Day 15 O is for Obelisks

O – Obelisks – Monuments to men/rulers/gods – Buildings, temples, statues, cairns, etc. can all be monuments.

What monuments, statues, and tombs exist for heroes, conquerors, rulers, gods, and deeds? For a fallen city how many of these are damaged and in ruin? Does it matter how they were damaged? Fire might only blacken them or also cause them to crack, or crumble. Earthquakes might only topple them, or make them unsteady.

Is a fallen city being re-occupied and any old stone being used as building materials, as happened to the Coliseum in Rome and to the pyramids in Egypt?

Can the players read the languages or interpret the images or scenes on monuments? For example, on Crete were discovered the Linear A and Linear B writing systems. Linear B proved to be an early form of Greek, but Linear A has yet to be deciphered.

Is there a decree or dedication written in multiple languages, like the Rosetta Stone, that might enable the right sage or character to decipher it without needing magic?

Obelisks, spires, stellae, arches, stones, are all examples. The stone can be worked or unworked. The worked stone can be roughly worked, smoothed, or polished.

Stones can have letters, symbols, or images that are carved in relief or engraved. Stone for monuments can be of a different type than other buildings, or the same type but of a different color; for example, black or white marble, or marble for monuments, and granite for mundane construction. Paints and dyes could be used to color or highlight certain parts, or add an extra flair.

Some monuments may have been damaged intentionally, such as when a successor ruler obliterates the name of a hated or maligned predecessor, or if a once hailed hero has fallen from grace.

Stone can be soft, medium, or hard.

Soft stone examples are chalk, soapstone, pumic, and tufa. They can be worked by almost anything, and chalk can be worked by fingernails.

Medium stone examples are marble and many limestones. Tufa, mentioned above is a type of limestone.

Hard stone examples are granite and basalt. They are difficult to carve with even iron and steel tools and tend to be used for building processes that don’t require much shaping, but there are exampled of granite monuments.

There are also other kinds of stone that might be used for other purposes, like stone tools made from flint or obsidian, a volcanic glass. Decorative items and inlays in stone can be made from any other type of stone, or even gems.

Some ideas for tables are assembled below.

Hardness

  1. Soft
  2. Medium
  3. Hard

Finish

  1. None
  2. Rough Cut
  3. Fine Cut – still has tool marks.
  4. Smooth – Tool marks removed.
  5. Polished – Smooth and perhaps shiny.

Carving

  1. None
  2. Relief
  3. Engraved

What is the Carving?

  1. Letters – Alphabetic with or without vowels/Heiroglyphs & other Ideograms/Other – see Writing Systems
    1. How many different languages?
  2. Symbols (Other than those in the writing system. For example, arrows to show direction, the writing system would use North, left, up, etc.)
  3. Animal Images
  4. Divine Images
  5. Human Images
  6. Demi-Human Images
  7. Humanoid Images
  8. Monster Images
  9. Combinations of the above.

Color Source/Decoration

  1. Natural from the stone.
  2. Painting
  3. Dyeing
  4. Inlays of other stones or gems.

 Construction Quality

  1. Rough/Loosely Piled
  2. Rough with mortar (Mortar can be mud, clay, cement, concrete, or various mixtures to help hold the stones in place.)
  3. Passable (Good enough to get the job done but not pretty or neat. With or without mortar. If no mortar, could be roughly fitted stone.)
  4. Good (Most craftsmen are capable of this level of craftsmanship.)
  5. Master Quality (It is evident that a master mason had a personal hand in the work and direction of the work.)
  6. Dwarf Quality (Depending on your take, dwarves might just be better than other races at stone work and their average work is better than other races.)
  7. Master Dwarf Quality (An experienced and practiced dwarf stone mason, whose specialty is stone work.)
  8. Other (Divine guided/inspired, magical assistance, etc.)

Each table can be further complicated by including magic.

Magic

  1. Writing (Explosive runes, moon runes, etc.)
  2. Images (One or more of the images comes to life and steps out of the carving.)
  3. Construction (Wall of Stone or Mud to Rock used to create the stone, an enchantment on the stone other than writing or animated images.)

 

Day 14 N is for Names

N – Names – All places need a name that fits and evokes a sense of belonging to the setting. Tables for streets, roads, bridges, squares, fountains, etc.

Will their be signposts for streets, names carved on bridges, temples and other civic buildings? If not, how will a party know how to find a square in the butcher’s market for a fallen city?

In a living city, one need merely ask the right person, perhaps for a price. See my prior posting for L – Lost.

In the practical realm of actual play, I find that as a DM the players are always asking about the name of this or that person, place, or thing. As a player, if the DM does not supply it, I find that I too ask about these things.

I find it helpful to have a pre-generated list of names that I can turn to for various random NPCs. The same goes for taverns, villages, streets, geographic features, etc. Every shopkeeper, farmer, peasant, soldier, humanoid,etc. needs a name. If the players capture a kobold, you know that they are going to ask its name. Just like today, there will be popular names, like that of the king, local ruler, family member, etc. It is OK to reuse names.

Make a table, find a table, or a program and generate ridiculously long lists to avoid having to stop play and think of a new name. I find that sometimes, my mind goes utterly blank in the midst of play. I end up with a lot of Sam’s or Bob’s or Jim’s when that happens. If it is an NPC that will be encountered again, make a note of it.

Other postings on my blog related to names:

(NOTE: Each of the following links to a PDF for download.)

Caves of Nottingham

I had not heard of the Caves of Nottingham before, but there is a lot of geology near/under many urban areas around the world that host their own underground city as a mirror, parallel, or predecessor to the current above ground city.

While not as extensive as the recently discovered cities in Turkey, it still shows that such places existed far and wide.

How likely are such caves to be forgotten and discovered by accident, or have cave-ins?

How likely are the things that now live in the caves to decide to explore the outside world for fun, profit, or food?

A sample of what the Medievalists.net describe about the Nottingham caves:

The Anglo-Saxon writer Asser referred to Nottingham as Tigguocobauc = “the house of caves” and some of the caves date back over a thousand years. During the Middle Ages, some of the caves served as a tannery, chapel, kilns for malt and pottery and a secret entrance into Nottingham Castle.

More caves were created in modern times. Historic England reports, “The Victorians also used the caves as stables, for cold and fireproof storage, or as tourist attractions, follies, and summerhouses. In the 20th-century there were catacombs, garages, and air-raid shelters. There is even an underground skittle alley, with a slot carved in one wall for your ball to return through.”

Day 13 M is for Material

M – Material – Quarries for building, wood/bamboo/etc.

A large city requires materials to build it. Where are the quarries for stone for building, decoration, statues, and monuments? Ancient monuments and cities used materials hauled from 50 or more miles away.

Quarries would not be too far away, unless there is a nearby river and stone is transported by barge. Or if a really high magic or technology civilization, or lots of laborers to use without much safety concern, large stones could be moved long distances with relative ease. Quarries might be flooded with appropriate nastiness within. Unused, or unclaimed blocks might still sit there, like we have found in ancient quarries around the world. In my campaign, I have an NPC, Trebor, who is an artist who does odd jobs to bring in enough to support his family, and is away for a few days here and there scouting and collecting materials for making paints and dies, clay for pottery, and stone for carving. The players agreed to help his wife by going to find him, when he was gone longer than usual. They found him beset by a small group of kobolds taunting him.

Wood, bamboo, and other materials would require a somewhat accessible supply within a reasonable travelling distance. A once large forest could be not so large if a city has a lot of wooden structures, or has built a lot of ships. What is the relation of the town to the nearest druids? England was widely deforested in the age of sail, thus the tall pines and other abundant trees of North America were invaluable to maintaining Great Britain’s navy and supremacy of the seas. The loss of a ship when there is no forest to make replacements would be devastating. A forest may not be available because it has been cut down without a replacement strategy, or the available forest is inaccessible for many practical reasons: distance, physical barriers (mountains, raging rivers, canyons, deserts, etc.), unfriendly neighbors whether other kingdoms or hordes of various humanoids and monsters.

If bamboo is the scaffolding and building material of choice, it is fast growing, and some species advance rapidly. The rapidly advancing species would easily take over a city, so such a city would be overgrown, barring new tenants keeping it clear, or some magical or monstrous effect.

For an abandoned city, a forest might recover. Would a novice druid, or perhaps a more ranking druid be sent to restore such a forest?

What are the trade routes to and from the materials used for bracing, scaffolding, cranes, etc? Trade routes for building materials might be totally different, at least further away from the city than closer in.

In March of 2014, I had an article on Resources and Their Source. All the materials used to build a city come from somewhere. Can the city make it all or harvest all the stone, wood, and other needed materials within a few miles of the town, or must they seek far and wide for some things?

As I have mentioned in prior articles, Lost Kingdom has an interesting article on Building Materials.

Day 12 L is for Lost

L – Lost – How handle getting lost in a maze of twists and turns?

In a big city, it is easy to get lost in the narrow streets and alleys in the middle of the tall walls and buildings.

If there are no rangers or druids, then you need a means for tracking, getting lost in the city, and getting unlost.

In a living city, one can always ask for directions, and hope the one asked is honest and not looking for rubes.

In a collapsed city, who does one ask for directions, the horde of undead, the ogre under the bridge, the evil wizard in charge?

In a collapsed city, the streets may not be so narrow with buildings now leveled. Ruble would choke the streets, and in a thousand years, the accumulation of dust and debris would bury lower floors, if not whole buildings. Just look to archaeology in the Middle East. Or jungles would overgrow them like Mayan cities, or those in southeast Asia.

Finding a fallen city could be a chore in and of itself. If it is buried by accumulation of dirt, debris, and vegetation, the now buried city could be the dungeon. Perhaps it has been excavated in such a way that it is dungeon-like? Wide streets of mostly standing walls and buildings. Perhaps an excavation has found the palace that leads down to lower levels. Those who dare, or have the skill, can seek to dig tunnels to other buildings, or try their luck to sink test holes. In this way, an ancient city is exactly like a dungeon.

So finding a lost city requires luck, knowledge, and all the tropes of such an adventure. Getting lost in a buried city like this is the same as getting lost in a dungeon. Make a wrong turn, or a bad map, and then what does it take to get back?

For a living city, or a fallen one that is not yet buried by the accumulated debris of time, if there are no special markings, or no easy way to get one’s bearings with a landmark, getting lost is a real possibility. In a living city, one can always ask for directions, and pay the price, and/or take the consequences. But in a fallen city, the only ones to ask for directions might be the orcs who want to eat your head. Gary Gygax only details becoming lost in a wilderness setting in the Dungeon Master’s Guide, and OSRIC and other Retro-Clones do the same. Becoming lost in a city or dungeon is handled much the same way. Without a guide, a map, or other ways to mark one’s path, it could be easy to get lost.

Standard precautions, such as chalk, string, a trail of something, or mapping would be the best way to avoid becoming lost.

Getting lost in an ancient city would depend on several factors. If there is a big open area, like a boulevard, parade ground, or leveled buildings, it might be easy to pick a bearing and generally get where you want to go. However, towering city walls and tall buildings with narrow alleys could be dark on overcast days or in the early morning or late evening. Streets that all look alike with lots of twists and turns where it is easy to lose track of the number of streets and turns one took, especially when being chased.

One could use a similar formula for getting lost in the wilderness. If following a river or stream, or major road with a fairly straight course would make it hard to get lost. Get away from any form of guidance, and getting lost becomes a possibility. Once out of sight of such features, the number of turns taken, or twists and switchbacks in the road, and getting lost becomes more likely.

This is something that I would handle in game play with what makes the most sense at the time.

If someone did develop mechanic for this, it would need to be simple and consistent, and not slow down game play. I don’t think a mechanic is needed for this, as the characters are in a limited area. I would proceed as in a dungeon. You have an intersection, straight ahead, left, right, or back? What do you do? You can’t get a mechanic simpler than that.

 

Day 11 K is for King

K – King/Queen, governor, authority/power/figurehead

Who is in charge here? Is it the capital of the kingdom or empire? If so, where is the palace? If not the capital city, where is the palace of the governor, satrap, or prince?

Is authority held by the head of state, or are they merely a figurehead?

Is the real authority known, or a power behind the throne?

How might this look to adventurers exploring a fallen city?

Is the fallen city the capital of an empire or kingdom, or one of it’s many cities? If not the capital, who is in charge?

For an empire, it can have many different looks.

  • A client king, like the Romans used. They appointed kings over their territory who owed their throne and their power to Rome. The most well-known example is King Herod of Judea, from the Bible.
  • A governor/satrap/viceroy/or other appointed official. (This may not start out as hereditary, but become so over time.)
  • A prince of a cadet (junior line) of the royal family.
  • A prince (noble title, not of the royal family)
  • An Archduke/Duke or other noble.
  • A cleric (Perhaps the main temple of the city is of the predominate religion that is favored by the Empire/Kingdom.)
  • A magic-user (Certain cities may be located in area where knowledge of magic is essential. Or it may just be a tradition that happened, and has no real requirement beyond tradition.)
  • One need only look to Gary Gygax’s list of government types, in the Dungeon Master’s Guide, to see other possibilities.

If there is a power behind the throne, who is it?

  • The Guild Master of the Thieve’s Guild
  • An even more shadowy Guild Master of the Assassin’s Guild
  • Plot complication – The Thieve’s Guild’s master is secretly also the master of the Assassin’s Guild.
  • A powerful member of a prominent family.
  • A group of members of the most prominent families.
  • The head of the merchants’ or crafts’ guilds, or a group of the heads of each such guild.
  • A group of very rich, powerful, and successful adventurers.
  • A magical creature, that can shape shift to hide it’s true nature. (This could be a dragon, or any variety of several creatures. It will have other means to exert power without revealing it’s true self. A magic using dragon could present themselves as a wizard, for example.)
  • A demonic creature, if of a chaotic bent, it may not care if the ruler knows their origin.
  • A doppleganger who has replaced the ruler. (Is this a doppleganger acting alone or with or for someone else?)

How is the ruler determined? 

  • Hereditary (There may still be a ceremony of a secular or religious nature, or travelling to swear loyalty to the Emperor/King, etc. to make it official.)
  • Appointment by the Emperor/King
  • Appointment by regional ruler
  • Election by regional nobles from a set eligible group.
  • Election by the guilds of the city.
  • Election by the people. (This could be limited to very specific groups who are eligible to vote, as we have seen in our own history of voting.)
    • For example, only land holders, soldiers, merchants, members of a certain social class or group of families.
      • Certain families could include those whose ancestor(s) fought in a significant battle, or who founded the original settlement, or through tradition have a power that originally belonged to all, etc.

 

 

Star Trek – Transporter Technology Is Far More Powerful Than Any Of The Series Explored

Transporters are more than just for transportation.

The full potential of transporter technology was touched on briefly in a couple of episodes. Forget the episode where someone grabbed something out of the stream in TNG. How can someone reduced to their component molecules do anything? SMH

They can be used to combat all disease. You break someone down to the molecular level and put them back together and you can’t leave out the crazy germs from the planet below? Quarantine is only needed if you travel to and from the planet surface by shuttle. Even then, avoid two or three weeks in quarantine – just run them through the transporter.

Cancer? Just run them through the transporter.

Dementia? If it is from the build up of plaques, just run them through the transporter.

Heart disease? If there is a build up of a blockage, just use the all-mighty transporter.

One can be practically immortal. Even if they are killed, clones are no big deal. Run an appropriate amount of mass through the transporter and generate the last scan of the deceased, and there you have it, no more death.

The computing power alone is immense. Being able to store the data to transport 6 or more crew is more data than has been stored to electronic media to date.

Any major injury is easy to fix, use he technology of the transporter to mend bones, fix tears in arteries and veins, and ruptures in organs.

If it is possible to disintegrate a person and put them back together, then aside from metaphysical, religious, and philosophical arguments about the soul and what it means to be a person, no one would ever die again. I think of the Daffy Duck, Duck Dodgers cartoon where he steps into the disintegrater and emerges from the re-integrater.

The wealthy and powerful would have ultra secure computers to store scans of their younger selves in peak condition, and there would be a way to blend the healthy younger brain with current memories and knowledge. This would give rise to people hundreds of years old with the body of a 25 year old. They could even allow themselves to age for a few years, then use the transporter to refresh their bodies. They could work to reach a peak physical condition and make that their new baseline body.

The only injury one could not recover from is one that destroys all transporter scans of an individual. This would make the computers responsible for transporters the most secure and well defended. If anything happens to the computer responsible for handling all the data, even if the device itself is fully functional, no one could manage to make it work.

If one takes the idea of a transporter to its logical conclusion, you end up with something far more powerful and valuable than the plot device invented to limit TOS special effects budget.

I have not read a lot of the books and novels based on Star Trek, so I don’t know if this was ever explored, or retconned to say that the Federation and its allies have their transporters programmed to not allow this. However, what would stop the enemies of the Federation from doing so? there is always some rogue element in every society that uses things in a way that the rest of society considers immoral.

I read a science fiction short story, I don’t recall the name of the story or the author, back in high school or college, where they finally had the technology to revive those who had been frozen until cures could be found. The main character had to take care of his great-great grandmother or something. She was young and beautiful, and it touched on his thoughts of incest. I don’t recall if it got into actually acting on it. It turned out that those brought back were merely the shells of the actual individual and that some alien forms that did not have bodies had inhabited them and they went on killing sprees, eating their victims. They were able to access some of the memories of the deceased. I recently saw a preview online for a movie that explores this and a woman brought back from death is not really the woman. That was a few weeks ago and I don’t recall the name of that one either.

Talk about the walking dead….

Day 10 J is for Joust

J – Joust – games, tournaments, festivals, celebrations. Calendar.

Entertainment is a common way to keep the commoners distracted from their lot in life. In ancient Rome it was “bread and circuses”. What sort of celebrations and contests will there be? Will they be regular events on the calendar?

Is there a spring festival, a harvest festival, midsummer? What seasonal things are a big deal in this culture?

Will any of these elements survive down to the present culture near an ancient, fallen city?

Hippodromes, stadiums, coliseums, jousting yards, etc.

Will there be statues or other monuments to memorialize famous sports stars?

Will elements of the calendar be evident in orientation of buildings, or specific types of buildings? Will the calendar be  a series of buildings, stones, or landmarks? Is the calendar based on the sun, moon, stars, seasons, or seasonal event?

Would their be massive stones used for having the light of the rising, midday, or setting sun to mark the beginning or end of a festival? This would be for dramatic flair. What remnants of such calendars would survive in the towns and villages of the present day in your campaign, if this refers to a collapsed city?

See my article on Calendars And Random Generation, which can be useful for picking random dates for different kinds of festivals.

Humans, demi-humans, and humanoids would all have different days and times for their celebrations.

Types of Festivals/Celebrations/Events:

  • Planting
  • Harvest
  • Calving/Birthing
  • Spring Roundup
  • Party (Birth, Birthday, Wedding, Anniversary, Death, Victory, Just Because, Special Day, etc.)
  • House/Barn/Church Raising (The whole community gets together to build something and has a big feast at the end.)
  • Seasonal Event determined by the calendar, season, start alignment, eclipse, comet, etc.
  • Civil Holiday (Foundation of the city, kingdom, king’s birthday, etc.)
  • Religious (significant day in a given faith, holy day, etc.)

Types of Contests:

  • Cooking
  • Eating
  • Wrestling
  • Archery/Spear/Javelin/Dart
  • Jousting
  • Fencing/Swordsmanship
  • Lumberjack
  • Harvesting/Plowing
  • Drinking
  • Gambling
  • Feats of Strength
  • Poetry
  • Riddle
  • Races (Foot, horse, chariot, wagon, cockroaches, etc.)

Contest Resolution:

  • Roll to hit vs AC for Archery – Can be tedious. Quick resolution for speed of game play. If there are 20 contestants, rolling to hit for all 20 for three shots each will take a lot of time.
  • Flip a coin
  • Pick high/low card
  • DM/Player story interaction
  • DM Tells the Story
  • Player Tells the Story
  • Players Tell the Story for what other players do
  • Mechanic from other system, like Fudge/Fate, Apocalypse Engine, Advantage/Disadvantage from 5e, etc.
  • Roll vs. Ability Scores

In addition to festivals, or even as part of them, other forms of entertainment were gladiatorial combat, as in ancient Rome. In the Middle Ages, and at many other times, putting animals in a pit or other structure and letting them fight, either like animals or dogs vs. bulls, i.e. bulldogs, or cockfighting, or people vs. animals or monsters. I have been in some campaigns where you start off as a slave fighting for his life in the slave pits. This was common after Conan The Barbarian came out in the early 1980’s. It was one of those tropes like you meet in a bar. Every new group of characters in our various games, if they met in a bar, we had to have a bar fight. I haven’t played or GM’d in a session where the players got in a bar fight since high school.

Players will ask what is there to do in this town for fun? Gambling, wenching, drinking, eating, fighting, etc. are all common for some players. In my current campaign, my players haven’t asked that question. They are content with the tavern that caters to adventurers. They happened to be in town when there was a festival and took part in that. I determined on my game calendar when certain events would happen, and if the players are not in town, they only hear about it, if it is shortly thereafter, or if they ask about the time since they were last in town.

Dungeon Desk Pad Arrived

My Dungeon Desk Pad order from the Kickstarter arrived. I ordered the base U.S. 3 pad order. It included two sheets of different sized hex sticker sheets that were part of a stretch goal. There are also some coupon with codes to save on Oubliette #9 and another for any Squarehex product. Oubliette #9 can be free with a Squarehex purchase. I’m not sharing the code, as they are for backers of the Kickstarter. The Squarehex coupon points out that another Kickstarter is coming in May.

The paper itself is quite heavy, there were three levels of stretch goals for heavier paper.

My box was a bit dinged and one corner of all three pads had a wrinkle, but it isn’t anything I am concerned about. The pads are still serviceable and will do what I need.

I did notice that the tear off is at the bottom. I don’t know if that is an American vs. European thing, creator’s preference, or a goof. I did not unwrap the other two pads. These pads are a bit bigger than two letter sized sheets of paper side by side.

I took a picture of this pad on top of one of the quad ruled desk pads I ordered last month. Of course, quad ruled desk pads got me started on this.

Now to put these pads, and my other recent pad purchases to use!

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Mythoard Arrived

My March Mythoard arrived two days ago. I had time to take pictures, but that was on the same day as my Wednesday night online AD&D game I play in, so I am just now writing about it. There have been other reviews, but I’m putting in my two cents here.

It included Gygax Magazine #5, The Dungeoneers Journal February/March 1981, a one page adventure from +Tim Shorts of Gothridge Manor, a mini module, The Miller’s Blunder, by Thom Wilson, two sample dice of the Inkwell Ideas dungeon Morph dice, and a set of four magnetic monster mash tokens.

This issue of Gygax Magazine is the one with the winner of the 2014 One-Page Dungeon Contest. I have one or two other issues that I have picked up at cons, but I haven’t had time to read the other(s) I have. It reminds me of the old Dragon Magazine from back in the day – Cool art, some stuff for ideas, some stuff I might use, a lot of stuff I will never use, and some comics in the back. I like Order of The Stick, and follow the web comic. I did not learn about OOTS until I found it online a few years ago. There have been a lot of complaints about Gygax magazine being slow to publish, but if you didn’t pay for a subscription, like me, it isn’t a problem. I will read them eventually.

There is familiarity to the issue of The Dungeoneer’s Journal. I think I saw it on the shelves of my FLGS back in the day, and/or some of my friends may have had it. It is familiar. Articles on games I never played, some I dabbled in, and more. Judge’s Guild material is something my brother and I tended to avoid, because it was “rough” in appearance. We had “advanced” D&D and were above those rough looking materials. I have learned in the last few years, that those rough looking things I snubbed had some good ideas in them, and I have them now in PDF, and some I have backed Kickstarters to get. I plan to read through this when time allows.

I did not realize that the adventure materials put out in all the Mythoards use a standard campaign setting, so they are set in the same world, or can easily be crafted to your own world. Tim Short’s “Guardian of the Sale Spring”, is printed on a slick, heavy card stock that is three-hole punched. The material is high quality. The printing and art is well done. I have not yet seen one of Tim’s adventures in person. This format of a small map, area description, and a random chart are so simple that I find that I could easily incorporate this into my own campaign. I am the type of DM who has to take way more time to read and understand a module designed by someone else to make it “mine”. It would be quicker and easier just to develop my own adventure. The simplicity of this overcomes my barriers. A series of mini-modules in one larger module would also get past my issues of running stuff written by others.

The Miller’s Blunder is a mini-module by Thom Wilson of throwigames.com. It is a center stapled, card stock covered booklet. It is only 17 pages with the inside of the back cover as the last page. The text is enough to set the scene and make it clear what is going on. The goals are clear and the various outcomes for the players are covered. While a lot more information than a back and front mini adventure, Thom Wilson has presented the pertinant facts in a way, that I could also easily make this fit into my campaign. I have not yet read the whole thing in detail, but reading the set up and skimming the rest, it is well designed and presented. The quality of this booklet is quite high.

I already have a set of dice from Inkwell Ideas from backing the DungeonMorphs 2: Cities & Villages: Map Generator Dice/Cards Kickstarter. They go well with the ones I already have, that I wrote about here. I am still waiting for fulfillment of the new dice in the series, so I’ll have more on that later. I backed the Kickstarter because I wanted some dice to help map/guide exploring the ruined city in my campaign, that my series for the 2015 A to Z Challenge is helping me collect my thoughts. These dice are large and have heft. They are loud on my plastic table, and would be on any table. Perhaps a padded box to roll them in would help if it is too loud for you, or too annoying for others you live with. Quick random dungeons are helpful. I like the ideas of the geomorphs, and Inkwell Ideas has started a series of contests for generating more geomorphs.

Finally, there are four round, magnetic monster tokens from gamemash.com. I’m not sure how I would use these other than on my refrigerator. I suppose they might come in handy to show placement in live play. For those who have to have more than scribbles on paper to do placement of characters, NPC’s, and monsters in play, these might be your thing. They are not my thing. I am not knocking the product. The art is good, and firmly attached to the magnets. The magnets have some heft to them, so they would not be easily moved, even if you don’t have a magnetic playing surface.

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