Friday, May 15, 2026

Session 84

 


Session 84

May 12, 2026

Players:

Marc: T'Val, Fighter 2; Gormir, Dwarf 2
Adam: Mimir, Elf 1; Atticus, Magic-User 2
Alex: Sir Percival, Cleric 2; Lucky Pete, Thief 3

On their way to the unexplored Ruined Crypts, the party of six adventurers was surprised to find a slave auction run by Mallacar's orcs in The Arena (Area 6). The party decided to impersonate Mallacar's henchmen in order to sneak through the flesh market and past the orcs. 

Two noblemen in red—guests of Mallacar, no doubt—were bidding against each other to purchase a beautiful, innocent young woman. However, there was little interest expressed in freeing the slaves, only in continuing to follow Treasure Map IIUnfortunately, the orcs were also guarding the northeast gate to the Ruined Crypts, where the map pointed.

Earlier, in the Wizard's Study (Area 4), the free-willed illusion of the deposed Sorcerer of the Labyrinth, Ador Mer, revealed that another entrance to the crypts could be found by passing through the Minotaur's Maze. Weeks ago, the players—with the help of the three-member NPC Party—killed the Minotaur and hacked off his head with his own golden axe to prevent his return from the dead. So, they weren't too worried about him!

The party decided to don their red armbands signifying their allegiance to Mallacar, goose-step through the slave auction, give the salute ("Hail, Mallacar!"), and then pass north through the Minotaur's Maze, since its entrance wasn't being guarded. The impostors' plan worked after T'Val (F2, STR 18) gave the orc in front of the gate a stern dressing-down for questioning their (made-up) mission from Mallacar! No one looked back at the wails of families being torn apart as the human slaves were sold like cattle. Some heroes!

The only problem was, once they got into the maze, they got lost. Not a big surprise! They went through the center of the maze, past the statue of King Loric the Great, and eventually found their way to a large chamber lit by four braziers. In the center was what they soon learned was a circular "teleporter pad . . ." 

Right after passing it, (the DM rolled a "1" and) six figures suddenly materialized. It was the wererat NPC party from Session 82! Towering Murdock, Cleric 5—whose brother, Ignatz, the party killed—and Mathilda, Ignatz's widow, were in the front of the well-armed NPC party of six wererats. 

Fortune favored the lost explorers, and the wererats appeared with their backs to the party! The party won surprise!

Saturday, April 18, 2026

Three Random NPCs

Marra, widowed alewife, Hesta, dwarven tavern keeper, and Lysa, wizard's courier

Here are three NPCs I rolled using my "Random NPC Generator" I wrote. The ability scores are mostly 3d6 down the line, with Strength and Charisma being more variable. It outputs Alignment, Sex, Age, Hair Color, Complexion, Appearance, Personality, and Wealth. From that, I choose a name, class (if any), and write a description. Purely a pastime I usually do during times like now when I should be writing something, but I'm procrastinating.

However, these three rolls were so uninspiring when taken together. There's a 4-in-6 chance of a male, but all three were women. All three had a high CON score—the very least helpful to build a whole character around. Fighters have Strength. Thieves have Dexterity. Magic-Users have Intelligence. Clerics have Wisdom. At least with Charisma, you have something fun to use by making them particularly good or bad looking. Constitution? One character, okay, but all three? It didn't help that they all had dark or black hair and an ordinary appearance!

As I attempted to write them together, a fun story emerged between Marra, widowed alewife, Hesta, dwarven tavern keeper, and Lysa, a wizard's courier . . . 


Marra
Neutral

Marra, a widowed alewife, owns an inn and tavern and keeps a watchful eye over all who pass beneath her roof. Tall and imposing, she speaks little, yet carries a quiet authority that stifles disobedience and misbehavior before it can rise. Having outlived her adventurous husband, she runs the alehouse and its brewing with firm, capable hands, leaving the day-to-day clamor to her staff—though little escapes her notice.

STR  12  +0

INT  11  +0

WIS  10  +0

DEX  9   +0

CON  13  +1

CHA  13  +1

Sex: Female

Age: 46

Hair: Dark Brunette

Complexion: Tan

Appearance: Plain

Personality: Brooding, Mysterious Wealth: Free person. 140 gp.

Hesta "Black Hest"

Neutral Dwarf 1

Hesta, the sharp-tongued wife of a small tavern keeper, runs the place with an iron grip. She's relentless, mean, and takes no guff. Her wooden spoon—or failing that, a quick snap of her leather belt—keeps her unruly boys in line and reminds drunken customers they’re not above the same treatment. Her temper sparks like flint on steel, shifting from honeyed politeness to red-hot fury in an instant. 


STR  5   -2

INT  7   -1

WIS  10  +0

DEX  8   -1

CON  14  +1

CHA  9   +0


Sex: Female

Age: 38

Hair: Black

Complexion: Tan

Appearance: Pleasant

Personality: Foul-Tempered, Bully

Wealth: Free person. 120 gp.



Lysa

Neutral Magic-User 1

Lysa, an overfriendly wizard’s apprentice, trots to and from his mountain-top tower delivering messages on foot, as she is trusted more for endurance than discretion. She greets strangers like old friends and chatters endlessly, eager for company after long stretches of lonely travel. Bright but lacking common sense, she remembers everything she’s told—but rarely knows when to keep it to herself—especially if someone is willing to listen.


STR  9   +0

INT  13  +1

WIS  7   -1

DEX  10  +0

CON  16  +2

CHA  8   -1


Sex: Female

Age: 22

Hair: Black

Complexion: Ivory

Appearance: Plain

Personality: Cheerful, Gregarious

Wealth: Peasant. 8 gp.




Bonus! Because I'm still procrastinating, here's a fourth randomly-generated NPC! With Charisma 17, this rather turned into a romance novel!

Cassian Rook

Neutral Fighter 1

Tall and slender, Cassian carries himself with quiet authority. His black hair is neatly kempt, framing an ivory complexion and composed features. He favors tailored riding coats and polished boots—the mark of one accustomed to rank, yet careful not to flaunt it. His gaze is steady and appraising, and he speaks with measured confidence, certain he is destined to rise through discipline, reputation, and the careful cultivation of allies.


STR  12  +0

INT  10  +0

WIS  15  +1

DEX  10  +0

CON  11  +0

CHA  17  +2


Sex: Male

Age: 18

Hair: Black

Complexion: Ivory 

Appearance: Slender

Personality: Driven, Ambitious

Wealth: 500 gp













Wednesday, February 25, 2026

Session 76

Treasure Map I
"We hid it under a flagstone . . ."

Session 76

Session #7 of Return to the Sorcerer's Labyrinth

Feb. 24, 2026

Players

Marc: T'Val, Fighter 1; Gormir, Dwarf 1
Adam: Mimir, Elf 1; Atticus, Magic-User 1
Alex: Sir Percival, Cleric 2; Lucky Pete, Thief 2

At the south door to the Minotaur's Maze, our delvers parted ways with the NPC Party. Bearing the headless body of their fallen comrade, Caedis (M1), they began their withdrawal. Before long, a patrol of pig-faced orcs gave chase. The party yanked free the spike that had been holding the secret door ajar. The ponderous stone slab ground slowly shut, sealing the passage just as the orcs reached it. With no way to force it open, the orcs could only curse them from the far side of the stone-block wall.

Back in town, Atticus (M1) joined the party. 

The delvers descended into the Sorcerer's Labyrinth once again, this time determined to find the Arcane Library by going through the south gate of the Pentagram Dome. They took the hallway west, but found only a looping passage with a door that was clearly non-Euclidean. It opened to the antechamber of The Pyramid

Glowing violet runes pulsated in the angular frame of the colossal stone door. A shimmering field of energy thrummed ominously, and crackled with purple arcs like lightning bolts. There were five other doors leading out of the antechamber and they chose to keep heading east, more than a little confused about their location after unknowingly being magically warped across the dungeon. The characters knew nothing of the Pyramid, and their players had only foggy recollection. 😉 

Perched at the end of a long corridor, they reached the statue of the trickster, the patron of bad luck. Formed like a satyr, both its hands were behind its back. They checked it out with a mirror on a 10' pole, but saw only cupped hands and shadow. While approaching it, the illusionary floor beneath Lucky Pete (T2)'s feet disappeared, and Alex rolled a '1' on his save! The patron of bad luck indeed! 😱

Not-So-Lucky Pete fell 10' and took 3 damage, but had 7 hp remaining. Good thing for maximum hit dice rolls and CON 16! He may not be lucky, but he's tough! Unfortunately, from beyond the shadows of a massive crack in the wall, staring at him through the slit pupils of its emerald eyes: a dreaded HD 5 rock python! 🐍

Sir Percival (C2) jumped down into the pit to face the cold-blooded PC-killer (see also sessions 8 and 14, 2024). TA viscous fight followed. The Cleric got squeezed down to 4 hit points. The python would do an automatic 2d4 damage on its round, so Percival's life hung in the balance. They won initiative, and Percival struck first with his Mace +1, crushing the serpent's skull! 💪

The party searched the crack, which led 20' to the snake's lair. There, they found the corpse of a long-dead elf. The Cleric said a prayer, and the skeletal remains turned to ash and blew away. They took what was left, including  his Chainmail +2 and  other equipment. In his satchel, they found Treasure Map 1, which they followed once out of the pit. 

The session ended in the dungeon south of the gates of the Altar of Shadows with the delvers excavating an iron lockbox from beneath a flagstone . . .

Tuesday, February 10, 2026

The Sorcerer's Labyrinth
Second Anniversary

 


On February 10, 2024, I rolled up a good ol' B/X dungeon on the fly for an impromptu pick-up game on the OSR Pick-Up Games Discord server. After a year-long campaign and 46 sessions, the players cleared the dungeon, slew the white dragon, defeated the red manticore, and dethroned the evil sorcerer, Mallacar. We had a blast! 

The first level of a multi-level dungeon of epic proportions was complete. Several months later and players are ready to return.  

Tonight is the fifth session of our second play-through, and the second anniversary of The Sorcerer's Labyrinth. The session starts in an hour, and I'm as excited to run it as players are to play it!

Monday, November 17, 2025

Some Rando's Compilation of Natural Healing Rules in D&D

Mummy, Expert Set, p. 36

Mummies are great enemies for beginning player characters. Against five or six first-level or second-level PCs, a mummy can make an awesome solo "boss" encounter. Later, their dreaded "mummy rot" keeps them threatening. 

Recently—Session #68, Oct. 22, 2025—the PCs in my current Gorefest Dungeon campaign were attacked from behind by three mummies. They were already drained of spells and down some hit points. 

They felled two of them, but their Cleric 4, Lokian, was down to only one hit point—and he was engaged in a furious melee with the last mummy. 

Their Fighter 4, Essarian, was down 12 hit points (to 16), and everyone at the table knew mummy rot meant these grievous wounds weren't going to be healed any time soon. 

The two Magic-User 4's were both out of spells. Hobart was atop his Broom of Flying and Sarath was Invisible. Both had Wands of Magic Missile drained empty of all charges! 

Thankfully, they were able to retreat and escape. They had one Scroll of Remove Curse . . . but two victims. Down to his last hit point, they chose to cure Lokian, leaving brave Essarian to remain afflicted and grievously wounded. Magical healing won't work and natural healing was slowed by 90%. 

But at what rate does natural healing occur? 

The rules are easy to find in the 1981 Basic Set, p. 25: 


However, as luck would have it, a
s I watched a random video about Mystara, I scrolled down a little through the comments. 

A certain Verpalorian310—I guess that's how we identify people in the dystopic, cyber-punk future of 2025—made a wonderful compilation of natural healing rules in Basic D&D. I was shocked to learn BECMI and Rules Cyclopedia omitted any rules for such, but I also felt so vindicated. I thought for sure it was 1d4. Now, I see that it was 1d4 in the rules I first learned and played—the 1991 Black Box



Natural Healing in Basic D&D

'77 Holmes Basic p. 7
Each day of rest and recuperation back "home" will regenerate 1 to 3 of his hit points for the next adventure.

'77 B1: In Search of the Unknown p. 5
The passage of a day - or 24 hours - will mean the healing of 1 hit point of damage for each character.

'81 Set 1 Moldvay Basic p. 25
To cure wounds by resting, the wounded creature must relax in a safe place, and may do nothing but rest. Each full day of complete rest will restore 1-3 hit points ... If a day's rest is interrupted for any reason, no healing will take place.

'83 Mentzer BECMI p. 4 mentions natural healing in several places, but omits the rules for it. "The damage your fighter has taken can be healed by a few days' rest."

'84 BSOLO: Ghost of Lion Castle p. 4 resting 1 day heals 1 HP.

'86 B10: Night's Dark Terror, pull-out sheet I
As well as healing wounds by means of spells it is also possible to regain 1 hit point per day by resting. In order to regain a hit point, your rest must be undisturbed both during the day and the night. Any strenuous activity such as fighting or traveling more than a very short distance will stop you from healing.

'89 B11: King's Festival p. 23
The bugbear is 50% likely to leave for good, and 50% likely to ambush the PCs later-together with 1d4 orcs it bullies into serving it-when the PCs finally make their way back to Stallanford from this dungeon. By this time it will have regained 1d8 hit points from natural healing.

'91 Denning Basic p. 28
For each full day a character spends resting, which means doing nothing but lying in bed, he recovers 1d4 hit points.

'91 Rules Cyclopedia mentions natural healing, but omits rules for it.

'94 Stewart Classic D&D p. 46
For each full day a character spends resting, which means doing nothing but lying in bed, he recovers 1d4 hit points.

'98 Grubb Fast Play doesn't mention natural healing at all.

Factors affecting natural healing: 

Cause Disease
Cureall
Cursed scrolls
Healing skill
Mummy rot
Raise Dead
Starvation
Veterinary Healing skill

Tuesday, February 25, 2025

Frostfire's Demise

Tonight, it was my birthday. Had a great day!

It was also game night, Session 43, and players took on Frost Fire, the white dragon. 

We lost two player characters, a C5 and an M4, but the delvers were victorious!

Monday, December 9, 2024

Nine Months
in
The Sorcerer's Labyrinth

"Gorefest Dungeon" is just what I call whatever I'm running online at the time, but this year, I began designing a multi-level dungeon called The Sorcerer's Labyrinth. The dungeon shares its name with the first level. 

We just finished Session 36. Virtually all of Level 1 and almost half of Level 2, The Undercrypt, has been explored.

The first-level map has changed a lot over the months. Here are some key versions:



Version 1.0. Session 1, Feb. 10, 2024 

Session 1 was ran impromptu for an open table on the OSR Pick-Up Games Discord server. After calling for players, I generated a map on donjon, but generated the dungeon's content live by rolling on the Dungeon Stocking Table on page 52 of the 1981 edition of the Dungeons & Dragons Basic Set.

Room 1 was rolled as "Special, Treasure," so I pulled out my trusty ol' "water weird in a fountain with coins" encounter. I blacked out the door in the top left and bottom left of the Enchanted Fountain room, so that strange downward dead-end passage right after the entrance stairs has always had a secret door there.

The area below it, the Statuary was "Special, No Treasure," and I put a bugbear "assassin" in it that hid on the ceiling and waited for players to pass by before pouncing on the back rank. Players were quick to examine all the statues, but never mentioned looking up. It's the second room of a beginner dungeon, so it's a good time to get this kind of procedural conduct out of the way. It's just a normal bugbear surprise roll if players don't say "I look up." It's good to establish how the table handles these common situations like crab spiders crawling on the ceiling.

The area with the sarcophagus on the dais and the burial niches in the walls would later become the PyramidI rolled "Monster, Treasure" on the stocking table and then rolled 12 skeletons. Players rolled their own treasure (Type D) live for the last area of the night—and they rolled a stunning, spectacular 11,800 gp total, a Sword +1, a Scroll of Light and Hold Portal, and a Potion of Healing!!!

Before the game, I made one of the skeletons a wight able to cast Darkness. Not knowing how awesome the player's live treasure roll was going to be, I gave it a Staff of Snakes and a healing potion. I called it a Spellwight.



Version 2.0. Session 2, Feb. 20

Sessions 2-7 used what's now the odd duck of the map versions. That area with the 70'-wide round pit at the top with the floating platforms was going to be a vertical battle map. Still an idea I want to use. The octagonal room in the center was what it is today—a lever/door puzzle—but for some reason I didn't use gate/portcullis doors. Session 3 used map version 2.1, and it had gates.

Players during these early open-table sessions were much more investigative and experimental. They would always try diplomacy first, or to look for a way to circumvent dangerous encounters. Players of the group that formed from the open-table sessions are much more aggressive.



Version 3.0. Session 8, April 2


Version 3.1


Version 3.9. Session 26, Sept. 24

Version 3 was a real workhorse for the first half of the campaign. I was never happy with that awkward space on the bottom-right (Area 20/23)—never did figure out exactly how I wanted to use it. It was where I debuted my Pitslither monsters: Sarlacc-like maw-pits with lamprey teeth and a tentacle for a tongue. Players never went back after that, so it never did really matter.

Through 26 sessions of play-testing, it was clear what areas were the most popular, and some of those areas needed more room—a lot more room in the case of the Arcane Library (Area 4) and the so-called "Orc Prison" (Area 29).  

I knew I needed more room, so I increased the size of the map from 390' × 390' to 500' × 500' for Version 4.0 . . . 



Version 4.0. Session 27, Oct. 1



 Version 4.3. Session 36, Dec. 8






Sunday, June 23, 2024

Treasure Map I

Treasure Map I is found in the Arcane Library, just to the west of the Pentagram Dome on Level 1, The Sorcerer's Labyrinth. 

I've play-tested the dungeon's first level all the way through, but as I'm running an open-table game, I've had multiple groups go through parts of it three, if not four times. 

The Arcane Library has what's very likely the first "big score" of treasure players will find in the dungeon. 

So, it's of note that this map is given to players very early in the game—most likely the first session. 

For the first level, I wanted to increase player agency for when they choose their directions at intersections between blind passages—a common occurrence. 

In order to make informed decisions—to have agency—players who enter a new, large, labyrinthian dungeon like The Sorcerer's Labyrinth will need at least some sort of information at nearly every turn. Otherwise, it's just "Left or right? Who cares. Flip a coin." Or, "Left for loot!"

As intended, this is a very maze-like dungeon, and there's only so many "Left or right?" hallways you can add distant torchlight, wall graffiti, foot prints, whispers, chitters, glowing eyes, blood spatters, spider webs, broken daggers, orc dung, etc.

Giving a map straightaway increases player agency giving them points of interest rather like town rumors, a win-win in my book!





Monday, April 29, 2024

Gorefest Dungeon
Level 1:
The Sorcerer's Labyrinth

Ready for Session 12

1 square = 10'

1. Enchanted Fountain. A water weird (serpentine water elemental) guarded coins in the water basin. (Looted.)
2. Statuary. Monsters and people; realistic statues or victims of petrification? (Empty.) 
3. Summoning Chamber. Pentagram will hold summoned demons. Players have a scroll of "Summon Merchant Demon," and have used one here before. (Empty?)
4. Magic Library. Spell books, scrolls, and treasure maps were found here. (Looted.)
5. The Arena. Orcs and ogres—sometimes with a spell-casting shaman. The players have fought lots of bloody battles here. (Empty.)
6. Ruined Crypts. Skeletons (3d4 of them) will rise if grave goods (e.g., a sparkling ring) are disturbed. (Looted?)
7. Iron Maiden. A rotating gargoyle statue presumably protects an iron maiden behind bars. Black sludge drips from the eye shutter. (Undisturbed.)
* No number (north-west corner): The Minotaur's Maze. A minotaur with a golden axe stalks the maze. Respawns: PCs have killed it three times, but not without taking losses.  
8. Bone Guardian: A bone golem with four magic swords (and attacks per round!) guards a set of stairs to Level 2. (Retreated from guardian.)
9. Dragon's Lair. A dragon guards a magic weapon that if drawn, the dungeon will "reset." First time it was a Flame Sword +1/+3. After players drew it, the weapon is now a crackling, arcing spear.
10. (Not Pictured. Players haven't re-visited this area since the dungeon reset in Session 6.)
11. Empty. 
12. Gargoyle Antechamber. On the west wall, a relief of a gargoyle's face with a hinged jaw. Inside its toothy maw: a pull-ring. Pulling it snaps the mouth closed, but operates the gate to Room 13. (Empty?)
13. Rotating Gargoyle. Inside the rotating gargoyle statue's mouth burns a fiery glow. It will breathe fire on anyone lifting open a gate. (Empty?)
14. (Not pictured. Never visited.)
15. Treasure Chest. A treasure chest sits in the center of the room. (Never visited.)
16., 17. (Not pictured. Never visited.)
18., 19. Empty. 
20. The Ravine. (Changed since dungeon reset.)
21. Empty. 
22. Reflecting Pool. Rumor: There are ghostly fish swimming inside the pool. They say they can be caught using a living pixie as bait. (Changed since dungeon reset.)
23. Spellwight's Crypt. Rumor: A spell-casting wight and six zombies guard the greatest hoard of treasure on Level 1. (Undisturbed.)



Session Log


Session 1
Went through Enchanted Fountain room with a Water Weird and into crypt with 6 skeletons, one of which cast Darkness on the Fighter. Rolled a lot of treasure.
11,800 gp total,  Magic sword +1, Tome of Light and Hold Portal
+2,950 gp/xp each

Session 2
Players killed an ogre and 7 pig-faced orcs ("The Razorbacks"). Captured one orc who led players to treasure and then was let go. Killed two more ogres and got the treasure, a giant ruby. 
+2,666 gp/xp each

Session 3
Fire Beetles killed three characters—Almec E2, Korlan F2, and Sartath, T2—then they went to the Library where they found scrolls, treasure maps, and grimoires.

Session 4
Players opened a locked and sealed iron coffin so the berserk undead inside—a wight—would attack the 8 orcs that were advancing. They then dropped a gate on the same wight like a Rancor in the pit in Jaba's Palace. They met the orc they spared from death in session 2, who then killed Schnozzwald (M1) before being killed by his own magic axe by Blunder (D2). Earning Blunder the title "Blunder the Avenger!"
+1,250 gp/xp each

Session 5
Summoned the merchant demon Zuul. Defeated 6 "Shadow Warriors" to sanctify a corrupted altar, lifting their curses (afflicted at the end of session 4). As treasure, each statue had a glowing Weapon +1: a sword, a warhammer, a spear, a greatsword, a greataxe, and a halberd.
+834 gp/xp each

Session 6
Killed the minotaur in the maze, slew the dragon, and drew the flame sword! Players learned that drawing the sword resets the dungeon. 
+714 gp/xp each (7 PCs)

Session 7
After tricking the water weird in the enchanted fountain out of some coins, the delvers slew some orcs and an ogre led by a shaman who cast darkness. After Korgul was envenomed by a crab spider in the Arcane Library, the delvers hauled back magic scrolls, maps, and grimoires—the same ones they found in Session 3 before the reset!
+650 gp/xp each

Session 8 
A wandering encounter—a rock python (5 HD)—killed Emgrin (E1) and nearly killed Lokian (C1), but with only 1 hp left, Lokian killed the snake! Later, they recruited three retainers—Finn (T1, crossbow, leather) and the brothers Alistair (M1, Read Languages), and Magnus (M1, Detect Magic). The delvers explored until they reached a cavernous chamber with a mist-covered, muddy floor. They were cautious and retreated from the tentacle monster that attacked from below.
+83 gp; +250 xp each (6 shares; 2 for the 3 retainers.)

Session 9
A short session. Players battled the orcs in the Arena, then found a secret passage (in a wall drain) that led back to the Enchanted Fountain room. 
+108 gp; +250 xp (6 shares)

Session 10
The Minotaur of the maze surprised the party from behind and cut down Lokian (C1). Blunder and Sarath returned to town with Lokian's unconscious body, but Lokian's curse kept him trapped inside the Sorcerer's Labyrinth. Down three comrades, the others pushed forward. They arrived at what was the dragon's lair in Session 6, but in place of the dragon was a four-armed, serpentine Bone Golem (HD 6) guarding a staircase to the second level! After testing how close they could get without triggering it, they decided to retreat once they found out! 
+833 gp/xp each (6 shares; was 7, but Cleric is trapped in the dungeon.)

Session 11
Killed 8 skeletons in the ruined crypts (Room 6). Slew the minotaur and sold its axe for the third time. 
+1,250 gp/xp each (6 shares)



Tuesday, January 30, 2024

Better Shown Than Told

The OSR is a tiny parasol held aloft by a giant elephant; it's too small of an umbrella term to cover everything. That's been obvious for a long time. 

Members of the OSR are divided between those who most enjoy fantasy role-playing games and those who best like fantasy adventure games—or "classic" adventure games (CAGs) to avoid an unfortunate acronym. 

Whenever a B/X player asks the difference between an RPG and a CAG, I always say the same thing: 

It is better experienced than explained; better shown than told.

I could spend months waxing and waning about all the subtle nuances contrasting the play-styles, but the reader's time would be better spent playing and running games. (Here's a perfect Discord server to do just that: OSR Pick-Up Games.)

That said, there are differences in the play-styles beyond a preference for a rules-light B/X or the more complete rules set of AD&D. 

While the Eight Mantras of OSR Gaming apply to role-playing games, not adventure games, the fourth mantra remains true: 

4. The OSR is a mindset, not a rules set.

The mindset of those at the table is perhaps the most noticeable difference between the RPG and CAG styles. 

More specifically, CAG games are of a mindset where "rulings not rules" isn't safe to assume, and I think that's a core difference any member of the OSR who enjoys RPGs will appreciate knowing ahead of time when playing CAGs.

Both are fun, interesting, and challenging mindsets, so rather than write about games, I prefer to run and play them. However, for more discussion on the topic, try the Classic Adventure Game server: https://discord.gg/xakPP2V8yB

Friday, December 1, 2023

The Life and Reproduction Cycle
of the Medusae

Medusas who die of old age regenerate by turning into stone. They are "reborn"  with an infantile body when they crack through their own petrified statue's hollow head like an eggshell. 

Incubation lasts a year and one day, the same to reach full maturity. Infant medusas are called "nagas" because they resemble a tiny human head on a serpentine body. Their face and skull is covered in scales. 

They grow rapidly into "newts," sprouting arms from a human torso at two weeks. Buds form all over the newt's scalp and quickly grow into writhing snake tails. These tails grow eyes and develop the snake heads during as they mature into adolescence. 

An adolescent medusa is called a "snipe." It's important to note that medusas don't develop their petrifying gaze until adulthood, though a snipe's gaze can stun. The last thing it develops before its petrifying vision is the menacing rattle at the end of its tail. Until the medusa becomes an adult, it must feed its ravenous hunger by constantly hunting for fresh meat—which explains a medusa's penchant for archery. Unlike adults, adolescents must sleep.

To "hunt snipe" means to search for an adolescent medusa's den. A dangerous quarry, snipe are cunning and alert. They often set traps and defenses around their lair. With a lethal aim, they attack with envenomed arrows from the shadows. This is origin of the word "sniper"—one who shoots victims from a great distance.

Saturday, October 21, 2023

Lair of the Medusa:
A Random Level 4 Dungeon
Part 2

It's fun to roll a B/X dungeon! It really gets the creative energy flowing. One doesn't even need a map!

Last post, I rolled a 25-room level 4 dungeon on the table in the Basic Set, p. 52. The monsters were rolled using a 20-sided dice on the table in Rules Cyclopedia, p. 94. (I rolled a 12 three times, resulting a lot of medusae!)

The treasure will not be rolled randomly. Instead, the dungeon will be designed to raise six, level-4 characters to level 5 once cleared. Cash and magic items will be designed and placed accordingly.

As for placing cash treasure; six PCs going from level 4 to level 5 require 8,000 xp each or 48,000 xp total. We want them to level about every five sessions, so we want the dungeon to take about five sessions to clear, and 5 rooms a session is a good, general, rough estimate—thus the 25-room dungeon design.

This post, I'll begin writing an outline consisting of one sentence describing the dungeon as a whole, the name of each entry (e.g., "1. Entrance"), and one to three sentences describing every entry other than empty rooms. As I haven't drawn or selected a map yet, I'm going to be very sparse on the physical details of the rooms.

This is not meant to be evocative text! This is just an outline of the most essential information; GM notes. After I finish the outline, I'll re-write all the text to bring it alive in the reader's mind.

Below are the first six entries.



Lair of the Medusa

Areas 1-6

This maze of stone corridors and chambers lays 100' beneath an ancient ruined temple of toppled columns and smashed statues.

1. Entrance
Trap #1, Treasure #1
At the center of this round pit of stairs, surrounded by skulls and bones, is a bronze statue of a warrior holding a decapitated medusa's head in one hand. [Beneath the bones circular bronze plate. Anything stepping on the plate or touching the statue takes 4d8 electrical damage. Pressing both eyes of the medusa's head will cause the pit to descend 100' into the ground revealing dungeon's the hidden entrance—an impassible stone door. The round elevator will raise in one week. By that time, whatever is on the platform has died, thus all the bones.]
Treasure: a small chest of 8,000 gp hidden beneath a floor tile at the foot of a medusa statue. (Treasure Map I leads to it.)

2. Mirrored Antechamber
Empty #1
Mirrors, mirrors, all around; not what you'd expect in a medusa's lair. [These 7'-tall medusa wear porcelain masks that prevent the living from turning to stone.]


3. Petrified Chimera
Empty #2, Treasure #2
In the center of this opulent mirrored statuary is a roaring chimera standing on its haunches that will come to life if the medusa who petrified it is slain—potentially blocking the exit from escape. 
Treasure: Gold and silver decorations worth 8,000 gp.

4. Pit Trap
Trap #2
An illusionary floor in the center of this round chamber hides a cylindrical abyss 50'-wide and 100' deep. It can be bypassed by walking behind the statues surrounding it.
5. Mirrored Walls and Floor
Empty #3

6. Monster #1 (Medusa × 2)
These two 7'-tall medusae wear white porcelain masks and are extremely narcissistic. Trapped in the labyrinth for ten centuries, these immortal women have writhing serpents for hair and scaly green skin beneath their revealing satin dresses. They constantly preen their snakes and scales and can hardly look away from their own reflection. [The four medusae each have a class; magic user, cleric, fighter with a bow, or thief. Their class reflects the enchantments on their masks, jewelry, and equipment.]

Each is convinced she is more beautiful than the other. They ask the players to be the judge . . . "Who is the more beautiful sister? Surely this is an easy test of your veracity."