two news items

1.)  Merry Day After Xmas! The Secret Santicore pdf is out! In case you're out of the loop, this was an OSR project where people emailed Jez of Giblet Blizzard with a request for some sort of game type project (I asked Santicore for a map, for instance) and in return you got someone else's wish to fufill (I ended up writing a brief adventure).  The whole 104-page thing-a-ma-bob is available for free download here.

2.) I'm going to be honest here, I had never of Diehard GameFAN until today. But I can't disagree with whoever they are when they hand out two of their annual tabletop awards to Lamentations of the Flame Princess (Best OSR Title) and Vornheim (Best Campaign Setting).  Well played.

Caves of Myrddin update

Today marks an unprecedented in the history of the expeditions to the Caves of Myrddin and the dungeons below Castle Dundagel. Abbot Wendron pays a personal visit on the guest house where most of the adventurers stay between delves. Normally he stays away from the place so he can plausibly deny knowledge of the shenanigans that go one there, but through a discreet messenger he quietly gives you one hour's notice of his visit, giving you a chance to tidy up a bit. The following is his address to all those present:

The peace of Christ and his servant Saint Emmet be upon you all.

My friends, three days ago my brothers and I had to bury one of your number, a lad named Gomma.  We are all born into this vale of tears not knowing the number of our days, but knowing that the numbering will be short. That he died young does not trouble me, especially considering the dangers he accepted in plumbing the hell-tainted depths of the nearby dungeons.

What troubles me was that he death was unnecessary and avoidable. Though slain by one of the numerous deathtraps below the ruined castle, what truly killed Gomma was foolishness.  Not his own folly, though perhaps he was not the sharpest knife in the kitchen, but rather he was slain by the folly of another.  It seems several of you have taken to bringing some chalk into the dungeon and mislabeling things, in hopes of luring your fellows away from treasure and towards deadly traps.  It was one of these chalk messages that led to Gomma's demise.

Men, this horse hockey has got to stop.  I know that there is a finite amount of treasure in those haunted crypts and each of you wants it all for himself, but ask yourself who these subterfuges really serve.  Every time you draw one of these deceptive signs the Vampire Lord of Crows licks his beak in anticipation of fresh blood.  Every time you get out your chalk in hopes of tricking other adventurers the Dragon of Dundagel laughs and counts his gold, secure in the knowledge that you are helping to protect it!

There's no point in attempting to enforce my wishes with an array empty threats.  I can't police what happens down in those hellholes. So I won't huff and puff and threaten to withhold our hospitality here or our clerical aid should my advice be ignored. But consider the words of this old man as friendly advice.  Nothing would please me more than for you to kill all the monsters, find all the gold and most of all, come back alive.  So do yourselves a favor and worry less about the handful of competitors for the loot and worry more about the horrid monsters that oppose you all.

And for Christ's sake, clean this place up a little.  What is that smell?

note to Blair/One Dudebird

Yes!  Merwik the Merchant still has those wicked suits of armor in stock!

To quote an earlier post:

A breastplate and helmet combo will set you back 100gp. Here's how they work: They protect you the same as ordinary chain and helm HOWEVER they're slightly lighter, so you can outrun someone in chain. It's not enough to up your movement rate but if you're both, say, fleeing a monster the other guy gets eaten and you get away. Also, while wearing this gear you look just like a kickass fighter from an Erol Otus illo. Thes items go to the first nine FLAILSNAILS players to comment in this thread indicating that they are spending the 100gp. They are sized for humans and elves.




Running Some Numbers: Sea Voyages

Today I want to do a little hypothetical.  Let's imagine that some of the players in my Caves of Myrddin campaign lay their hands on a map showing the location of the mythical island of Antillia, somewhere to the west/southwest of the British Isles.  How much would it cost to travel there?  I'll use the prices in the 1981 D&D Expert book to guide the calculations.

In my opinion, the first thing the party should do is hire a captain.  In my experience most players want to buy the ship first, but how the heck would their PCs know whether they're getting a good vessel or a lemon?  Starting with the captain gives you expert advice on every other aspect of the problem.  The normal cost of a captain is 250 gp/month.  He'll work for the PCs at least one month before the actual expedition.

Since the only navigational aid in the party's possession is some musty scroll probably found in a stinky old dungeon, the captain urges the party to hire a navigator right away.  "You don't want the navigator plotting the course as we leave the harbor, after all."  The navigator earns 150gp per month and will also work for at least one month prior to setting sail.

The captain and navigator study the scroll and estimate it will take a week to get there.  The party decides that this initial voyage will be a short one: a week there, two weeks of scouting out the island, and a week back.  So they will only hire everyone else in the crew for one month.  So the captain and navigator will end up costing a total of 800gp.

Meanwhile, the Captain has located a small sailing vessel he deems likely to not sink between Wessex and Antillia.  The cost is 5,000gp, plus 1,000gp for each lifeboat (it can hold up to two).  Our heroes decide they only need one lifeboat, since it will hold the entire party and they don't really care whether the crew lives or dies.  So they spend 6,000gp on the vessel itself, including the ship's boat.

Sailor's earn 10gp per month and at least 10 are required to operate a small sailing ship.  One of the more grizzled players urges the party to hire 15 sailors.  He fears the DM will kill some of the sailors and then pimp over the party somehow when the ship is understaffed.  That'll be 150gp for the crew.

So the party has spent 6,950gp and maybe thinks they're ready to go.  The DM smiles and reminds them they have to feed everyone for a month.  Including the PCs and their henchmen, that's approximately 25 mouths.  We'll round up to 28 people for a consumption rate of 4 week's rations per day.  For the first week everyone could eat standard rations for 20gp a day, or 140gp.  The remaining 3 weeks will cost 60gp a day for sea biscuit and beef jerky (iron rations), or 1,260gp.  That's 1,400gp for food.

Drink is a little trickier to calculate.  How much hydration does one wineskin provide?  I don't really know.  PCs in my game tend to guzzle the whole damn thing when adventuring gets rough. So maybe I'll just arbitrarily decide the expedition needs 10 barrels of wine at 100gp a piece, or 1,000gp total.

Some of the players will probably complain on spending 2,400gp for food and drink, but them's the breaks.  If they're smart, they'll round up to 3,000gp as cushion for windless seas and other emergencies leading to a longer expedition than planned.  They'll also bring 600gp in extra food and drink for each time they plan on carousing while on this little voyage.

So here's the final tally for our hypothetical sea voyage:

  500gp captain
  300gp navigator
6,000gp vessel + boat
   150gp sailors
3,000gp food & drink

9,950gp TOTAL

Note that's a small boat, no mercenaries to guard the ship while the PCs are playing away team, and no money spent on miscellaneous equipment the party might need once they make landfall.  And only a two week window to find anything interesting (i.e. loot to make the voyage profitable).

Wizardly Wednesday: it's Adventure Time!


Dig this super sweet Ice King fan art! Here's the artist's deviantArt gallery.

a good start



When  I was a kid all the coolest swords & sorcery books had art like this on the cover.  Naked or nearly naked people are just as important an element of the genre to me as blood-drenched swords and dark pacts with infernal intelligences.  So for my next campaign, set in ancient Japan, I kind of want to get some of that sword & sorcery mojo going, so instead of this sort of thing:


I sort of want the visual aesthetic to be more like this:


I've been scouring the internet looking for Frazetta style S&S art depicting Japanese people, but so far my results have been limited.  If I settled for 'big eyes' style anime art, I could easily come up art, but that's not what I want. So the search continues.

In the meantime, I think I'm going to use a new house rule for the next campaign.  I'm already leaning towards Lamentations of the Flame Princess as the system, and its use of an ascending AC system actually makes this idea dirt simple:

The Frazetta Nakedness Rule: PCs (and key NPCs) use their Dex score as their unarmored AC, or the normal unarmored base, whichever is higher.

Even with 3d6 in order, that ought to get a few people running around without armor, especially if the price for decent armor is kept high and magical armor of the plus variety non-existant. One of the ways LotFP cleverly avoids a lot of bloat is by keeping all ACs low and eschewing plus weapons/armor.

stuff you might like to know

Remember when Geoffrey McKinney's Carcosa precipitated the end of Western civilization?  A new, deluxified edition is out from the publisher everyone loves to hate, James Effin' Raggi, a.k.a. the Lamentations of the Flame Princess dude. Also released by LotFP is an entirely new weird ass sandbox from Mr. McKinney, entitled Isle of the Unknown. I haven't seen the inside of either yet, since they're coming on the slow boat from Finland, but the original Carcosa was one of the best things published by the old school ruckus and the previews for the new books look like they're full of kick ass.  You can order you own copy (print and/or PDF) over at the LotFP store.  Also get Vornheim while you're there, if you don't have it already.


There's a new issue of Fight On!, the flagship print magazine of the old school ruckus.  What is this, number thirteen?!  Damn!  I can't even friggin' keep up with the awesomeness!  Every issue is cram-packed with content.  I think I have a couple of tiny stupid die charts in this one, but the real reason to pick it up are the ten different adventures!  Direct links to ordering print and PDF copies are here and here. If you're new to FO! (or like buying the same stuff twice) then you should also check out this sweet compilation of the first four issues.


I've been asked if there's any chance that I will have a draft of Fleet Captain, my reto-stupid spaceship project, available for some playtesty action over the holidays.  Sadly, I don't think that's going to happen.  The project has not been forgotten or dropped, though.

Finally, I want to share a really dumb online cartoon series that David Insel, one of the Encounter Critical inner, inner circle, pointed me to recently.  Check out the awesome majesty of Gundarr!