 24 9 in 10   96 lbs        384 lbs Titan
  30          +4    +15 23 in 24 9 in 10  100 lbs       400 lbs

Here is the FINAL table we will be using for higher LL strengths in our game with the weight allowances added (base 40 lbs non encumbered, 160 lbs max, -20% per each negative bonus point and add weight carried an OSRIC mod). Also the relative strengths of various giants by their damage bonus.
Strength Hit  Dam Door     Magic    Encumber       Max         Maj.
 1            -4     -4    1 in 6        0            8 lbs          32 lbs       0%
 2            -3     -3    1 in 6        0          16 lbs          64 lbs       0%
 3            -3     -3    1 in 6        0          16 lbs          64 lbs       0%
 4            -2     -2    1 in 6        0          24 lbs          96 lbs       0%
 5            -2     -2    1 in 6        0          24 lbs          96 lbs       0%
 6            -1     -1    1 in 6        0          32 lbs        128 lbs       0%
 7            -1     -1    1 in 6        0          32 lbs        128 lbs       0%
 8            -1     -1    1 in 6        0          32 lbs        128 lbs       1%
 9             0      0    2 in 6         0          40 lbs        160 lbs       1%
 10           0      0    2 in 6         0          40 lbs        160 lbs       2%
 11           0      0    2 in 6         0          40 lbs        160 lbs       2%
 12           0      0    2 in 6         0          40 lbs        160 lbs       4%
 13         +1    +1    3 in 6         0          50 lbs        200 lbs       7%
 14         +1    +1    3 in 6         0          50 lbs        200 lbs     10%
 15         +1    +1    3 in 6         0          50 lbs        200 lbs     13%
 16         +2    +2    4 in 6         0          60 lbs        240 lbs     16%
 17         +2    +2    4 in 6         0          60 lbs        240 lbs     20%
 18         +3    +3    5 in 6         0          75 lbs        300 lbs     25%
 19         +3    +4    7 in 8     1 in 6       90 lbs        360 lbs     35%
 20         +3    +5    7 in 8     3 in 6      115 lbs       460 lbs     40%
 21         +3    +6    7 in 8     3 in 6      140 lbs       560 lbs     45%
 22         +4    +7    9 in 10   4 in 6      165 lbs       660 lbs     50%     Hill Giant
 23         +4    +8   11 in 12  4 in 6      190 lbs       760 lbs     60%     Stone Giant
 24         +4    +9   11 in 12  5 in 6      240 lbs       960 lbs     70%     Fire Giant
 25         +4   +10  19 in 20  7 in 8      340 lbs      1360 lbs    80%     Frost Giant
 26         +4   +11  23 in 24  9 in 10    490 lbs      1960 lbs    90%     Cloud Giant
 27         +4   +12  23 in 24  9 in 10    540 lbs      2160 lbs   100%    Storm Giant
 28         +4   +13  23 in 24  9 in 10    640 lbs      2560 lbs   100%
 29         +4   +14  23 in 24  9 in 10    790 lbs      3160 lbs   100%    Titan
 30         +4   +15  23 in 24  9 in 10    940 lbs      3760 lbs   100%

Tuesday, February 18, 2020

Judge's Screen for Advanced Labyrinth Lord

(New screen in action!)
I have longed for an old-school Judge's screen for awhile now, and frequently modified the commercial screens when we gamed in v.3.5 and 5th edition. But I longed for a version of my first screen, Judges Guild's D&D "Judge's Shield" product.

Unlike modern commercial D&D screens, the Judge's Shield, like the later T$R AD&D "Dungeon Master's Screen," had information printed on both sides of the screen rather than player-facing artwork. While this wasn't super-useful except for the players sitting closest to the screen (ha, especially players like me who are nearsighted), the info was there so if needed someone at the far end of the table could shout out "Hey, so-and-so, what do I need at 5th level cleric to turn a wraith?"

(A weird note that the Judges Guild D&D "Judge's Screen" was apparently back in 1977 the highest sold Judges Guild item behind "City State of the Invincible Overlord" yet these screen are almost impossible to find on the used market. Granted they were not as well-made as the T$R version and had to be taped together (my original one is in pretty horrible shape, hey I was 13 years old), but I would expect to see one occasionally.

Shane Mangus over at "Swords Against the Dark" created way back in 2010 an "Advanced Labyrinth Lord screen" which I love and used for my first few Labyrinth Lord games.

I found there were a couple tables I was referring to often (monster experience awards, treasure hoards) that I would like on the screen. So, copied Shane's screen but instead of art on the player-facing side, I reprinted all the table's from Shane's screen. Then, on the game judge's-facing side, I replaced the panel with item information with monster experience point, monster hoard, poison list, and attribute stats.

Ha, then, because I am super nostalgic, I added yellow color same as the old "Judge's Shield."

I printed the resulting copies on 8 1/2 x 11 adhesive labels and tacked them on to an old "Call of Cthulhu" 3-panel screen and it works terrific. No one could read it at our ginormous (12 players!) convention game, it just looked good sitting there.

Modified Advanced Labyrinth Lord Judge's Shield (Black & White version)

Modified Advanced Labyrinth Lord Judge's Shield (Yellow background version)

Monday, February 17, 2020

Final San Ramon DunDraCon



A brief snippet of the gang's visit for the last DunDraCon to be held in San Ramon, California.

The gaming convention had prior been held at the Claremont Hotel in Berkeley, CA (1976-77), Lemington Hotel in Oakland, CA (1978), the Villa Hotel in Oakland, CA (1979-80), the Dunfey Hotel in San Mateo, CA (1981), and the Hyatt Hotel, Oakland, CA (1982 for DunDraClone, and 1983-91).

Our friend and D&D buddy Kevin alerted us DunDraCon was moving to the San Ramon Marriott Hotel in 1992 and we have held a game there every year except 2014.

We'll sorely miss it. Back in the 80s conventions were special occurrences rather than regular gigs until DunDraCon moved right into our backyard. It helped that DunDraCon (well, DunDraClone) at the Oakland Hyatt was my 3rd ever D&D convention in September 1981 after GrimCon III in May 1981 also at the Oakland Hyatt and Origins/Pacificon in July 1981 at the Dunfey Hotel in San Mateo.

Ha, we were sometimes the bad eggs, but damn we loved that convention hard for a long time...

Sunday, January 26, 2020

Silver Road at DunDraCon #44


The Silver Road game for Troika! role playing is on for an "official" DunDraCon game Friday, February 14, from noon until 8:00pm. I missed getting my usual 6pm Friday timeslot, but, har, Troika! may not have been a game requested by anyone.

Random Addison and myself have been brainstorming each week to come up with a variety of different encounters that will flesh-out the simplicity and genius that be Troika!

Hmmmm, San Ramon Marriott Hotel room 161... wonder what we wrought in there.

Wednesday, January 22, 2020

Soon... The Crimping

(Party on the bridge between stalactites in Deep Carbon Observatory)
The adventuring party has been headed down long enough into Deep Carbon Observatory to catch a clew about what is kept deep in this underworld..., however this the last DunDraCon in San Ramon, California. Our annual President's Weekend haunt for the past (mumble, mumble) 29 years.

So Sick Rick brought up the idea of his DMing some games which got me hyper-loaded that we could co-DM the last session at the San Ramon Marriott and my brain began to envision all the crazy ways we could throw back to our classic games there.

Our very first year (1992, thanks Kev for cluing us in) we "borrowed" some room with an official game scheduled that had vacated, pretended to be that game, smoked so much weed filling the hall with smoke that two poor dudes couple doors down got busted (we were smart enough to lock the door), and left the commandeered hotel room littered with liquor and beer bottles. My goodness, the expression of that DM arriving early for his 8:00am game.

We left a trail of bottles, cigarette butts, vomit, stacked furniture, and fucking hellacious games. Game sessions designated with proper names: aforementioned Flower People ('92), Pee-Wee Herman God Jambicon ('93), methamphetamine-fueled Jitterycon ('94), insanely drunk dungeon mastering Revenge of the Son of Greg ('95), Porno Matt and Kev's Wild Turkey 101-infused Executive Decision ('96).

Early on we mostly commandeered vacant gaming rooms, but we also gamed in the stairwell a bunch (no cameras then and you could smoke in there), hallways were good, and then the standby open gaming rooms.

Well the one thing I'm gonna do is keep it moving, the party this game should either be running or fighting.

Wednesday, December 11, 2019

The Silver Road

(Image by A. B. Woodward taken from page 117 of “Red Apple and Silver Bells,” 1897.
Slight stretch and coloration by Matrox Lusch)
Finally sent my game submission for DunDraCon #44, the last DDC in San Ramon before it heads to a larger venue southerly in Santa Clara.

The world is flat and nothing flies. Birds, flying insects, bats, and even mythical aero-machines had collapsed, lost to past generations. All folks (other than towers' precious few) make hardscrabble living on the dirt.

Today an impossible road appeared, suspended by nullity. A thin silver ribbon stretching up into the sky as far as eyes could see.

Adventure across the Humpbacked Sky. You are a wizard, a warrior, a macrame owl. You travel with your companions from sphere to sphere engaging in quixotic pursuit.

TROIKA! is a simple yet robust rule system. You only need two six-sided dice! Three core attributes govern everything: Skill, Stamina & Luck. No prior rules knowledge necessary. Characters and a simple rules “cheat-sheet” provided.