Wednesday, June 22, 2011

For a good cause

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Some of you might not know, but  I'm a huge WW II buff. If anyone has ever watched Band of Brothers they know who First Lt. Richard Winters is. Well he passed away in January. I came across this great foundation today. http://www.wintersproject.org/index.php It's a project to put up a statue in normandy to honor Lt. Winters and other junior officers on D-Day. We must not forget those hero's of the past.

Monday, June 6, 2011

Today is D-Day the 6th of June

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Well I just got home from work and was expecting to watch something about this day on at least one channel. BUT NOTHING!? The history channel has American Pickers and Pawn Stars on all night, the Discovery channel has American Chopper on and AMC has nothing on either. And watched the 5pm news and not a peep.

On this day the allied forces started their finale push on the axis powers and no one is running anything on this day? We the allies lost around 8,443 brave men on D-Day.

Sad times.....Sad times indeed.

Saturday, June 4, 2011

Great subject

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Their is a great read over at There's Dungeons Down Under about "Truth,Lies and Retro-clones". Check it out.

Sunday, May 22, 2011

Thursday, May 19, 2011

Backstory is for larpers and losers

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Just had to share this. This is based on my good friend, Bill Cavalier. I've know bill now around 15 years or so. Bill is a artist and has done work for NASCRAG, a gaming group that has been running adventures at GenCon for more than 20 years. And I'm a loser as well because I allways have backstory's on my characters. Hope you enjoyed as much as I did.

Monday, May 9, 2011

Gone Fishing

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Sorry about not posting anything lately. Work has been kicking my butt, working on some side projects and with spring here, it's fishing season! So hang in their everyone, I have a lot of ideas in the works. Just need to plant my butt in front of my computer and get something done. And on that note...........................

Tuesday, May 3, 2011

Gamma World

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Their has been some talk as of late about Gamma World. When I think of Gamma World I think of Wizards. I think it was in 80' or 81' when my older brother got a beta ( yes, I said beta) tape of this movie. Our mother did not know what kind of cartoon this was and is ( she would have killed the both of us). The world has gone to hell in a hand basket, mutants run rampant, and weapons range from bows to laser guns. Wizards and Elves to Necromancer and Demons, this film had it all (to a 11 year old that is).

Wednesday, April 6, 2011

FFG 8 Quick Adventure

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                                                      Cat & Mouse
                      A Top Secret Adventure for Beginning Level Agents

 This adventure is for beginning level agents. It will be using 1st edition Top Secret rule system. The adventure will be taking place in the town of Portbou in Spain ( pop. 1,300). The city sits along the French/Spain broader of the Mediterranean coast. The town has a large Break-of-Gauge train station, a boat mariana and several hotels.  The agents mission is a surveillance job, to tail a Greek tourist Stefan Gretton and log his activity's.
 Stefan Gretton is actually Alger Hiss, a AVB agent ( Hungarian Intelligence Service). His mission in Portbou  is to research on the times and scheduling of the Spanish Military trains.

Agent: Alger Hiss   Code: AVB agent 4ts  Sex: Male    Handed: Right

PS  CH  W  CO  K  CD  OF  DP  EV   DA  MV   LL   HTH    SV
58   40   62   84  38  91   88   62   66    65   211  12   124   128

Languages: HU 90  GK 70
HT: 5'10"  Age: 36  Country: Hungarian   Glasses: No

 Alger carries the following items: a fake Greek Passport, $1,000 in Spanish Counterfeit Money, 35mm Camera with 12 rolls of film, Stiletto and a .22 pocket self-load Beretta (d) with 2 full clips.

  The players will be given several photo's of Stefan Gretton and  $2,500 in cash to equip themselves for the mission. Only pistols that can be hidden can be used, do to local gun laws. They will have reservations at same Hotel Costa Blava  for the next two week's.The PC's will arrive one day after Alger's checks in at the hotel.

                                        Hotel Costa Blava
  The Hotel Costa Blava is a two story building that sits along the Mediterranean in the town. The building has 32 rooms for rent, a large ball room, restaurant, and a bar/night club. The hotel staffs around 15 employees at any given time of day (cooks, maids, bartender,  etc.). The hotel has two security guards (one in the daytime and the other at night).
 When the players arrive at the hotel, 16 of the rooms are currently being rented. The players rooms will not be next to Alger Hiss for the two rooms adjacent to his are occupied by other tourist's. The rooms are basic hotel rooms with a double bed, bathroom, a small table with two chairs and a television. Room service starts their cleaning at around 10am.

 Alger Hiss's room is located on the second floor and is room number 28. In his hotel room he has the normal items a tourist would have for a two week vacation ( clothing, suntan lotion, etc). Inside a secret pocket in his suitcase is a note with the following numbers on it: 3/1500, 6/900, 10/1330 and 14/1645. This is a coded time for his dead drop's* of the information he has gathered. The first number is the day ( 3/ ) and the second is military time ( / 1500 ). 3/1500 is day 3 at 3pm. 6/900 is day 6 at 9am. 10/1330 is day 10 at 1:30pm and the last is day 14 at 4:45pm. Their are several magazines on modern trains, model trains and local train ticket (set for two weeks from now).
 His dead drop location is at the public bathrooms in the park. Inside the bathroom their are 4 stalls. Alger will only use the last stall (no.4). One of the tiles on the back wall is lose and form a small secret compartment. Each day that their is a dead drop, a different man will enter the restroom and pick up the information Alder Hiss left behind.
 * Dead Drop- A dead drop is a prearranged hidden location for depositing and picking up messages and money in a clandestine manner, without the parties involved.

                                                    Alder Hiss Schedule
  Here is a list his daily activities:
  Day 1: Alger Hiss arrives at the Hotel Costa Blava at 3:00pm. He spends the rest of the night in his room.
  Day 2: Alger Hiss leaves the Hotel at 10:00am and surveys the town until 4:30pm. The players will arrive  at the hotel at 11:30am. Alger Hiss will spend one hour at the hotels restaurant and retire to his room for the night.
  Day 3: Alger Hiss will leave at 8:00am to take pictures of the town. He will spend two hours hanging in and around the train station. At 3:00pm he will make his first dead drop at the parks restroom. He will leave a roll of film with pictures of several trains. At 4:00pm Alger will spend around one hour in the hotels bar having a few drinks and retire to his room for the night.
  Day 4: At 9:00am Alger will eat breakfast at the hotels restaurant. Alger will leave at 10:00am and take a local charter boat to see the sites. This boat trip will take three hours. At around 1:00pm, he will wander around town indiscriminately to see if he is being followed. At 5:00pm he will take in a movie. After the movie, he'll head back to his room for the night.
  Day 5: Heavy rain day. Alger will spend most of the day in his room. At 8:30pm, he will leave the hotel and head down to a local bar. He will drink alone until 11:30pm and head back to the hotel for the night.
  Day 6: Alger will leave his room at 6:00am and do some jogging around the train station. Again he will use the park's restroom at 9:00am and leave his dead drop. He will leave a roll of film of some military trains that passed though town. At 3:00pm he will do some sunbathing on the beach. Alger will retire to his room after 5:45pm.
  Day 7: Alger will have breakfast delivered to his room. Alger leaves at 10:30am to wonder around town again to see if he is being tailed. At 1:30pm, Alger will buy a newspaper and sit at the train station. At 2:15pm a Spanish Military train will arrive. He will secretly take pictures of the train and number of soldiers. After the train leaves, he will proceed back to his room for the day.
 Day 8: Alger will leave the hotel at 10:45am and meet with another AVB agent at a bistro for lunch. Not much will be discussed about Alger's mission, except for "How are things going?" Alger will reply everything is going well. After lunch, Alger will walk with the other AVB agent to the train station. He will leave on a train heading to France. Alger will head back to the hotel for the day.
 Day 9: Alger will leave the hotel at 10:00am for a hike in the hills surrounding the train station. He will set up and take pictures of several trains though out the day. At 12:45pm a Spanish Military train will stop at the station. At 1:00pm the train will leave and Alger will head back to the hotel. At 9:00pm, he will head down to the hotels bar for a few drinks. At 1:15am he will retire for the night.
 Day 10: Alger will stay in his room and order in breakfast. At 1:15pm he will take a walk in the park and use the restroom. He will leave the film from the day before in the dead drop location. At 8:00pm, Alger will take in a local play. At 10:30 he will leave the play and head back to the hotel for the night.
Day 11: At 7:00am, Alger will head down to the docks and board a charter service. He will be fishing until 4:00pm. He will head back to the hotel. At 5:00pm, he will take a walk around town to see if he is being followed. Then he will return to his room for the night.
Day 12: At 8:45am, Alger will have breakfast in the hotels restaurant. A man will approach him and slip him a note. The man is another AVB agent. The note reads that they have received intell that their might be western agents in town. Alger will become wary of any one who might be following him. If the players have had contact with him several times, he will suspect that they are other agents. At 9:30am, Alger will sit in the park and read a book for most of the day. He is looking if anyone who might be watching him.
Day 13: Alger will get a phone call at 9:30am that the agency thinks the mission has been compromised. He will pack up his items and head for the train station. He will buy a ticket for Paris France. He will  not return.

 If any time Alger thinks he is being tailed, he will change up his normal routine. He will not confront the players, but will pull the plug on his mission if he feels threatened.


                                        Random Events
                   Roll on the random encounter chart once in the daytime and twice at night.
01-05  A pair of street thugs attempt to rob the agents. One is armed with a switchblade(gg) and the other is armed with a .22 small frame, swing-out revolver ( b, 6 rounds of ammo).
06-10  A local undercover police officer will stop the agents and ask some basic questions about themselves.
11-15  Six drunken Spanish Sailors will offer to buy the agents drinks.
16-20  A call girl will approach the agents and flirt with them.
21-25  A drunken former KBG agent will approach one of the agent and call him or her out!
26-30  A scientist will approach the agents and offer them a vial of liquid. And then he will leave. The vial contains nothing but normal soda pop.
31-35  A black car will speed up and stop in front of the agents. Three men in black suits will get out and grab a women and toss her in the car. The men are from a local mob. The women is the mob bosses daughter who ran away.
36-40  The agents find a roll of Spanish currency. Total cash found: $375
41-45  The agents start being tailed themselves. A URA agent ( United Red Army-Japan) will tail them for two days.
46-50  Some local bullies are chasing after a small boy. The boy will hide behind the agents crying and screaming for help!
51-55  A rogue agent will approach the agents and threaten to blow their cover if they don't pay him $1,000 in cash.
56-60  The players will find a 9mm Uzi (t) with a full clip, lying in some bushes.
61-65  A local thief will attempt to pick the pocket of a agent.
66-70  One of the agents room is ransacked when they are away. Any money or weapons will be gone.
71-75  The agents find a dead Spanish Police Officer. His side arm is missing. He has been stabbed to death.
76-80  The agents are stopped by the Spanish Secret Police and asked numerous questions about their suspicious activity's.
81-85  The agents will find a roll of blueprints. They are of some type of experimental aircraft.
86-90  The agents will find various listening devices in their rooms.
91-95  A gun fight breaks out between the police and a local gang.
96-00  A KGB assassin has been sent to kill the agents!

 The players will succeed in their mission if the uncover Alger Hiss's mission or find his dead drop. If their cover is blown the agents will fail in their mission.

 If you need any maps, please go to http://www.googlemaps.com/ for real life maps of Portbou Spain.

Saturday, March 26, 2011

FFG 7 Quick Adventure

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                                    Revenge is Bitter Sweet
                                      A adventure for characters of levels 7th-9th 

 This adventure is made for the bad guys! It will take place along a desert or a arid plane. A local evil baron will hire the party to take out some revenge against a Brass Dragon named "Tutiya". The baron was on the verge of wiping out a good aligned stronghold, when Tutiya came to the rescue. The dragon decimated the barons army. He will pay the group 2,000 gp and whatever treasure that might pillage from the dragon. He will provide a map to the location of the dragons hold. He knows that their are some good aligned guards their as well. The baron has hired a previous group to kill the dragon, but they failed in their attempt. He will not tell the PCs this.

 The dragons cave is located along a steep cliff side. The door to the cave system is a heavy iron door that is locked. The secret door is well hidden ( minus 1 to any detection rolls). The dungeon is well lit with brass braziers every 50 feet or so (each brazier is equal to a torch, unless otherwise noted). The cave systems floor is sand covered except for rooms 1-5. DM note: Their is allot of magical treasure in this adventure. You can take away any of the former adventuring groups treasure, cut some of the guards treasure down a bit as well.

                                           Tutiya's Cave

Room 1: This is a guard room. If the door is messed with ( e.i. pulling on the door, tinkering with the lock and so on), a voice will come from behind the door. The word of " Trumpet " can be heard. This is a pass word. The response is "Brass" as in Brass Trumpet. If the players don't respond in 6 or more rounds the guards will be ready for a fight. Inside the room are three 3rd level human fighters who where chainmail, carry a large wooden shield, and wield scimitars and a 5th level human cleric who where's a suit of +2 scalemail, carries a +1 small steel shield, and wields a +1 hammer. His spells are the following:
1st lvl- Bless, Cure Light Wounds and Remove Fear
2nd lvl- Hold Person, Silence 15' Radius and Dust Devil
3rd lvl- Dispel Magic
Treasure: each guard will have 50 gp, 100 sp and a red ruby pendent worth 250 gp each.

Room 2: This hallway has a simple trip wire that is attached to a bell. If the players trip the bell alarm, the guards from room 3 and the Jann from room 5 will exit from their rooms and attack the party.

Room 3: This room is the barracks for the guards. Inside are three 3rd level human fighters ( same as from room 1). Their are 3 bunk beds with a footlocker at the foot of each.
Treasure: each guard has 50 gp, 100 sp, and a red ruby pendent worth 250 gp each. Inside the room the players can find a +1 dagger, and 3 Potions of Extra-Healing.

Room 4: This is a storage room. Inside are enough food supplies for weeks ( dried meats, fruits, water, weak wine, ext.).

Room 5: This room is the home of the captain of the guards. He is a Jann ( Ac 0, Hit Dice 6+2, Hit Points 45, Attack 1, Dmg 2-8 + 5 ( +1 Large Scimitar and +4 from 18/81 strength). He wears a suit of +2 chainmail, wields a +1 Large Scimitar ( equal to a bastard sword), Ring of Free Action, and a Rope of Entanglement. The Jann is here because Tutiya saved his life years ago. He will fight to the death. Inside the room is a large bed with silk bed sheets ( worth 100 gp) and small painting ( worth 200 gp) a Everfull Mug, a Ring of Protection from Stone Guardians sits on a small desk. Inside the desk is a red ruby pendent worth 250 gp.

Room 6: This small 10x15 room has two Caryatid Columns ( 22 hit points each). Their commands are to attack anyone who is not wearing one of the red ruby pendents. The Caryatid Columns will attack until destroyed. Nothing of interest is here.

Room 7: When the PCs approach this room, they will see that the room is pitch black ( a Darkness 15' radius was cast). A 15 foot deep and 5x5 pit ( 2d6 damage) sits in front of the passage leading from room 6. If the players approach from room 11,they will see a 8' long board resting on the floor before the darkness ( the guards from room 13 used it to cross the pit). At the bottom is a thin layer of Sovereign Glue. If a player falls into the pit, he or she will be stuck to the bottom of the pit unless the players strips of their armor or clothing.

Room 8: The hallway ends in a small cave that is unlit. Inside are the remains of a dead thief. This is one of the first group of adventures the baron hired to kill the dragon.The thief's leather armor has been ripped to shreds. Her broken longsword rests next to her. Inside her backpack are 12 rusted iron spikes, a set of thief's tools, a Potion of Feather Falling, 35 pp and 78 gp.

Room 9: Inside this room are two Stone Guardians ( Hit Points 30 each). Each Stone Guardian has detect invisibility ability. They will attack until defeated. Their is nothing of value here.

Room 10: As the PCs approach they will see the sandy floor start to move. This is the home of a very large Sandling ( Hit Dice 6, Hit Points 35). The sandling will attack the party for it is very territorial.
Treasure: Underneath the sandling is the remains of a halfling mage from the first party that was hired by the baron. Their is a pair of Bracers of Defence AC 5, a +2 dagger, Longtooth, a fine wool cloak ( a 500 gp gem hidden with-in) a bottle of fine brandy worth 100 gp, 57 gp, 240 sp and 130 cp. His spell book is nowhere to be found.

Room 11: This main junction of the cave system is well lit. Their are 4 brass braziers in the room. If the players enter the room without wearing the red ruby pendents, each player  must make a save vs. spell. The brass braziers will shoot flames from them and fill the room. The damage is 4d6 and the trap will reset every other round. The braziers can be destroyed.

Room 12: This cave complex area is unstable.  For every round the players linger around this room, their is a 5% chance that the room caves in. Anyone who is caught in the cave-in will take 5d6 damage and has a chance of being suffocated to death.

Room13: Two guards will be wondering here ( with the same equipment and treasure from room 1). Each will fight to the death.

Room 14: A large cone shaped hole is in the center of the room. Around the edge of the hole are a few gold pieces. This is the home of a Ant Lion ( Hit Points 40). It will attack until reduced below 10 hit points, then it will flee underground.
Treasure: The gold around the edge is the remains of a fighter from the first group of adventures. If the players deal with the Ant Lion and do some digging they will find the following items: a suit of splintmail, a + 1 Footman's Pick, a jeweled encrusted dagger ( worth 100gp), a Potion of Healing, and 120 gp.

Room 15: This room appears empty. A pressure plate is set up underneath the sand. It stretches across the room from north to south. If stepped on, a bell will ring in room 18 and will alert Tutiya.

Room 16: Lying under the sand in this room are two Caryatid Columns ( 22 hit points each) will surprise the party. They too will not attack any PC who is wearing one of the red ruby pendents.

Room 17: The floor to this room is trapped. A large sinkhole will suck down any player who walks into the room. The player who falls into the sinkhole will go under in 4 rounds. If tossed a rope, a combined strength  of 40 is needed to pull out a player. The guards know to stay away from this room.

Room 18: This large cave is the home of the Brass Dragon named Tutiya ( age-Old, Hit Dice 8, Hit Points 59, he can speak and employ magic). If the alarm is rung from room 15, he'll be waiting for the PCs. Sitting on top of a large pile of treasure. He will at first ask the players to surrender or die. His spells are the following:
1st lvl- Magic Missile, Protection from Evil and Sleep
2nd lvl- Darkness 15' Radius, Mirror Image and Web.
 The cave has a hole in the ceiling that is covered up with a illusion. It is how Tutiya comes and goes. The shaft is 20x20 and is over 100 feet tall. If things go bad (if dropped below 15 hit points), he will attempt to flee out of the cave though the hole in the ceiling.
Treasure: The pile of treasure is of mostly coins: 13,604 cp, 8, 900 sp, 4,109 gp, 245 ep and 40 gems worth from 5 gp-100gp each.

Room 19: Treasure room. This is where Tutiya keeps his prized items. They are the following items: a Ring of Warmth, a Wand of Steam & Vapor, a Carpet of Flying, a + 1 Suit of Studded Leather Armor, a +3 Spear, a small chest with a golden crown and scepter worth 1,200 gp, 10 different painting worth from 50 gp to 1,000 gp and a large book case with 40 different tomes and books ( a Manual of Gainful Exercise is among these books) worth 1,000 gp.

Ending the Adventure: If the players succeed in killing Tutiya, the baron will pay the players what he promised them. If Tutiya survives, he will be forever looking for the party members.

                                                      1 square = 5 feet


Saturday, March 19, 2011

FFG 6 Quick Adventure

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                                             Three Ring Circus
                                      A adventure for characters of levels 4th-6th

 This adventure takes place in a large park, just outside of a city. The circus is in town and has set up their show in a large park. The PC's arrive in the city by whatever means is appropriate and the party is approached by the owner of the circus on the second morning. He is Ivan the Great, a elderly human in his 70's. He will tell the party that some one has let some of his main attractions lose. He will pay the party 500 gp if all of his "pets" are safely returned.

  DM Notes: His "pets" are and can be very dangerous. For he has lost a pair of Gorillas, a Owlbear, a Gelatinous Cube, a pair of Rust Monsters and a small Basilisk. Ivan will provide each party member with a +1 club( for subdueing) a blindfold ( for the Basilisk) and a jar of ointment and goggles ( for the Gelatinous Cube). The Group will be lent a wagon with 4 large cages (3 steel cages and a wooden cage) a large glass cage and a large tarp ( to cover up the Basilisk).He will give a vague description of his pets, but will not tell the party what they are. Ivan will accompany the players, but will not take any part in recapturing his pets.
 A discouraged juggler/jester set his pets free after being fired for stealing. He is now located in area 7.

Area 1: This large tent (100' x 40') is where the circus has set up. Several wagons, smaller tents, horses and circus workers are here. No one knows who or why someone has set his pets free, but it happened in the middle of the night.

Area 2: This swampy area in the park. Along the edge is the Gelatinous Cube. Ivan will tell the PC's that the players will have to get down to their under where. Then they will have to put the ointment    ( Ointment of Protection From Gelatinous Cubes) all over themselves. This will protect the players from the effects of the cube, but smells like a dirty sock. The goggles will protect their eyes. The one thing Ivan will not tell the PC's is that the ointment will not come off for a week. DM note: Battling the Gelatinous Cube could be very interesting. The cube will attempt to swallow the pc's but the ointment will protect them. If  their is a Paladin or some one with a high social rank, this could be very fun ( the holy order of the paladin or a wealthy hierarchy could be walking in the park and see him/her in their under where all oiled up). After the Gelatinous Cube is subdued, it can be placed in the large glass cage.

Area 3:  A large grove of apples, pears and plums trees are located here. Sitting in some of the highest apple trees are the 2 missing Gorilla's. The Gorilla's will not come out from the tree and will begin to pelt the party with rotten apples.

Area 4: When the party approaches this area, they will see two deer statues along the edge of the woods. Ivan will inform the party that this is the work of one of his pets. He will tell the party to make a large circle and put on your blindfolds. Ivan will attempt to guide the party from the trail, but his eye sight is not as good as it used to be.The players can start from any of the map locations 1-8. Each hex is 30 feet.
Mud: The player who walks into the mud must make a Dex check or fall flat on his or her rump and into the mud.
Water: Anyone who walks into the water will go up to their waste and must make a Dex check to avoid not going under. At the bottom of one of the water holes is a +2 Shortsword.
Briar Patch: This area is full of briars. Should be fun trying to get out blind folded.
Small Drop: The small hill is only 3 feet high or drop ( depends on which way the player approaches from), but when your blind folded, away you go!
Trees: You ever walk into a tree at night? Ouch goes the nose.
Basilisk: This creature has only 3 hit dice and will at first warm up to the first PC, but when he or she swings the +1 club, she'll run away to a new location on the map.

Area 5: The players will approach a water fountain and see 2 small children playing with the rust monsters
( they are friendly). But will get hungry if a PC approaches in that yummy armor!

Area 6: This thickly wooded pine grove is where the Owlbear is hiding. The Owlbear is still wearing it's pink vest and bells on its collar. It can be lured into its cage with some fresh meat.

Area 7: This area has two large gazebos where a bard is playing some music for a group of onlookers. The jester ( a 5th level thief) who set Ivan's pets free is here watching the show. He will flee if he see Ivan with the party.
                                                                Area 4 map
Overall Map
1 hex = 300 feet

Thursday, March 17, 2011

Star Trek Meets Monty Python

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Oh my. LOL. One of my friends just sent me this.

World War II Games

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Just thought I would share some of my favorite WW2 games and some links to learn how to play.

1st.- Advanced Squad Leader. ASL is a strategy game that deals on the squad level. A great link to learn how to play is a You Tube page called  "wargamecop's". He has Lot's of video's on how to play. ASL is now being produced by www.multimanpublishing.com . The difficulty is high, but the rules are very well organized. Some battles can last for hours, so be warned.



2nd.- Memoir '44. A great new game that is quite easy to learn and easy to play. The web page is
www.daysofwonder.com . On their web site, they have a quick video that is put together well and explains how the game works.

  

3rd.- Of course Axis & Allies. I think everyone knows this one :-) !

Saturday, March 12, 2011

Raising Funds for Japan

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DriveThur RPG is raising funds to help the people of Japan. It's only $5 bucks. Or you could always got to Redcross.org and donate.

Tuesday, March 8, 2011

FFG 5 Quick Adventure

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                                     The Battle to Protect
                                    A Adventure for Characters of levels 6th-8th

 This quick adventure is based on the players entering a village that is currently under attack. The humanoid army is lead by a pair of Hill Giants. The players will enter from the top of the map along the road. They will notice smoke and fires from  burning home's and store's.

Area 1: This farm is currently on fire. The home and the two barns engulfed in flames. The humans that lived here have been killed and looted. Standing around watching the blaze is a small band of humanoids ( 10 Hobgoblins, 4 Bugbears and a Orge). A large rowboat is docked at a pier. The boat can hold up to 6 players safely. Treasure: 250 gp, 340 sp and a +2 Small Wooden Shield.

Area 2: This is the main part of the village. Some 20 buildings are located here. Most of the villagers have fled when the humanoid army approached. Currently their are 20 Hobgoblins, 7 Orcs and 10 Bugbears raiding the village. Treasure: 350 gp, 50pp, and a +1 Spear.

Area 3: This wooded area is where most of the villagers have fled too. Hiding in the most dense part of the forest are 40 villagers ( 0 level humans) and 3 village guards ( 1st level fighters, who wear chainmail, shield and carry longswords). The villagers will not fight and the guards will fight with the players if the villagers are safely escorted to a safe palce.

Area 4:  This long bridge ( over 200 yards long) is guarded by a group of Hobgoblins (19 Hobgoblins wielding longbows and longswords) and a Evil Wizard ( 7th level Human Wizard, +3 Staff, Wand of Fireballs and a Potion of Flying). If the fight goes bad, the wizard will use the Potion of Flying to escape. Treasure: 200 gp, 300 sp and 3 gems worth 100 gp each.

Area 5: This is one area where the village guards have beat back some of the humanoids. Their are 5 farms located here. Their are 12 town guards here ( 11, 1st level fighters and a 3rd level Sergent) and 20 villagers.
Six of the guards are wounded and need healing. Around 10 hobgoblins and 10 bugbears are dead. The guards will help the party if the villagers are safely escape. Treasure: none

Area 6: This is the fishing side of the village. Around 20 buildings are located here. They range from homes to large warehouses. Eight large docks sit along this side of the lake. Most of the villagers from this area has been killed. Several of the village's guards has also been killed here.Their are only 6 Hobgoblins, 13 Orcs and 1 Orge looting this area. Treasure: 150 gp, 800 cp, and a Bag of Holding.

Area 7: Large farm. This large farm is the home of a retired druid (9th level half-elf druid, she where's a +4 suit of Leather Armor, and wields a +3 Quarter Staff). When the players arrive they will see her battling 4 Bugbears, 10 Orc's and a Hill Giant. The druid has a large tiger as a pet. Treasure: The hill giant carries 550 gp, 2,000sp and a +1 Great Club.

Area 8: This small fishing house is where the local hermit lives. A group of villagers are hiding out here ( 0- level, 9 in all). All will flee at the first sign of trouble. Treasure: none

Area 9: This uphill area is lightly wooded. A group of tents are set up here. This is the camp of the humanoid army. Inside their camp are only a group of 15 Bugbears. Treasure: 1,300 gp and 12 + 2 arrows.

Area 10: As the players approach, a siege is taking place. The players will see a large group of humanoids entering the tower. Outside the tower is a very large Hill Giant ( +2 HD). He is the leader of this army. Treasure: Portable Hole, 1,900 gp, 350 sp, 7 gems worth 250 gp each, a + 2 Dagger of Vemon and a + 3 suit of Studded Leather Armor.

1 Hex = 100 yards            
                                            The Tower
                              The tower is made of stone and is three stories tall.
                              
                                                                Level 1
 Room 1: This is the entry hall. The door has been smashed in. Four dead guards and eight dead orcs are on the floor.

 Room 2: This room is the greeting room. It has been ransacked and rummaged though. Their is nothing of value or interest here.
 Room 3: This large room is the dinning hall. A large table sits in the center and 16 chairs round the table. A stone staircase lead up. Two dead  Bugbear are lying at the bottom of the staircase.
 Room 4: This room is the towers kitchen. Inside are 3 Bugbears and 2 Hobgoblins eating. The door to room 5 is barred from the inside.
 Room 5: This storage room is filled with food, wine casks and barrels of ales. Inside are the towers cooks and maid's ( five 0-level humans). They have stacked creates and have barred the door. They will not fight and will flee at the first opportunity.
 Room 6: This room is the bedroom of the captain of the guard. The room has been ransacked and their is nothing of value here.
 Room 7: This room is a library. Books are thrown all over the floor and book cases toppled over. Treasure: 4 arcane scrolls ( roll at random) and a Rod of Wonder.

                                                               Level 2
 Room 1: At the top of the staircase is a dead guard holding a +1 longbow.
 Room 2: This large room is the towers barracks. Their are 10 bunk beds and a small table. Hiding under one of the beds is a Halfling ( 2nd level thief, he wears +1 leather armor, and a shortsword). He is a friend of the lord. The players can hear a battle raging in Room 3.
 Room 3: At the bottom of the stairs are 5 Bugbears shooting heavy crossbows up the stairs. They are battling the remaining guards from upstairs. The battle is being fought on the staircase and in Room 1 on level 3.
 Room 5: This room is a lords study. A large statue of a minor god. Inside are 3 Hobgoblins and 1 Orge.
Treasure: 2 paintings worth 500 gp each, a large silver urn worth 100 gp and a pair of + 1 swords crossed hanging on the wall. The door to Room 6 is wizard locked.
 Room 6: This room is is the towers treasure room. Treasure: 2 large chests with 500 gp and 500 sp in each, a suit of +1 scalemail armor, a set of gold and silver dishes worth 1,000 gp and 4 potions of extra-healing.
                                                                Level 3
 Room 1: This room is in the middle of a fierce battle. Six tower guards ( 1st level fighters), the Captain of the Guard ( 6th level fighter/2nd level cleric) and the Lord of the Tower ( 7th level fighter) are fighting 7 Bugbears, 8 Hobgoblins and a Orge Mage.
 Room 2: This room is the towers temple. It has a altar to the same minor god statue from Room 5 on level 2. Treasure: Their are 3 large tapestries worth 250 gp each.
 Room 3: This room is a sitting room. Two guards ( 1st level fighters) are here protecting the door to room 4. Treasure:  a hidden compartment holds a Bag of Holding with 300 gp and 25 gems worth 25 gp each.
 Room 4: This is the lords bedroom. Inside are the Lords wife ( 0-level human) and his two children ( both are 0-level). Treasure: a gold crown worth 200 gp, silk bed sheets worth 100 gp, a small paintin g worth 500 gp, a silver mirror worth 100 gp and a teek wood desk with gold inlays worth 2,000 gp.
 Room 5: The door to this room is wizard locked. This is the room to the towers wizard. He is currently away from the village. Treasure: 1 arcane scroll with  four 3rd level spells, a Serpent Staff, and a +1 dagger +3 vs. demons.


  If the players save the village and the Lord of the Tower, they will be very grateful.  The Lord will grant the players some near-by land with a old castle. The castle is in ruins and needs to be cleaned out ( further adventures for the party).

Sunday, March 6, 2011

It's the beginning, zombie's are on the way

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This I have to put into the WTF?

http://www.huffingtonpost.com/2011/03/02/zombie-creating-fungi-cordyceps_n_830558.html

One Page Dungeon Contest 2011 Announced

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 Just to let every one know that the one page dungeon contest has started last week. The deadline for the contest is set for april 1st.

http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2011

Sunday, February 27, 2011

1st. edtion pod casts

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Dont know if any of you listen to pod casts, but here's two I listen too. They are 1E rules based casts.

http://www.saveordie.info/

http://www.rfipodcast.com/

Saturday, February 19, 2011

Community - Advanced Dungeons & Dragons Pt 1/2 - Season 2 Episode 14

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Don't watch much of the TV show Community, but this one is a instant classic.

Tuesday, February 15, 2011

Paper vs. e-Books

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  I work at a very large publishing company. Today we had a 1-hour video meeting about how the e-books are changing the publishing industry. Our sales for 2010 where projected to be at around 4%, but the sales where around 9%. Their projected sales of e-books by 2015 was around 20%, but now their thinking it could reach 50% in TOTAL sales. Over the past year alone, a estimated 15 million i-pads were sold world wide. Not to exclude all of the app's for cell phones, kendalls and so on.
  Now, I'm a old school gamer and I love my old books. I also love getting my hands on some of the new material that is being published right now. I was sad to see a few years back when dragon and dungeon magazine went to e-books. I just like the feel of having a book or magazine in my hands.
  My question is this: what is your thought on Paper vs. e-Books?

Saturday, February 12, 2011

Sorry, had to get off subject.

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I'm a huge Black Keys fan. Love their music style. I follow them on facebook and this is their offical new music video. I hope you enjoyed it as mush as i did :-) !!