Showing posts with label amazon ads. Show all posts
Showing posts with label amazon ads. Show all posts

Monday, October 27, 2025

The Keep on the Borderlands 2025 - Session 10 - Dragon Fire and Prune Juice

Good Evening! I am itching to paint some figures, but I also don't want to let this series go. Please excuse the unpainted and half-painted figures.  

Our party was surprised by a well-armed band of adventurers wandering the valley of the Caves of Chaos. They were more surprised that their mule had escaped the kobolds for several days running and had become a regular denizen of the Caves. 

Norin spotted the new group first and alerted everyone. The two Knights blocked up the secret entrance to the ogre cave with the stone treads and met the rest of the party at the main entrance. Rety and Celia wormed their way under the chain and wheel contraption for a better look. 

Rety, I think.
"The first one is a Thief," whispers Rety. "They have two Fighters and two Magic-Users." 

"Right," answered Celia. "And the skinny lady has to be a Cleric. Look at that holy water sprinkler."

Rety hissed in amusement. The "sprinkler" was studded with large metal knobs, and the woman appeared like she watered it with blood, frequently. 

Celia crawled back to explain the situation before Rety made a decision to call to the newcomers. They looked mean. She never got the chance. 

The other party turned away, looking to the kobold caves. 12 of the little beasties came out in formation. 6 held large shields with large spikes on the bottom. In their tiny hands, they looked like mantlets, a piece of siege equipment the Castlian brought to the Keep. The other six lugged crossbows, two each. They only ventured 20 feet out of their cave, and the shield bearers drove the spike of each shield into the ground. 

One of the women, a Magic-User, waved her arms, and an eye-bending shimmer of light appeared between the groups. Three bolts shattered against the shield spell, but a fourth winged the Cleric who was too wide of the barrier. 

As the newcomers took refuge behind their shield spell, Rety dragged her belly on the floor to get back to her team. 

He looks like a Punch. 
"Punch and Lefty, open the secret door! Slammer and Solvo, get your bows ready, but wait for my signal. Dorian, back them up, but don't expose yourself. Bel, give them a shield," she ordered. The men ran off to comply. 

"Thomas, I want you here with Dorin and Celia. I want you to lift the chains and wheels when I call." 

They nodded and took up the rope Dorin had rigged to his contraption.  

"Come on, Sybil. On your belly, with me," said Rety.

Sybil took a crossbow, a quiver of arrows, and another of bolts with her as she slid on her back. She was ever non-compliant. Rety kissed her magic ring of protection and wiggled her way back to the entrance. 

The newcomers and the kobolds hunkered down behind their respective shields, exchanging missiles. It was clear the newcomers were considering the caves to the south with trepidation. The kobold crossbowmen were working with their shieldbearers. The bearers reloaded for them, allowing them to fire every round instead of every other round. 

I deemed this effective but slow. The kobolds always lose initiative when doing this and also fire last. I also deemed the prior two sentences should have been one sentence with a semicolon connector, but no one but AI uses semicolons in 2025. Goddamn AI, bane of my existence. This is why I use a 1999 iBook for writing. 

It gave me a semicolon like I wanted. However, it left the redundant "but". 

I thought Bel would be younger.
The one thing that AI does do well is track characters and locations, so long as those locations are well labeled. Bel, Dorian, Lefty, Punch, Solvo, and Slammer were in room 22, removing the stone treads they had just put there. Punch and Lefty, trying to be true Knights, didn't swear too much. Rety and Sybil were in the cave mouth while Dorin, Celia, and Thomas were holding the rope to let them back in quickly. The 3 mules were munching breakfast quietly in the L-shaped hall, left of the intersection to the cave mouth. 

And in room 17, 3 giant rats wiggled their way out of the debris blocking the stairs. They snuck up on and surprised Dorin, Celia, and Thomas. Instead of attacking, all three went through the motions of washing their faces with their paws. A small necklace fell from each rat's neck before they fled back to room 17, with Thomas in pursuit. Dorin inspected the necklaces; each was a simple piece of twine with copper coins strung on it. 

A very militant-looking Cleric. 
Thomas entered room 17 in time to see the rats disappear back into the pile of debris clogging the stairs. He couldn't stop them. He also couldn't think of a single reason why they would enter and then flee. Cursing, he retreated back to the cave mouth. 

"I'll do the missiles, you do the shield," Rety said to Sybil. 

Sybil nodded. All of the action was happening to the left of the cave mouth. Rety moved to the right to get a better angle and waited for the fighters to appear from the ogre cave. 

In the meantime, the new Fighters unleashed arrows on the kobolds, and the Cleric and the Thief pelted them with bullets. It was a stalemate. The kobolds wore chain armor and had a plus 2 bonus from the giant shields they hid behind. Relatively speaking, they had a wall rather than individual shields. 

Rety edged to the right of the cave mouth, trading range for a better angle. When the fighting men stepped out, she struck one kobold dead with an arrow. The fighting men knew a signal when they saw one. Punch and Lefty charged, Solvo and Slammer arching arrows over their heads. 

And the trap was sprung. 

From above, 6 bolts whistled overhead, striking both of the new Fighters and one of the Magic-Users. Mercifully, it wasn't the Magic-User controlling the shield spell. 

At my table, once a spell is in effect, except if the description says otherwise, it will not fall. Unless the caster died, that is. If a caster is getting ready to prep a spell and gets hit, I declare the action is prevented. They don't lose it; they just can't cast it now and have to start over in the next round. If they have completely prepped the spell, then get hit, that hit foils the spell and results in losing it. I am semi-generous because of the relatively few spells low-level casters have. In AD&D, this is a common thing. Due to the way B/X works, it is far less common.      

The newcomers are under serious threat, but not completely screwed, yet.

Slammer. The name was taken from the book
What is Dungeons and Dragons?
In the next round, Solvo, Slammer, and Dorian fired at the hobgoblins to break up their reloading, while Lefty and Punch advanced on the Kobolds. Slammer rolls a luck 20 and 6 combo, killing one hobgoblin. The other Magic-User and Sybil threw up shield spells. Bel hung back since the team was doing well. 

The hobgoblins retreated back out of sight to finish their reload. Rety downs another kobold with a good roll. The kobolds fire furiously, 11 shots that all miss because the heroes have bunched together behind the shield spell. 

There is a difference between crossbows and arrows, one part training and one part mechanics. Arrows obviously can arch through the air to hit targets at greater ranges. Crossbows can also arch, but they lose effectiveness fast. It's harder to do and not obvious to do unless one is also an archer. The hobgoblins aren't great crossbowmen or archers. 

Elves, like Solvo, look better without helms. 
Solvo and Slammer loosed two arrows over the ridge where the hobgoblins are hiding. They missed, but the arrows gave the hobgoblins pause, and they took cover. Rety and Dorian took potshots at the kobolds. In the momentary break, the newcomers begin to move to the orge's door and safety. 

The heroes won the initiative and began moving, while Rety's team discouraged the enemy with additional missile fire. The problem with winning initiative is that you go first. There were no easy targets, and all of the party's missiles were wasted before the hobgoblins popped out to respond. 5 of the kobolds do the same. The effect was devastating. The only newcomers not hit were the mages behind their shield spells. Punch slung his shield to pick up the Thief while Lefty assisted the Cleric in a hobbled run to the orge cave. 

The party lost initiative, but only had to fend off the kobolds for the round as the hobgoblins reloaded. Rety struck another kobold, causing it to leap behind a shield. 

Back inside, Celia noticed an odd noise, a gurgling sound. She checked the water barrel and shrugged. Thomas sends her to check the other barrels in 17 and 18. Celia dashed to room 17 first, as room 18 had ready guards. 

Celia discovered the water barrel in room 17 was also intact, but an odd smell permeated the room, like oil, alcohol, and strangely, prunes. Outside, above the mouth of Rety's cave, a mixed group of goblinoids rained bolts down on the newcomers and the Knights. Rety was grazed by a spear from above, and Sybil found herself hemmed in the entrance, her shield spell protecting only her. 

"Lift!" yelled Sybil. 

The two heroes pulled the chain and wheels out of the way. The escaping party, the Cleric, Thief, Fighter, and Knights, bore the brunt of the missile fire. The Thief was killed instantly, and Lefty threw the unconscious Cleric over his shoulder. 

Celia searched around the room for the source of the smell and gurgling. It came from the clogged stairway. A fluid ran down the slope from under the debris. The smell of prune brandy*, oil, and other vile and volatile liquids accompanied it. A blue flame licked over the surface.

"DRAGON FIRE!" yelled Celia. 

A massive whomp shook the Caves of Chaos, stunning everyone near room 17. 

Sybil.
Lefty and Punch deposited their charges in the orge cave and took up a rear guard as the other retreated with the dead and wounded. . Thomas flailed, clutching his ears as smoke wafted from room 17. Dorin lay still. 

Rety and Sybil emerged from under the wildly swaying chain of wheels. Sybil ran off, following the smoke, while Rety collided with Bel coming from the other direction, seeking answers or at least orders. Rety motioned for him to tend the wound and dashed to the western rooms to see what other trouble she could find. 

Bell tended to Thomas, knowing the Cleric could help Dorin. Rety continued on to the room with the secret door.  

The scorecard looks very bad. Rety, Thomas, Punch, Lefty, the two Magic-Users, and the new Fighter were all wounded. The new Cleric, a Fighter, and the Thief were dead. So were two of the three mules. Celia was missing, and Dorin lay dying. The new Magic-Users only have one 1st-level spell left each. Bel, Thomas, and Dorian have all of their spells available, while Sybil has expended one first-level spell.  

Lefty matches Punch.

Outside, the orcs came down from their perch as the kobolds, goblins, rats, and hobgoblins advanced on the main entrance to the heroes' home. Sybil and the Knights argued about blocking up the secret door. 

Under all of the shouting, Punch muttered, "If I live through this, I'll start using my real name." 

Lefty and Rety looked askance at him before continuing their bickering about honor vs. hiding.  

In Session 11, we will learn what the Caves of Chaos have in store for the heroes and how they will react to this loss.  

*Prune brandy is just the sort of stuff that I would think goblins would drink. In the real world, as near as I can tell, no one makes actual prune brandy. Plum brandy is unaged brandy, while what is called prune brandy is aged plum brandy. That is aging in barrels, not aging the plums or prunes. I would think there would be a difference. 

I am throwing an ad here for very little reason. I strongly suggest reading "What is Dungeons and Dragons" by John Butterfield, Philip Parker, and David Honigmann. I have seen several covers, but I don't know if they were different runs or different covers for different markets. As always, as an Amazon Associate, I earn from qualifying purchases. The first link leads to my 2020 review (below the picture), and this link leads to an Amazon page for the book

As always, thank you for reading along and supporting me. 

Saturday, October 11, 2025

The Keep on the Borderlands 2025 Sessions - The One About Mechanics

This post is about some of the mechanics I use in Keep on the Borderlands. This module was contemporaneous with AD&D and came out just a bit before the Expert Boxed Set. No one would have had those rules at the time of B2’s publication, which creates all sorts of oddities. I personally use Old School Essentials by Necrotic Gnome over the original Basic and Expert rules because I was able to obtain them in hard copy. As of right now, the B/X rules are available in POD, so I will probably order these for nostalgic reasons. 

All of the links above go to DriveThruRPG. I earn from qualifying purchases.

Looking at the module, the map scales are poor. The Caves of Chaos combine both interior and exterior maps, but the transition between them is awkward. The interior maps are fine, yet the valley floor is a ridiculously tight space. I’ve covered these complaints elsewhere, and none of them are deal-breakers. I simply ignore what I want or come up with reasonable rules of thumb. About 99% of these adjustments favor the players, so they don’t object either.

The second issue is the wandering monsters. Every area lists specific wandering monsters, then claims that no reinforcements are possible. Elsewhere, the text mentions that new monsters will move into cleared areas of the caves. Some versions of the module even include a wandering monster table completely different from the earlier lists. What a mess! All of these ideas contradict one another.

Here’s what I do with these conflicting rules: I condense all the wandering monster lists down to creatures that actually appear in the module. Four times a day, I roll for wandering monsters: Sunrise, noon, sundown, and midnight. If the result matches a group that has been depleted, I treat it as reinforcements for that group’s location. 

If I roll a monster type that hasn’t taken losses, I use the reaction table. If the result is neutral, the newcomers move on. If it’s positive, they join the home team. Even if there are no losses to replace. They are evenly divided among all relevant locations. If the result is hostile, a fight breaks out between the newcomers and the cave’s inhabitants. I don’t bother running the combat; I simply roll damage for both sides. Nine times out of ten, the newcomers are wiped out, leaving their gear and treasure behind for the victors. Oddly, if there is a net loss of monsters, the survivors come out on top because they have better gear and treasures. 

The fun part is that the players get unpredictable new encounters without knowing where these monsters came from. Just like you. I’ve been rolling for reinforcements through all nine sessions so far, though I hadn’t mentioned it in my posts until now. 

There’s one catch to all this: you only roll while the game is in session. If a session lasts a day, that’s four rolls. If a time break occurs, for example, if the party retreats to the Keep, you don’t roll for that downtime. Rolling for every day that passes, regardless of player activity, would flood the area with monsters. Wandering monsters should be a randomized response to player action; if the players are inactive, no roll should be made.

The party has been here for 5 days, for 20 wandering monster rolls. Monsters are rolling into the area due to all the strife. Here are the results, in order of appearance: 

Giant Rats (4), Owlbear (1), Kobolds (10), More Rats (5), Goblins (3), Goblins (6), and a group of traders. 

The rats and Owlbear all gravitated to Cave G, more than restoring that area. The party saw this happen, but missed the rats. The goblins and kobolds went to their known haunts and became reinforcements; the party probably saw this, but didn't understand these were new creatures and not the remaining survivors.  

I decided to give the trader a chance to live by generating a party traveling with a high-level magic user. You can use the same generator here. I then deleted every character over the second level, leaving 6 characters. 

For this run through the Caves of Chaos, the players did something unusual. They haven’t really fought the kobolds. Kobolds are generally weak and tend to attract player aggression. I’ve played them as opportunists, striking only when the players seem weak or distracted. Since I’ve run this module half a dozen times before, I wanted to avoid another head-on clash with the kobolds. I already know how that plays out.

The next session will start with the appearance of the wandering party. 

If you like the goblin and kobold figures, you can find them in your local hobby shop or perhaps on Amazon, here and here. They even have an Owlbear. As an Amazon Associate, I earn from qualifying purchases. 

Saturday, September 20, 2025

Book Review - A Fine and Private Place by Peter S. Beagle

Title: A Fine and Private Place
Author: Peter S. Beagle
Year: 1960
Pages: 272 pages
Rating: 5 of 5 stars

Peter S. Beagle’s A Fine and Private Place is a novel that doesn't fit neatly in a category. Part fantasy, part meditation, part quirky slice-of-life, it’s the sort of story that sinks its teeth into you. This is Beagle's first book, published about 8 years before his best-known book, The Last Unicorn

The links above are to AbeBooks, I earn money from your qualifying purchases. 

Honathan Rebeck was a former pharmacist who transferred to the Yorkchester Cemetery in an unknown big city for reasons unknown. While reading the book, I kept flip-flopping between Chicago and New York City in my mind, but it isn't either. It's a snapshot of a bustling city wrapped around green spaces, subways, museums, and cemeteries. It's anywhere in the 1960s. 

The setting is brilliant: Yorkchester Cemetery. It’s here that Jonathan Rebeck, who has withdrawn from the world, has chosen to live. His home is a mausoleum. He is befriended by a talking raven that delivers food and news as needed. The raven is one of my favorite characters in the book. He’s blunt, greedy, funny, and oddly wise in his way of constantly reminding Rebeck that, no matter how withdrawn from society you become, the living have daily needs. 

The cemetery is also home to the newly dead, who linger as ghosts for a while. Among them are Michael and Laura, two spirits who meet after death and fall in love. Their romance is heartbreaking and beautiful at the same time. They know their time together is limited. They will eventually move on and fade to an unknown fate, but they cling to one another anyway. Their relationship is the emotional anchor of the story. 

Gertrude Klapper, a widow who visits her husband’s grave and ends up entangled in Rebeck’s strange little world. Unlike Rebeck, Gertrude isn’t hiding from life. At least not exactly. She’s practical, witty, and a little sharp-tongued. She offers Rebeck something he hasn’t had in years: real conversation, companionship, and the possibility of a future. The romance between them unfolds slowly, but it feels real, grounded not in passion or youthful idealism but in shared loneliness and the desire to live again.

As much as Rebeck has withdrawn, Gertrude only superficially interacts with the living beside Rebeck. Appearing more engaged, Gertrude is looking and failing to find more in life outside of the cemetery. But inside, she joins Rebeck's weird little clan and demonstrates rather than learns acceptance. 

The title of the novel is from Andrew Marvell's poem, To His Coy Mistress: “The grave’s a fine and private place, but none, I think, do there embrace.” Beagle takes that line and asks: What if people do embrace them? What if love and hope could still flourish after death? That’s the novel’s central question, and answered well. 

And that’s what I love most about A Fine and Private Place: it isn’t about excitement, instead focusing on characters and adventure. There are no battles, no magical systems, no apocalyptic stakes. The drama comes from conversations, small choices, and fleeting connections. It’s a novel about people learning, very quietly, how to live, how to let go, and most importantly, how to love.

The ending manages to be both sad and hopeful. Some characters move on, both literally and figuratively, while others take tentative steps back into life. There’s no neat bow tied around everything, but that’s exactly the point. Life and death don’t work that way. What Beagle offers instead is a reminder that impermanence doesn’t make love or connection meaningless. It makes them precious and joyous. 

You can also purchase this book on Amazon.com with this link. As an Amazon Associate, I earn from qualifying purchases.

Saturday, August 16, 2025

Happy News!

This is a weird and happy update. 

Back in March of 2022, I received a bit of bad news. Amazon ended my Associate account. This ended an important source of revenue for my website. It also caused a headache; I had to go back and remove all affiliate links to Amazon. Well, as painful as it was, an agreement is an agreement. 

Last month, I vaguely mentioned this in a post, and amazingly, Amazon reached out to reinstate my account! This is great. I really appreciate the extra effort and being invited back to promote items I already use. 

So, we are back on with the Amazon Ads. As I previously stated, all ads will be clearly marked. I am in the process of going back through some (limited) posts to re-add previously removed ads. 

Since it was so painful to remove said ads, I have no intention of slapping ads into a ton of old posts. You will mostly see these appear in book reviews and posts where I specifically mention Amazon as a source. I am 100% certain you will see ads on books, just like you do for DriveThruRPG. I am much less likely to plug in an ad where a casual mention of Amazon is made. 

I like my sources of goods to be diversified, and you should, too. If I say a brand name and you see it somewhere else, by all means, use that other source. Be loyal, don't be inflexible. 

Wednesday, November 18, 2020

Quick Switch Sci-Fi - Invasion of Theed

Last week, I posted a bit about Star Frontiers. I've got a strong urge to play a Sci-Fi themed game. Star Smuggler is all played out. I'm still waiting on some friends to play Traveller, but our county just shut down due to the pandemic scatter all of us to the winds. I was going to introduce my Star Smuggler characters to the Star Frontiers worlds, but the rules are too far apart to port anything except name and general talents. 

Then I saw Invasion of Theed from 2000 sitting on my shelf. I got it for Christmas one year, poured over it for a bit and forgot about it.

Now, it's actually exactly what I am looking for. I had thought it was a super boxed set module, but it isn't. The set is basically a starter set. It's everything you need to play WotC's d20 Star Wars. They billed it as an adventure game, but it's more than that. 

In the box is two booklets, a start sheet, counters and tokens, a folio of character sheets and maps. I don't know if dice were originally included, but requires the standard D&D dice. Apparently, it also came with a Chewbacca figure, but that is long gone. 

I have a thing for maps and artwork, but this set's clear winning component is the character sheets. They are full color, two-side 11x17" sheets with all of the statistics you need plus gameplay hints. I had no idea they were this good. 

I now have the urge to buy a large format printer/scanner combo. 

I'll point you back to my review of the d20 Star Wars Core Book. I didn't set out to write a review, but this set is easily a five star product. Maybe even a five gold star product like Nate Treme's Moldy Unicorn. I don't give those out easily, maybe one every year or two. I'm pretty surprised at that, because I didn't think much of it when I received it back in 00 or 2001. 

As an abridged rule set, not much is missing. Since your using pre-genned characters, you don't need to roll anything to start. Oddly, the characters stats don't appear on the front of the sheet. And that's not bad. The front page mentions all of your combat abilities so it doesn't matter what the stats are. 

Another oddity of the rules are the lack of armor class and such. All actions are determined by "a roll". No "attack roll", no "saving", no "fortitude" stuff, just a target number and the word "roll". 

The DM facing material is the same way. Which makes this more of a complex board game or linear programed adventure. It seems very suitable for solo play, which is what I aim to do. As near as I can tell, every simplified rule conforms with the Core Rules, which is nice. 

May the force be with you...
... And so with you. 

Friday, May 22, 2020

Never do I ever... Roll for Random Encounters at Night

There you have it. Page 47 of the Dungeon Master's Guide, Encounters. My copy is stained with the blood of a thousand characters. But hardly any of the blood came from a nighttime encounter. And certainly not a random nighttime encounter.

Back in the day... and when I say "day", I mean from time immemorial to present day... people hunker down at night. Night is not fun unless you are up to something that can only happen at night. Typically, to have a good time at night, you need a plan, not "random". A dinner party, a star watching party, New Year's Eve and so on. Many people would be hard pressed to name a "random nighttime event" that went well for them. 

The same goes for RPG's. Don't waste time on a nighttime encounter roll. It makes the players nervous and edgy, which is sometimes fun. But not once a day, every day. Night time IS fearful, but the playing field is level when everyone fears. Not much moves at night. (Vampires are a story for another time).  

Many epic things happen in the light of the moon. You can't trust your dice to tell you what that is. You make it so. And make it good. 

One of my favorite stories about night adventures isn't even mine. It's the story of the Seventh Galbiana. This was a legion that declared for Otho against Vitellius for the Purple. Otho was coming north to head off Vitellius who was racing south for Rome. Both armies turned to meet, Vitellius' forces facing west and Otho's to the east. They met at dusk at Bedriacum and the Second Battle of Bedriacum was on. It was one of the rare cases where the Romans fought through the night. The Seventh's eagle fell to the enemy in the dead of night, but was saved by one centurion who sacrificed himself for honor. The fighting was chaotic, ferocious and exhausting. 

As the Sun rose, there was a collision of happenstance. The Seventh was on the left hand of the field, facing to the west. They were under command of Antonius, who served in the Legio III Gallica in Syria. When dawn broke, the men of the Seventh Galbiana followed Antonius' lead turned their backs to the enemy and gave a mighty cheer to something in the east. The Vitellian forces, the whole army, not just the ones facing the Seventh collapsed and retreated believing that Otho's reinforcements were taking the field. 

Nothing could be further from the true. All the Seventh was doing was emulating Antonius' Syria habit of saluting the Sun.  

Such thing are random, but not the sort of random that dice generate. If you want your players to enjoy their game, give them something to think about, not something the dice tell you.

If you like such stories, you can read more about this the book 69 A.D. by Gwyn Morgan.

Sunday, April 23, 2017

Research for Pio

Pio is a novel set in Italy before Mussolini's rise to power. It has sat on the back burner for a while and there it will remain until I do some more research.

To that end, I am reading How Fascism Ruled Women. While it is set at some point after this novel's timeline, the effects of fascism were already becoming a powerful force on society. Reading the end point is kind of backwards, but helpful.

I order a physical copy from Amazon, which was a little pricey but worth it.

What I have found is that I need to back up in time to really capture what and why things were happening in Italy between the World Wars.

I love research!