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	<title>the scroll of gnom-bientus</title>
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		<title>the scroll of gnom-bientus</title>
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		<title>blast from the past: OD&amp;D sci-fi superspy one-shot</title>
		<link>http://gnombient.wordpress.com/2012/02/01/blast-from-the-past-odd-sci-fi-superspy-one-shot/</link>
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		<pubDate>Wed, 01 Feb 2012 20:09:34 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[actual play reports]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1874</guid>
		<description><![CDATA[BB and I were talking the other day about science fiction games and settings, which prompted me to remember a really fun one-shot I ran a few years back.  It was a kind of sci-fi super-spy game set in a futuristic Solar System Federation.  I had a great time running the game and at the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1874&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>BB and I were talking the other day about science fiction games and settings, which prompted me to remember a really fun one-shot I ran a few years back.  It was a kind of sci-fi super-spy game set in a futuristic Solar System Federation.  I had a great time running the game and at the time was hoping to continue developing the setting, but I must have gotten sidetracked by gamer ADD (you know how it goes&#8230;)I checked this blog to see if I had posted it, and much to my surprise it wasn&#8217;t here.  I found it in an old email and decided to post it here for archival purposes and, of course, your reading entertainment.</p>
<p>Background: Sometime back in 2004/05-ish, my then-gaming group dissolved.  The last hurrah was a near-TPK Traveller session wherein the dimension-hopping PCs were taken out by Orcus Corporation forces on Gateway Station orbiting Titan during an attempt by the PCs to steal the corporation&#8217;s new top-secret technological device code-named &#8220;The Wand of Orcus.&#8221;  Those PCs who hadn&#8217;t been killed were stated to have been captured and subsequently used for scientific experimentation&#8230;  Fast forward to December 2006.  The gamer buddy who ran that session was due to visit, and an idea had been percolating &#8212; to run some sort of spy operation investigating the Gateway Incident.  Having just scored a copy of the 1974 OD&amp;D white box I wanted to see how far I could push the rules&#8230;</p>
<p><span style="font-family:'Times New Roman', serif;"><span style="font-size:x-small;">***</span></span></p>
<p>Game system: OD&amp;D (1974), with on-the-fly rulings for weapons, equipment, chases, skill checks, &#8220;hero points,&#8221; etc.  Classes were based on the three-Bureau system from Top Secret (Assassination, Confiscation, Investigation), with allowance for player-defined specializations.<br />
Soundtrack: Flanger, Bohren &amp; der Club of Gore, Herbie Hancock (<em>Sextant</em>), Lalo Schifrin (<em>Mission Impossible </em>score), Hawkwind (<em>Space Ritual</em>), Porcupine Tree (<em></em><em>Metanoia</em>), &#8217;70s Tangerine Dream</p>
<p><span style="text-decoration:underline;">Player Characters</span><br />
Dr. Corimer Quasarcher (no aliases used in this adventure), agent for the Solar Federation&#8217;s Department of Solar Security, Bureau 15 (Impossible Missions), IMB Investigations Branch (political engineering). Based in Olympus Mons, Mars. Cover: Professor of Political Engineering at University of Mars, Olympus Mons (UMOM).</p>
<p>Angela Sunspott (alias Camille Andromeda, code name SINISTAR), agent for the Solar Federation&#8217;s Department of Solar Security, Bureau 15 (Impossible Missions), IMB Investigations Branch (psychology, profiling). Based in Phobos City, Phobos (Mars). Cover: Student Services Advisor at University of Mars, Phobos City (UMPC).</p>
<p><span style="text-decoration:underline;">Mission Background</span><br />
Bureau intel suggests a strong connection between current hostilities and a terrorist attack on Gateway Station (orbiting Titan) in 2275 (18 months ago), during which the unveiling of Orcus Corp.&#8217;s much-heralded &#8220;Wand of Orcus&#8221; wormhole technology was disrupted by unknown agents attempting to steal the device. The perpetrators were captured and/or killed in the ensuing battle that also injured a number of civilians. Orcus Corp. blamed their arch-rival, Demogorgon Cartel, for the attack; the latter denied any involvement and the case was quietly and quickly closed. The perpetrators were never turned over to Solar or Jovian authorities, and their identities were never disclosed to the public.</p>
<p>In recent months, violence has erupted between the two opposing corporations. Acts of piracy were committed against each others&#8217; interplanetary shipping, space-to-surface attacks targeted Demogorgon&#8217;s mining operations in the Asteroid Belt, and a ground assault was launched by Demogorgon forces against a research laboratory on Phobos belonging to Vecna Technologies, an Orcus subsidiary specializing in robotics and medical tech.  The power struggle between these two corporations has been causing wider economic turmoil and social fear throughout the System, and for that reason the Federation has decided to intervene.<span style="text-decoration:underline;"><br />
</span></p>
<p><span style="text-decoration:underline;">The Mission</span><br />
Corimer Quasarcher (hereafter designated as CQ), is assigned the task of investigating the cause of the escalating hostilities between the Orcus Corporation and the Demogorgon Cartel, two of the most powerful megacorporations in the Solar System. Once the cause has been determined, CQ&#8217;s mission is to neutralize the source if possible or effect some sort of diplomatic solution. Of course, if he or any of his IM force are captured or killed, the Secretary will disavow all knowledge of his actions&#8230;</p>
<p><span style="text-decoration:underline;">Day One</span><br />
CQ travels south to follow a lead: Roger Beryllium (RB), a known smuggler and suspected Orcus agent, operates an import/export business in the Martian city of Tharsis (located at the southern end of the Tharsis Bulge, south of the equator). He meets up with Carseh Oorlaung (CO), an IMB agent and &#8220;wheelman&#8221; undercover as a taxi driver in the city. CQ checks into the Tharsis Hotel near the city center and decides to set up an appointment with Beryllium, who is due back from a trip to Phobos in several days.</p>
<p><span style="text-decoration:underline;">Day Two</span><br />
CQ and CO come up with a plan, whereby CQ will approach RB with a smuggling job and hopefully gain access to RB&#8217;s network. Through his underworld contacts, KO secures 200 pounds of military-grade Pirex explosives. CQ studies up on Martian trade law, explosives, and other information relevant to his cover story.</p>
<p><span style="text-decoration:underline;">Day Three</span><br />
CQ meets with RB, proposes deal whereby RB will move explosives offworld to buyer for a 30% cut. RB decides not to accept immediately, suggests they meet again the next day. CQ assents. CQ and CO are followed by an orange car, but they manage to shake it. After dinner a different car tries to run down CQ in the street, but he manages to dodge the speeding vehicle. The car speeds off.</p>
<p><span style="text-decoration:underline;">Day Four</span><br />
CQ meets with RB again, and RB agrees for 40%. CQ agrees to the deal, and agrees to transport the explosives to a warehouse on the outskirts of the city. RB invites CQ to a party at a prominent Tharsian casino, the <em></em><em>Royal</em><em> </em><em>Barsoomian</em>. CQ and CO drive out to warehouse, but are ambushed en route by machine gun-toting assassins in a SUV. A chase ensues, and CQ manages to shoot out one of the tires of the enemy vehicle. The SUV crashes, and the IMB agents escape back to one of their safe houses. Loading the explosives into another vehicle (van) along with some more weapons, the the agents drop off the goods at the warehouse. CQ talks up the warehouse foreman and manages to get a brief tour. Most interesting are the crates of Vecna robot parts, including some ultra high-tech Class 7 robot brains, used in advanced military warbots and attack drones.</p>
<p>CQ then heads to the <em>Royal</em><em> </em><em>Barsoomian</em>, and CO decides to snoop around outside and see what he can learn from limo drivers and grounds workers. RB tells CQ that some &#8220;business associates&#8221; want to meet him later. CQ wanders around and has several encounters:</p>
<ul>
<li>Wendy Nebulana (WN), a lovely blonde in a blue dress who exchanges passwords with CQ and identifies herself as an IMB agent. She informs him that a mole has infiltrated the agency, and later states that she has evidence that CO is an Orcus agent. After CQ&#8217;s encounter with CB (see below), Nebulana reappears with photos supporting her claim regarding CO. WN also suggests to CQ that the key to the puzzle lies on Level 33 of the Vecna research labs on Phobos. She suggests they meet later to make plans for getting to Phobos.</li>
<li>Carmeena Burahna, a beautiful Orcus counterintelligence agent (dark hair, orange dress) who covertly suggests to CQ that WN is a Demogorgon agent and later questions him at gunpoint about his mission &#8220;for Orcus,&#8221; mistakenly believing him to be deep-cover Orcus counterintel investigating RB.</li>
<li>CQ finds CO dead in the car with his throat slashed, apparently by a monofilament blade.</li>
<li>CQ meets &#8220;Mr. Wilson,&#8221; the representative of the reclusive James Orcus III. Wilson questions CQ about his professorship at UMOM and his access to military-grade explosives. CQ suggests that he supplies arms and equipment to various extremist ideological groups (with presences among the radical student groups at UMOM) for personal profit. Wilson seems pleased with CQ&#8217;s thorough answers. CQ hopes to visit Vecna labs on Phobos, asks Wilson if a tour was possible. Wilson says maybe, he&#8217;ll be in touch via RB.</li>
</ul>
<p>After leaving the <em>Royal</em><em> </em><em>Barsoomian</em>, CQ drives back to his hotel, then slips out and catches a cab to another hotel. En route, the car is ambushed. CQ barely escapes the car, just as a tube-launched rocket turns it into flaming scrap. Behind the cover of parked cars, he manages to evade the fusillade of gunfire and slip around the corner. With the aid of his sonic screwdriver and some amazing luck, he manages to pick the lock on a door and slip in before his unknown assailants come around the bend. The sound of approaching police sirens cause his foes&#8217; retreat, and he slips away as well to nurse his wounds and get some sleep at the second hotel.</p>
<p><span style="text-decoration:underline;">Day Five</span><br />
CQ returns to the Tharsis Hotel, where he finds a message from WN and a room key for another hotel elsewhere in the city. He arrives there to find her hiding in the dark room with a gun and a story that she had been ambushed by armed enemies that night and barely escaped with her life. They make plans for getting to Phobos. CQ learns that there will be a graduate studies fair at University of Mars, Phobos City, a lucky coincidence that allows him to extend his cover story. CQ notifies RB of his impending visit and inquires about a tour. RB agrees to try and set something up. WN tells CQ that she used to run a network on Phobos consisting of agents placed inside the Vecna labs, and was forced to flee when the agents were discovered; she gives CQ the names of her two remaining contacts on Phobos.</p>
<p><span style="text-decoration:underline;">Day Six</span><br />
CQ boards shuttle and travels from Tharsis spaceport to Phobos City spaceport, a one-day trip.</p>
<p><span style="text-decoration:underline;">Day Seven</span><br />
CQ arrives and meets with one of WN&#8217;s contacts: Alexis Raymond, a one-eyed newsstand vendor. He tells CQ that the only way to get into Vecna is through proper channels, and expands some on the information provided by WN. CQ heads to the Phobos Hotel and then to UMPC, where he meets up with Angela Sunspott (AS). AS has been conducting remote surveillance of the Vecna labs, and has been able to procure blueprint scans of the first twenty-nine sublevels; lower levels are somehow shielded from aerial sensor scans. The two agents decide that AS should try to join the tour, so they work with Bureau HQ to set up an alias and cover story describing her as being one of CQ&#8217;s ideological revolutionary contacts. RB forwards her false papers and info to his superiors for clearance.</p>
<p><span style="text-decoration:underline;">Day Eight</span><br />
RB agrees, sets up tour for next day; agents will stay for 2 nights. Training, equipment montage.</p>
<p><span style="text-decoration:underline;">Day Nine</span><br />
Travel to Vecna facility (private dome) on Phobos, 20 miles N of Phobos City. Lunch, general employees orientation video, tour of upper-level facilities (robot warehouse, organ &amp; limb clone banks, etc.). CQ encounters Jerry Orbit, a former student of his at UMOM now working as a robotics tech for Vecna with level 15 clearance. Jerry loved CQ&#8217;s class, and invites the two agents to a birthday party. Agents go, and steal badges and biometric info from passed-out drunk scientists.</p>
<p>Agents take elevator down to level 25 using stolen ID cards, then access main ventilation shafts. Barely avoid laser trap, descend to level 33. Reconnaissance conducted along horizontal air ducts shows:</p>
<ul>
<li>The presence of at least one security robot patrolling the corridors.</li>
<li>A room containing four vertical liquid-filled tanks and a battery of computers and electronic equipment. Inside the tanks are three humans and one large monkey, each hooked up to a variety of tubes and cables.</li>
<li>A security office, with two guards monitoring TV and computer screens.</li>
<li>A room containing a large vertically-suspended ring and a control panel, presumably some sort of wormhole technology.</li>
<li>A laboratory of unknown purpose.</li>
</ul>
<p>Using sleeping gas capsules, the agents subdue the guards in the security room, override the level&#8217;s computer and desensitize the security robots and surveillance equipment, dowload security tapes of operations in the wormhole room, and take off with the guards&#8217; security badges and plasma rifles. They then head to the stasis tank room, where they manage to override an executive order and release the four specimens from what appears to be some form of neural torture. Agents learn that the four prisoners are actually the group responsible for the Gateway terrorist attack: Capt. Finlay, Cmdr. Vardis, Cpl. Kleegin, and the genetically-engineered supermonkey, Narmish. [Note: these four characters were PCs captured/killed by Orcus troops at Gateway Station in the last hurrah of our old group several years prior.]</p>
<p>Group then heads to the ring room, where they activate the wormhole just as the alarm begins to sound. They activate a direct remote link to IMB and upload the info they&#8217;ve swiped off of computers in the security office and stasis tank lab, outmaneuvering an attempt to jam the transmission. Seeing a snow-covered mountainside on the other side, they decide the best way to survive the coming security forces is to flee through the wormhole to the unknown location on the other side. CQ sets his sonic screwdriver to overload one of the plasma rifles, and places the improvised bomb on the control panel for the wormhole device. The group steps through, and sees the wormhole disappear a few moments later&#8230;</p>
<p><span style="font-family:'Times New Roman', serif;"><span style="font-size:x-small;"><br />
</span></span></p>
<p lang="en-US">
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			<media:title type="html">jvasche</media:title>
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		<title>new music/library blog</title>
		<link>http://gnombient.wordpress.com/2012/01/19/new-musiclibrary-blog/</link>
		<comments>http://gnombient.wordpress.com/2012/01/19/new-musiclibrary-blog/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 19:00:11 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1865</guid>
		<description><![CDATA[If you&#8217;re interested to read some of my musings about non-gaming-related music and library topics, you can visit me at The Percussive Librarian.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1865&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re interested to read some of my musings about non-gaming-related music and library topics, you can visit me at <a href="http://percussivelibrarian.wordpress.com/" target="_blank">The Percussive Librarian</a>.</p>
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		<title>[B/X] Adventures on the Iron Trail: In search of the unknown, part 2</title>
		<link>http://gnombient.wordpress.com/2012/01/05/bx-adventures-on-the-iron-trail-in-search-of-the-unknown-part-2/</link>
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		<pubDate>Thu, 05 Jan 2012 22:00:55 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[actual play reports]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1619</guid>
		<description><![CDATA[Oh man, this is super-belated&#8230;  The next session is next week and I still haven&#8217;t posted the recap from early December! The group examined more rooms in the southeast quadrant &#8212; a gymnasium/training room connected to a barracks, and a bedroom belonging to Zeligar, a wizard and former master(?) of this domain.  The group found [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1619&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Oh man, this is super-belated&#8230;  The next session is next week and I still haven&#8217;t posted the recap from early December!</p>
<p>The group examined more rooms in the southeast quadrant &#8212; a gymnasium/training room connected to a barracks, and a bedroom belonging to Zeligar, a wizard and former master(?) of this domain.  The group found two magical weapons (<em>mace +1</em>, <em>hand axe +1</em>) over the course of their searches.  Their exploration of the southeast area now complete, the party backtracked to the room containing the elf-maiden statue that resembled the tapestry of Zerissa.  Wondering if this statue was the selfsame maiden under an enchantment, they attempted to use some of her personal effects to revive her &#8212; alas, to no avail.  Shrugging, they made their way over to the passage near the secret laboratory (southwest quad) to check out some of the other passages there.</p>
<p>The party was soon ambushed by a band of armed halfling bandits, members of the Greenleaf Gang!  The PCs got the drop on the Greenleafs, and a <em>sleep</em> spell laid out the whole bunch.  The gang members were stripped of their weapons and armor, tied together, and dragged to the room containing the strange pools.  The Lawful heroes Calveric and Detmar were struggling to keep their desires for revenge against the gang (who had previously robbed them of a fine mule and a bunch of loot) in check, and refrained from tossing any of the prisoners into the green slime pool.  (To intimidate the halflings into talking, they did throw one into the similar-looking <em>sleep</em> pool&#8230;)  They learned that the gang boss was waiting outside with a large contingent of gang members, and some dubious information about the extent of the complex and its denizens &#8212; the halflings boldly asserted that they had descended five levels, where they had encountered a dragon and other beasts.  The group decided to send one prisoner out with a message for the boss, to set up a meeting; the plan was to make an arrangement with the gang based on the intelligence received: the two groups would team up to delve into the deeper levels for mutual profit, with the the gang providing extra manpower to fight monsters, and the party offering healing and magical support.  The boss didn&#8217;t show up for the meet, so the PCs went back to their exploration with a string of prisoners in tow.</p>
<p>After acquiring some tools from a workroom, the party was trapped in a dead-end passage by a portcullis that had clanged down.  Eager to try out his new hacksaw, Detmar began sawing at the rusty bars &#8212; without thinking about using combined strength to lift the bars.  It wasn&#8217;t until after a stinky lizardlike creature appeared and observed the characters through the bars that the group decided to try to lift the gate.  They contemplated shooting the troglodyte in the back, but curiosity won out.  After following it down several passages &#8212; all the while unsuccessfully attempting to communicate with it in a smattering of human and humanoid languages &#8212; they ended up having to fight it and the two other trogs it met up with.  The battle against these tough foes was complicated when the halfling prisoners started acting up, attempting to entangle Rowley (who had guard duty) and steal daggers from his belt.  The two-front melee was taxing on the PCs, but they managed to defeat the trogs and slay the halflings, a task they fell to with grim enthusiasm.</p>
<p>They decided to dump the carved-up, arrow-riddled halfling corpses at the junction where the failed rendezvous with &#8220;the boss&#8221; was to have happened, along with a note: &#8220;Dear Greenleaf Gang, the blood of these halflings is on your hands and heads.  By refusing our offer to parley, you betrayed and doomed your loyal followers.&#8221;  They then retreated to the mess hall, barricaded the door, and hoped to rest and recover from their wounds&#8230;</p>
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			<media:title type="html">jvasche</media:title>
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		<title>New Year New Game</title>
		<link>http://gnombient.wordpress.com/2012/01/04/new-year-new-game/</link>
		<comments>http://gnombient.wordpress.com/2012/01/04/new-year-new-game/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 00:48:17 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[general rpg]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/2012/01/04/new-year-new-game/</guid>
		<description><![CDATA[I was directed to the New Year New Game challenge by an Escapist blog post this morning.  It was a timely visit, as the last few days I&#8217;ve been mulling a &#8220;new year post&#8221; for this blog and thinking about gaming hopes and dreams for 2012.  What new systems, settings or campaigns would I like [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1859&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I was directed to the <a href="http://www.newyearnewgame.com/" target="_blank">New Year New Game challenge</a> by an Escapist blog post this morning.  It was a timely visit, as the last few days I&#8217;ve been mulling a &#8220;new year post&#8221; for this blog and thinking about gaming hopes and dreams for 2012.  What new systems, settings or campaigns would I like to run this year, even as one-shots?</p>
<ul>
<li>Over the Christmas holiday I had a chance to re-watch one of my favorite fantasy movies,<em> <em>The Golden Voyage of Sinbad</em>. </em> During the movie I kept thinking about how fun it could be to run a similarly-themed adventure.  I&#8217;d probably use BoL for the system and the Wilderlands&#8217; Isles of the Blest region for the map and some hex descriptions.  I could actually see something like this happening after the Pter Nuum adventure wraps up, but time (and the PCs) will tell&#8230;</li>
<li><em>Fading Suns</em> or <em>Traveller: New Era 1248</em>, two sf settings I really dig.  In either case, I&#8217;d double-up my new game accomplishments by running it with a different system: I&#8217;d most likely use <em>Under the Moons of Zoon,</em> <em>Barbarians of the Aftermath</em>, or <em>Stars Without Number</em>, but I&#8217;m not sure which.</li>
<li>On the boardgame/quasi-RPG front, reading about Lego Heroica at Grognardia and elsewhere has got my brain churning.  My 5-year old nephew is bananas about Legos right now, and I can&#8217;t think of a better &#8220;gateway drug.&#8221;  Contemplating picking up one of the sets, he may not quite grok the rules but we&#8217;ll see.</li>
</ul>
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			<media:title type="html">jvasche</media:title>
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		<title>[BoL] Raiders of the Pter Nuum, session 3: the tomb of Bal-Astur</title>
		<link>http://gnombient.wordpress.com/2011/12/30/bol-raiders-of-the-pter-nuum-session-3-the-tomb-of-bal-astur/</link>
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		<pubDate>Fri, 30 Dec 2011 22:10:49 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[actual play reports]]></category>
		<category><![CDATA[Barbarians of Lemuria]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1629</guid>
		<description><![CDATA[Sorry for the belated update&#8230;  The last session was spent underground, as the PCs continued their exploration of the tomb complex in hopes of recovering the legendary Axe of Bal-Astur.   After defeating an honor guard of lacquered, armored skeleton warriors, the group discovered a secret tunnel leading west into darkness.  They eschewed this passage [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1629&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Sorry for the belated update&#8230;  The last session was spent underground, as the PCs continued their exploration of the tomb complex in hopes of recovering the legendary Axe of Bal-Astur.   After defeating an honor guard of lacquered, armored skeleton warriors, the group discovered a secret tunnel leading west into darkness.  They eschewed this passage in favor of searching the rest of the complex.  They found two mortar-sealed doors at the end of the main passage, and a careful search turned up a third, secret door.  Behind this door was a descending staircase that led to some sort of small shrine.  On a low, wide dais at the south end was a large statue of the Piati god of war and justice.  Examining the dais and statue, the party discovered there was another room of some sort behind the wall, but they could not find a way in.  In front of the dais was an altar scribed in the ancient Piati language.  According to Rhys&#8217;s translation, the writings said something to this effect: &#8220;The axe of Bal-Astur rests until Piati evil threatens again.  When evil&#8217;s evidence is presented, the axe will be revealed.&#8221;  The party puzzled over this for some time.  What sort of evidence must be presented?  After several fruitless efforts, they decided that they must have to bring one of the snake-men to the shrine and present it, dead or alive, on the altar.</p>
<p>After climbing the stair again, the party decided to examine the sealed rooms.  Both released wights that immediately attacked the group, but fortunately the adventurers were able to overcome the monsters with relative ease.  Among the treasure found in the wights&#8217; sarcophagi was a magical copper bracelet that seemed to improve Khelios&#8217;s balance when he put it on his arm.  They also found a scroll tube containing a map, annotated to state that the Axe had been secreted out of the city to another hidden location.  Despite this information, the party decided to pursue their original plan &#8212; to capture or kill a snake-man and present his body to the statue in the tomb shrine.</p>
<p>Before leaving the tomb, they decided to explore the secret westbound tunnel.  After neutralizing a trap (set to spring on anyone traveling east through the tunnel towards the tomb), they made their way west and then northwest for several hundred yards before the tunnel dead-ended at a door.  Looking through the spy-panel, they saw a storeroom lit by a flickering torch, which was soon taken out by a misshapen, hairy humanoid figure&#8230;</p>
<p>***</p>
<p>The session went pretty well despite its brevity &#8212; actually it ended at just the right time, as my map for the next dungeon area wasn&#8217;t keyed yet!  I based the tomb area on Dyson Logos&#8217; <a href="http://rpgcharacters.wordpress.com/2009/07/24/friday-map-burial-mound-of-esur-the-red/" target="_blank">Burial Mound of Esur the Red</a>, albeit with a good bit of tweaking.  (Thanks Dyson, hope all is well!)</p>
<p>Still working out the monster conversions.  Sometimes I feel like the monsters aren&#8217;t enough of a challenge to the party, but I don&#8217;t know how much of that is monster stats versus luck of the dice.  In the wight encounters for instance, the party rolled well and the wights rolled poorly.  Only Swervy was hit by their draining ability.  Since BoL doesn&#8217;t use levels, I had the wights drain a point of a random attribute; I haven&#8217;t decided yet the duration of the drain, but since Swervy&#8217;s player wasn&#8217;t present I feel like I shouldn&#8217;t make it permanent.</p>
<p>Until next time!</p>
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			<media:title type="html">jvasche</media:title>
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		<title>new blog idea</title>
		<link>http://gnombient.wordpress.com/2011/12/23/new-blog-idea/</link>
		<comments>http://gnombient.wordpress.com/2011/12/23/new-blog-idea/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 18:33:34 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[random musings]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1625</guid>
		<description><![CDATA[I came up with an idea for a blog called &#8220;Commercial Curmudgeon.&#8221;  In it, I would post random TV commercials and mercilessly criticize them (and by extension, offer my critique of American consumerism and pop culture).  I&#8217;m sure something like this already exists on the web, I just haven&#8217;t found it yet.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1625&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I came up with an idea for a blog called &#8220;Commercial Curmudgeon.&#8221;  In it, I would post random TV commercials and mercilessly criticize them (and by extension, offer my critique of American consumerism and pop culture).  I&#8217;m sure something like this already exists on the web, I just haven&#8217;t found it yet.</p>
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		<title>[BoL] Play report: Raiders of the Pter Nuum, session 2</title>
		<link>http://gnombient.wordpress.com/2011/11/23/bol-play-report-raiders-of-the-pter-nuum-session-2/</link>
		<comments>http://gnombient.wordpress.com/2011/11/23/bol-play-report-raiders-of-the-pter-nuum-session-2/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 19:23:24 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[actual play reports]]></category>
		<category><![CDATA[Barbarians of Lemuria]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1610</guid>
		<description><![CDATA[Our group got together last night for the first time in 10 months.  After a recap of both the game system and the previous session&#8217;s happenings, we dove in&#8230; The arrival of morning found the trio of adventurers &#8212; monk-assassin Swervy and sword-maidens Ada and Basula &#8212; preparing breakfast and re-examining the strange black obelisk [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1610&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Our group got together last night for the first time in 10 months.  After a recap of both the game system and the previous session&#8217;s happenings, we dove in&#8230;</p>
<p>The arrival of morning found the trio of adventurers &#8212; monk-assassin Swervy and sword-maidens Ada and Basula &#8212; preparing breakfast and re-examining the strange black obelisk in the jungle clearing.  They were soon joined by their wizard colleague Khelios, who arrived on the back of a summoned giant dragonfly.  (During the course of his research, Khelios was informed of the party&#8217;s expedition to the lost city; believing the ruin to be a potentially incredible trove of magical knowledge, he decided to seek them out by means of a magic spell and join the adventure.)</p>
<p>Using his copper bowl, Khelios cast another spell to try to determine the direction of the city; due to his extremely limited knowledge, the spell only gave a general northerly direction.  With no further ado, the party set off deeper into the jungle according to the spell&#8217;s indication.  Their first encounter was with two human corpses riddled with poisoned darts.  Closer inspection turned up a strange snake-fang necklace on one of the bodies.  They carefully avoided a sandy clearing where tentacles snaked from the sand to try to draw in prey and eventually came to a larger clearing where many of the trees had been pulled down by climbing vines, leaving only broken, ivy-covered stumps stretching like broken towers (inspired by Kauai&#8217;s &#8220;Green Room&#8221;).  As the adventurers made their way through this verdant space, they were beset by ropy vines that snaked out from the undergrowth to curl around legs and bodies.  Once coiled around prey, the vines would attempt to draw the victim towards the vegetation-covered mounds from which they emerged.  The group fought to chop through vines, stay upright and resist being pulled towards the tooth-filled mouths of the mounds.  After a fierce struggle the characters managed to slay the monsters; through a combination of skill and luck, they emerged from the battle somewhat shaken but physically unharmed.</p>
<p>The narrow trail led from the large clearing through the jungle to a steep rocky slope cut with switchbacks.  Three cave openings were visible at points along the ascending trail.  The group opted to avoid the first cave (thick with cobwebs) and the second (some slithery snake-like tracks leading in), but were curious about the third (booted humanoid footprints).  They eschewed the caves in favor of continuing to the top of the slope in hopes of spotting the city.  They didn&#8217;t see it immediately, but a short trek into the jungle led them to a massive crater.  The 100&#8242; cliff looked down onto the ruins of Nem Piat below; the city&#8217;s great ziggurats and a grand domed structure of crystal still stood watch over the crumbling buildings and courtyards.</p>
<p>The party decided against rappelling down into the massive crater for fear of disturbing any unseen creatures potentially nesting in the cliff face.  Returning to the uppermost cave entrance (with the boot prints), they carefully made their way through a long, winding tunnel (and a large spiked pit trap) and entered the city at ground level.  Almost immediately they encountered the remnants of the expedition, who had set up a camp in the southeastern part of Nem Piat.   After conversing with the guard posted near the tunnel entrance, the group was taken to Rhys Gorlak.  Their attempts to persuade him to return to Humbleton fell on deaf ears, as his assistant and lover Erelna had recently been captured by &#8220;snake-men&#8221; &#8212; Rhys refused to leave without Erelna, and beseeched the party to help him get her back.  Realizing their position, the party reluctantly agreed, discouraged by the idea of having to fight their way through 100+ snake-men to gain Erelna&#8217;s freedom.  Was there another way?  Perhaps&#8230;</p>
<p>After talking with Jandar, leader of a group of escaped slaves living close to the expedition&#8217;s camp, the party learned of a conflict between the snake-men (to the west) and &#8220;frog-men&#8221; who controlled the northeastern part of the city.  Perhaps the party could stir up trouble between the two factions and sneak in to rescue Erelna in the confusion&#8230;  Rhys also spoke to them about helping him find the Axe of Bal-Astur, an ancient hero of Nem Piat who led an unsuccessful revolt against the lords of the city.  According to legend, the warrior&#8217;s enchanted great axe would strike fear into the hearts of foes and instill courage to allies; Rhys was certain that having such a potent weapon would increase the likelihood of a successful rescue.</p>
<p>The party agreed to go with Rhys to Bal-Astur&#8217;s crypt, which he believed to be in a nearby building.  After negotiating the heavy, rusted iron trapdoor, the party began their exploration of the tomb.  A scything blade trap wounded Ada and Basula, and as the session ended the party thought they could hear the sound of metal on bone and bone on stone approaching; looking down the curving stair into the hallway below, they saw several shadowy forms moving around&#8230;</p>
<p>***</p>
<p>This evening&#8217;s game went pretty well.  I wasn&#8217;t entirely satisfied with some of my narration and refereeing, but I was pleased with the session overall.  In retrospect it may have been better to have the PCs wander around in Nem Piat a bit before having them encounter Rhys Gorlak&#8217;s expedition, but I wanted to keep the action moving &#8212; it had been nearly a year since we last played, and I wanted to maximize the four hours we had this time&#8230;</p>
<p>After the session I told BB that one of the things I really like about BoL is that the PC power level seems to do the 3rd-6th level &#8220;sweet spot&#8221; of D&amp;D play really well; magic-wise it&#8217;s arguably even better, because of the flexibility of the open-ended system.  (This isn&#8217;t to say that I&#8217;m done playing D&amp;D, because sometimes &#8212; well, sometimes I just crave the feel and flavor of the classic D&amp;D rules, and no substitute will suffice.)</p>
<p>When the PCs were fighting the vine-creatures in the &#8220;green room&#8221; clearing, I had to remind the players about using Hero Points; their &#8220;luck of the gods&#8221; re-rolls didn&#8217;t seem to help that much, but ultimately they escaped without sustaining any injuries.  Those creatures were completely improvised, and I realized later that they should have had far more Lifeblood than they did.  Oh well, live and learn&#8230;</p>
<p>We&#8217;ve scheduled our next session for 12/18, hopefully I&#8217;ll have more to report shortly thereafter!</p>
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		<title>Adventures on the Iron Trail: In search of the unknown, part 1</title>
		<link>http://gnombient.wordpress.com/2011/11/08/adventures-on-the-iron-trail-in-search-of-the-unknown-part-1/</link>
		<comments>http://gnombient.wordpress.com/2011/11/08/adventures-on-the-iron-trail-in-search-of-the-unknown-part-1/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 23:13:16 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[actual play reports]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1601</guid>
		<description><![CDATA[After a several month hiatus, BB and I agreed to revive my characters from our original 2009 &#8220;Dragonsfoot-SF meetup&#8221; B/X D&#38;D game (that disintegrated after a few sessions) and continue as a solo campaign.  The action takes place on the Iron Trail, a borderland region in BB&#8217;s homebrew setting Stronghold.  The first adventure (2009) was [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1601&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After a several month hiatus, BB and I agreed to revive my characters from our original 2009 &#8220;Dragonsfoot-SF meetup&#8221; B/X D&amp;D game (that disintegrated after a few sessions) and continue as a solo campaign.  The action takes place on the Iron Trail, a borderland region in BB&#8217;s homebrew setting Stronghold.  The first adventure (2009) was exploring a wizard&#8217;s manse near the town of Dragonsfoot.  Although our search for the disappeared wizard came up fruitless, the original party did manage to clear out most of the monsters from the manse and return to town with a good amount of treasure.</p>
<p>The characters:</p>
<p>Calveric, 2nd level Magic-User (PC)</p>
<p>Detmar, 2nd level Dwarf (PC)</p>
<p>Meeiria, 2nd level Cleric</p>
<p>Rowley, 2nd level Fighter</p>
<p>Carnas, 1st level Cleric</p>
<p>Blodget, 1st level Halfling</p>
<p>Following the untimely dissolution of their delving party, Calveric and Detmar opted to remain in Dragonsfoot towne for a while.  The lure of adventure and loot was strong as ever, and rumors of a corrupted elven Lifespring to the west of town prompted the duo to join forces with a clerical party to investigate the spring and (hopefully) identify and neutralize the source of corruption.</p>
<p>The group struck west from Dragonsfoot.  As the party neared the lifespring, they rescued a halfling (Blodget) from a corrupted treant.  With their new ally in tow, the adventurers arrived at a ruined tower perched on a hilltop.  The tower itself was unoccupied and devoid of interesting features, but set into the hillside below was an opening leading into darkness.  The intrepid group steeled themselves for their subterranean foray and set off.  Soon they encountered an old battle scene at a four-way junction.  On a wall, the rusty-red scrawl &#8220;QUASQUETON&#8221; was the only epitaph for the now-decomposing remains of the fallen combatants.  A grim reminder to the would-be explorers of the potential dangers lurking in whatever maze of tunnels and chambers that lay before them&#8230;.</p>
<p>The group struggled to map the strange, twisting tunnels and oddly shaped rooms.  Battles with bandits and &#8220;vegepygmies&#8221; &#8212; strange green, semi-gelatinous humanoids that seemed to have been grown in a noxious wormy vat &#8212; took their gradual toll.  The variety and strangeness of some of the rooms added to the air of mystery that hung in the stale underground air.  An exotic fungal garden,the vegepygmy birthing room with its towering idol of the Mad God, the tapestries and statues whose depicted events hinted at tragic events; how did these pieces fit together?  Would the descending staircase they found lead them to more answers, more danger, more strangeness?</p>
<p>The party enjoyed a brief respite for two days above ground, holed up in the ruined tower, as they rested and recovered from the wounds and fatigue of their first foray.  When the group returned to finish mapping the western part of the complex, they fought more vegepygmies and encountered a room full of strange pools.  Detmar, ever brave and willing to imbibe strange substances, drank from several of those deemed safe by the party &#8212; each pool was subjected to careful probing with the 10&#8242; pole or, in the case of the two greenish pools, a broken dagger.  (The party&#8217;s caution paid off here, as the second pool dissolved the dagger.)  The first liquid sampled by Detmar made him mute and the last healed him of all his wounds; those in between seemed to be normal water.</p>
<p>Thus ends the recap of the first two sessions.  More on the second foray into the QUASQUETON complex in a couple weeks&#8230;</p>
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		<title>Gaming soundtrack: Voice of Eye</title>
		<link>http://gnombient.wordpress.com/2011/10/04/gaming-soundtrack-voice-of-eye/</link>
		<comments>http://gnombient.wordpress.com/2011/10/04/gaming-soundtrack-voice-of-eye/#comments</comments>
		<pubDate>Tue, 04 Oct 2011 22:31:29 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[gaming soundtrack]]></category>

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		<description><![CDATA[I recently discovered Voice of Eye, a duo uses acoustic instruments and electronic effects to create &#8220;organic ambient&#8221; music that compares favorably to Tuu, Rapoon and, at times, the world-ambient side of mid-90s Dead Can Dance.  I haven&#8217;t had the chance to actually use Voice of Eye&#8217;s music in a gaming session yet, but I&#8217;m anxious [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1596&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I recently discovered <a href="http://www.voiceofeye.com/" target="_blank">Voice of Eye</a>, a duo uses acoustic instruments and electronic effects to create &#8220;organic ambient&#8221; music that compares favorably to Tuu, Rapoon and, at times, the world-ambient side of mid-90s Dead Can Dance.  I haven&#8217;t had the chance to actually use Voice of Eye&#8217;s music in a gaming session yet, but I&#8217;m anxious to do so; the albums <em>Vespers</em> (1994) and<em> Transmigration</em> (1995) have been incredibly inspirational in my recent musings and preparations.</p>
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			<media:title type="html">jvasche</media:title>
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		<title>new Pter Nuum inspirations</title>
		<link>http://gnombient.wordpress.com/2011/09/22/new-pter-nuum-inspirations/</link>
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		<pubDate>Fri, 23 Sep 2011 00:55:00 +0000</pubDate>
		<dc:creator>J37.V37</dc:creator>
				<category><![CDATA[Barbarians of Lemuria]]></category>
		<category><![CDATA[general rpg]]></category>

		<guid isPermaLink="false">http://gnombient.wordpress.com/?p=1572</guid>
		<description><![CDATA[My blog inactivity mirrors the inactivity at my gaming table and, to a lesser extent, in the gaming-related parts of my brain.  I did manage to finish an adventure submission for the upcoming issue of Fight On! (#13, IIRC), but other than that the past couple months have been pretty dry for game- and fantasy-related [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gnombient.wordpress.com&amp;blog=170920&amp;post=1572&amp;subd=gnombient&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My blog inactivity mirrors the inactivity at my gaming table and, to a lesser extent, in the gaming-related parts of my brain.  I did manage to finish an adventure submission for the upcoming issue of <em>Fight On!</em> (#13, IIRC), but other than that the past couple months have been pretty dry for game- and fantasy-related pursuits.  New job responsibilities, new musical instruments (hammered dulcimer!), old musical instruments, croquet, and BSF have in varying degrees dominated my time and attention, but I feel the wheels turning and sense that the cycle of activity is coming around. It started with reading a little bit of fantasy &#8212; first <em>The Dragon Lord</em> by David Drake and now <em>Dust of Dreams</em>, the ninth volume in Steven Erikson&#8217;s epic <em>Malazan Book of the Fallen</em>.  As I read, thoughts of my <a href="http://gnombient.wordpress.com/2011/01/31/raiders-of-the-pter-nuum-chapter-1-the-lost-expedition-bol-play-report/">Raiders of the Pter Nuum</a> campaign have begun to bubble up again&#8230;</p>
<p>As these thoughts gently percolated with increasing frequency, I found myself blindsided last week by an urge to reexamine the <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=83383&amp;filters=0_0_0_0_0&amp;manufacturers_id=79" target="_blank">Pavis/Big Rubble</a> Runequest supplements.  My print copies of the Moon Design &#8220;Gloranthan Classics&#8221; were all long sold-off but thanks to the glory of PDF I was able to revisit the sprawling ruins of the Rubble, this time with the intent of mining ideas and details for my version of the Forbidden City&#8230;</p>
<p>The other old gaming flame I was driven to review was Necromancer Games&#8217; <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=2745&amp;it=1&amp;filters=0_0_0_0_0" target="_blank">Wilderlands of High Fantasy box set</a>, a contender for my favorite published campaign setting thanks to its relatively low-powered feel, S&amp;S flavor, weird science-fantasy twists, and open-ended sandboxiness.  I was encouraged to revisit the Wilderlands by a blog post by Fr. Dave at Blood of Prokopius, wherein he mentioned that the map for his great Lost Colonies campaign is one of the JG Wilderlands maps.  My Pter Nuum campaign &#8212; and Zhontaar, the world in which it is ostensibly located &#8212; is very lacking in the map department, so I figured I&#8217;d leaf through the maps and books to see if any of them jumped out at me.  I found myself drawn to two regional maps : Barbarian Altanis, the setting for my previous WL campaign, and Isles of the Blest.  Plenty of steaming jungles, interesting cultural and political factions to potentially incorporate, and an abundance of ruins make either section of the Padizan Peninsula a perfect fit for the Pter Nuum.  I&#8217;m not quite sure where to place the Forbidden City yet, but I&#8217;m sure the perfect location will present itself in due course.</p>
<p>Looking at those has me making fresh notes for the Pter Nuum game, adding details and denizens to the ruined city and expanding the content of the surrounding lands.  As usual, the X factor for this game is scheduling.  If I can get the same players, we&#8217;ll continue on from where we left off; if I get a different batch of responses, I may re-boot the adventure.  One way or another, I sure am looking forward to getting back in the game!</p>
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