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RED MOON MEDICINE SHOW PRESENTS:

VACANT RITUAL ASSEMBLY


AN OSR ZINE - ISSUE #3 - SUMMER 2015
INTRODUCING
The Thundercloud Druids (11-
12) came about because I wanted
an interesting way to explain the
origin of firearms in my campaign.
Issue #3 is going to be a little
different. The first two issues Tales of the Timberwives (13) the
of this zine have been based on Timberwives came from a creepy
miscellaneous material that I dream that a friend of mine related
developed for my ongoing LotFP to me.
campaign. This one contains stuff
from the same campaign, but it’s The Grand Vespiary (14-18) is an
less miscellaneous and almost adventure that sets up the primary
more of a mini supplement. villain of the Lost Forest region.

For years, I’ve been running Rick’s Moving Castle (19-22) is


the occasional D&D game in an interview with Rick Saada,
a mythologized version of the the creator of Castle of the Winds,
woods behind the house where I a computer game that was very
grew up, a place that my buddies influential on my gaming back in
and I referred to as “Dragon the Dragon Trench days.
Trench.” The goal here was to
capture that adolescent mythology
and insert it as a game-able area in
CREDITS
my campaign. Writing, Design, and Maps by
Clint Krause
The Legend of Dragon Trench (3-
Illustrations by
4) explains the origin stories of the Abigail Larson (pg 13)
Trench, real and imagined. Anthony Stiller (pg 10)
Marcin Sciolny (pg 11)
Crawling the Trench (5-8) covers Rick Saada (pg 20, 22)
Sean Poppe (pg 4)
the stats and procedures you need Xolis (photos + pg 14, 16, 18)
to hexcrawl the place as well as the
descriptions of a few important Interviewee
sites. Rick Saada

Knights of the Dragon Clan


(9-10) covers the protectors of
the Lost Forest and their modest
stronghold.

1
CAMPAIGN UPDATE
My campaign has expanded by EVANGELISM
the inclusion of an additional play
group. I’m now running a weekly This issue’s evangelism is
game for a group composed retrospective in nature. These are
entirely of French Quarter tour the works that influenced me most
guides (my co-workers). Turns back in the Dragon Trench days.
out most of them are big nerds,
but relatively few had played rpgs FILM/TV
before. I started by running them The Lord of the Rings (1978) - I used
through The Sleeping Place of the to watch the Ralph Bakshi version
Feathered Swine by Logan Knight of LotR constantly. It’s the single
and for the last couple of sessions biggest influence on my early days
they’ve been exploring Dragon of gaming.
Trench as it appears in this issue.
Xena: Warrior Princess and Hercules:
Meanwhile, my original group The Legendary Journeys - I used
departed from Dretcher’s Bay to watch these every Sunday
(from VRA#2) on a sea voyage and night, usually while painting
have spent the last three sessions miniatures or working on other
exploring The Worthy Bones, which dweebish endeavors. Gabrielle
is an adventure I wrote (and may (Renee O’Connor) inspired such
or may not publish eventually) lust in my teenage heart that
concerning an ancient Dwarven concentration was often difficult.
nercropolis on a forgotten island
haunted by witch apes.
RPG STUFF
Middle-earth Roleplaying 2nd Edition
It hasn’t really come up yet in this
by Iron Crown Enterprises - MERP
campaign, but running multiple
was the first RPG core book I ever
groups in a persistent world is
owned. My mom forbade me to
one of my absolute favorite things
buy/play D&D stuff, but MERP
to do. I love it when the groups’
was deemed okay because it had
exploits start affecting each other.
“Elves and Hobbits and stuff.”
If anything notable comes about
Tons of my early gaming material
because of this I’ll let you know.
was drawn from this book plus
micellaneous copies of Dragon
LEGAL CRAP Magazine. And that brings us to . . .
© 2014 by Red Moon Medicine Show
Dragon Magazine #217 - I gave
This product is an independent production a shout to this issue in VRA#1
by Red Moon Medicine Show and is not because I still use the giant table of
affiliated with Lamentations of the Flame magic items it contains. Crucially,
Princess. Lamentations of the Flame the table names the items but
Princess is a registered trademark owned
by James Edward Raggi IV. doesn’t describe their effects.
2
THE LEGEND RUMORS (d6)
1. Turning your clothes inside

OF DRAGON
out renders you immune to fairy
magic. [T]

TRENCH 2. The Swordy Thicket is the site of


an ancient battle against Orcs from
Deep in the Lost Forest there is a the north. [T]
place called Dragon Trench. They
say this is the final resting place 3. There’s a magical sword at the
of the tyrant dragon Redwrath, bottom of Boyd Pond. [T]
where he fell from the sky after
his brow was split by a hero’s 4. The trench is the quickest path
arrow. They say the beast struck through the woods. [T]
the earth with such force that his
massive corpse was embedded in 5. The Crystal Crater is guarded
the ground. over by Thundercloud Druids. [T]

For a century the carcass was 6. Timberwives can turn invisible


picked clean by sages and as long as they’re in the woods. [F]
scavengers. It is said that most
mortal knowledge of draconic THE “REAL” PLACE
physiology came from this carrion There is a place in the real world
plunder. known (to me and a handful of
childhood friends) as Dragon
Once the dragon’s corpse was Trench. It’s in Knob Noster,
removed, the remaining imprint Missouri where I grew up,
became known as Dragon adjacent to the northeast stretch
Trench, and has thereafter been of Knob Noster State Park. It’s a
used as a route for travelers to patch of woods divided by an old
quickly navigate the Lost Forest dry creek bed (the “trench”), thick
(which is otherwise dense with with deer, rabbits, squirrels and
undergrowth). a great many thorny places and
stinging insects. We spent many
The woods here are rife with hours exploring the place, even
strange and ancient magic. Fairy going so far as to map the trench
folk flit between the trees. A and construct various landmarks
sinister wasp cult holds cruel for ourselves. Most of the details
masses near the forest’s heart. that follow in this issue are based,
Timberwives hunt for heads under at least in part, on some aspect of
the moon and fill the night with the real place or the mythology
the echoes of their foul ecstacies. that my friends and I concocted
Thundercloud Druids play the about it. The photos in this issue
wind and seek meteoric crystals. are also from the actual forest.

3
DRAGON
et
7 i ck
Th
d y
or
Sw

6
TRENCH & THE
LOST FOREST

Cr
y
Cr stal
ate
r

4 5

1 2
CRAWLING BESTIARY
DRAGON CLAN KNIGHT
Defender of these lands.

THE TRENCH Armor 19 (plate+shield), Move 90’, HD3,


HP 12, Sword/Mace/Hammer 1d8 damage
or Longbow 1d6 damage, Morale 10

Each hex on the map represents FAIRY


Mischevious, winged creature. Inhuman logic.
5 miles (roughly 1 hour on foot). Armor 22, Move 240’ flying, HD1, HP2,
Each time the party enters a new Bite 1d4 damage, Morale 8. Strange
hex, roll d% and consult the magic (weird effects made up by referee),
encounter table below (if the result characters with inside-out clothing are
immune.
is marked with a +, roll again). In
addition, the PCs automatically NETTLE GOBLIN
encounter the numbered entries. Thorn-covered servants of The Sting.
Armor 13*, Move 120’, HD1, HP3, Spear
1d6 damage, Morale 4. *Successful melee
ENCOUNTER TABLE (d%) attackers suffer 1 damage from thorny skin.
01-40: No Encounter
41-45: Rain/snow + SWARM OF WASPS
Frenzied children of The Sting.
46-50: Thunderstorm/blizzard + Armor 12, Move 120’ flying, HD5, HP30,
51-55: Swarm of Wasps Each round the swarm attacks, characters
56-60: 2d6 Nettle Goblins in the area must Save vs. Breath Weapon or
61-65: 2d6 Fairies suffer 1d4 damage, Morale 12
66-70: 2d6 Thundercloud Druids THUNDERCLOUD DRUID
71-80: 2d6 Deer Woodwise tribal warrior.
81-86: 1d6 uses/Green Thistle+ Armor 14, HD 3, HP 12, Move 120’,
87-88: 1d6 uses/Coffin Grass+ Thundercaster d10 damage (ignore 3 AC)
or Flintknife d6 damage, Morale 10
89-90: 1d6 uses/Wormrose+
91-95: 2d6 Dragon Clan Knights TIMBERWIFE
96: 2d6 Timberwives Mud covered, tree-fucking berserker woman.
97: The “Lost Boys” (see pg 10) Armor 12, Move 140’, HD5, HP15,
Flintcleaver 1d10 damage, Morale 12
98: Some kind of ghost
99: 1d6 Crystal Shards (see pg 8)+
00: Orb of Fairy Amber (VRA#1)+ PLANTS
COFFIN GRASS
This long white grass grows in places
THE TRENCH ITSELF where a corpse lies without proper burial. If
The triple white lines on the map burned, it repels undead creatures.
represent the trench for which the GREEN THISTLE
area is named. Imagine it like a The rigid spines of this thistle can be poked
6-10’ deep creek bed. Traveling into flesh like a hypodermic needle. Acts as
inside the trench allows the party a minor anesthetic. Use to recover 1d4 HP.
to move 2 hexes per hour unless
WORMROSE
it is raining (the trench gets This brownish rose is often burned as
extremely muddy when wet). incense as an aid in ritual magic. When
inhaled it weakens the barrier between
imagination and reality. If burned when a
7 spell is cast, that spell is not lost for the day.
MAP KEY branches. The tree is inhabited
1. Boyd Pond by a nature spirit gone mad. 4d6
A large, murky pond. There’s a Timberwives will be nearby the
40% chance that Turner Boyd will tree at any given time.
be standing out on the surface
of the water spearfishing. He 5. The Crystal Crater
wears Boots of Waterwalking and Long ago a crystalline meteor
has 132sp in his belt pouch. Boyd smashed into the ground here,
lives in a rustic shack nearby. At exploding into tens of thousands
the bottom of the pond is a magic of crystal shards, many of which
sword, Thorandrus. remain clearly jutting out of the
ground througout the crater.
TURNER BOYD Armor 14, These crystals are coveted by
Move 120’, HD2, HP6, Spear 1d8 many factions, but most closely
damage, Morale 7 controlled by the Thundercloud
Druids who harvest them for
Thorandrus use in their thundercasters. The
Thorandrus is a sentient, loud- crater is surrounded by woods
mouthed +3 longsword. It and at any given moment, 2d6
thinks very highly of itself and is Thundercloud Druids watch over
annoying about expressing this the site from the treeline, ready
belief. Its previous owner, Dame to defend their extraterrestrial
Zora of the Dragon Clan, cast salvage operation from greedy
the sword into the pond after it outsiders.
chastised her battle prowess.
Crystal Shards
2. The Old Road A successful search roll (1 hour) in
This winding gravel path connects this area will uncover 1d3 crystal
Fort Whitewind to Koster’s Nob, a shards. Each shard is worth 50sp
Hafling settlement to the south. and can be ground into 20 charges
of gunpowder.
3. Fort Whitewind
This old stone fort was built long 6. Temple of the Sting
ago to shield the lands to the south This is the Sting’s grand vespiary,
from incursion by Orcs. Now it a hidden ampitheater in the
serves as the headquarters of the thickest, gnarliest part of the forest.
Dragon Clan. See page 9. It is covered in detail on pages
14-18.
4. Father Sycamore
This massive sycamore is the most 7. Swordy Thicket
sacred site of the Timberwives This patch of forest is littered with
(pg 11) who spend their monthly hundreds of rusty, ancient swords
sabbats in moaning copulation sticking out of the ground and the
with its ancient roots. Hundreds trees. Explorers have a 1% chance
of severed heads dangle from its of finding a magic sword.
8
KNIGHTS OF FORT WHITEWIND

THE DRAGON COMMANDER’S

CLAN HALL

The Dragon Clan is a long- KITCH


EN
standing order of knights WELL
assembled by King Halvor II to
provide protection for the scholars,
merchants, and sages who studied
and plundered the corpse of the
dragon Redwrath on behalf of the BARRACKS
crown.

The order proved their valor when


they defeated a legion of invading NEW SKILL: FALCONRY
Orcs at the Battle of Bloody Base skill is 0 (generally only
Leaves, in the area of the forest available to Specialists). Your
now known as Swordy Thicket. skill level in Falconry serves as
the Attack Bonus for your falcon
The Dragon Clan is now a legacy companion (who can attack
organization of sorts. Their official independently from you). It
responsibilities are few, but can also be rolled to determine
they still patrol the Lost Forest, whether your companion
protecting the surrounding lands successfully performs various
from the minions of the Sting falcon-appropriate tasks for you.

Trained falcons cost 200sp.

FALCON Armor 16, HD 1, HP


2, Move 160’ flying, Talons 1d3
damage*, Morale 8

*Instead of inflicting damage,


the falcon can distract its victim,
causing a -1 penalty to the victim’s
next attack roll for each point of
damage it would have caused.

Thanks to Mick Reddick and Reese Carter for


Emblem of the Dragon Clan helping develop this idea on Google+.

9
PROMINENT KNIGHTS
Sir Baldric
A dashing knight and expert falconer.
Has unrequited feelings for Dame
Eringlen.

Armor 19, HD 4, HP 16, Move 90’,


Long Sword 1d8 damage or Long
Bow 1d6 damage + Falcon Strike
1d3 damage, Morale 10.

Dame Eringlen
Renowned boar hunter. Has
unrequited feelings for Dame Zora.

Armor 19, HD 4, HP 16, Move 90’,


Boar Lance 1d10 damage or Long
Bow 1d6 damage, Morale 10.
THE LOST BOYS
Sir Qualar Three adolescent Dragon Clan
Veteran of many wars. Quartermaster squires, known affectionately as
of Fort Whitewind. Strategy game “the lost boys,” can often be found
enthusiast. getting themselves into trouble in
the forest. They serve as the eyes
Armor 19, HD 6, HP 16, Move 90’, and ears of the Dragon Clan.
Long Sword 1d8 damage or Long
Bow 1d6 damage, Morale 10. LOST BOY Armor 12, HD 2, HP
6, Move 120’, Shortsword 1d6
Dame Zora damage or Shortbow 1d6 damage,
Dragon Clan shieldbearer. She carries Morale 7.
nothing into battle but the Shield of
Reprisal.

Armor 20, HD 4, HP 16, Move 90’,


No weapons, Morale 10.

Shield of Reprisal: +2 Shield.


When a melee attack against
the bearer of this shield fails, the
attacker suffers damage equal
to that they would have caused
with a successful hit.

Seamus William Darbue


THE THUNDERCLOUD DRUIDS
Some say the Thundercloud THE THUNDERCASTER
The thundercaster is, essentially,
Druids are the descendants of
a large bore flintlock musket. It
the first folk, that their wisdom
fires hand carved stone balls, each
was taught by the Elves. The
carefully crafted and inscribed
Druids maintain that the first of
with spells of the hunt. Each
their kind emerged when Father
Thundercloud warrior is expected
Thundercloud struck a great oak
to fashion their own caster and
with his lightning spear. Whatever
ammunition as a rite of passage.
their origin, the Thundercloud
Druids have become a prominent
Thundercaster: 1d10 Damage,
faction within the Lost Forest.
50’/100’/200’, 5 rnds to reload,
They thrive on trade with factions
ignore 3 points of Armor, 1 in 10
outside the forest. They are the
chance of misfire. 160sp.
Ghoul Market’s primary source
of fairy amber (see VRA#1) and
they trade with the Knights of the
Dragon Clan for iron, sugar, and
other supplies. They also created
the world’s first firearms.

Long ago a great crystalline


meteorite slammed into in the
northeast part of the Lost Forest.
It exploded on impact showering
its crater and the surrounding
woodlands with crystal shards.
These shards contain a magical
quintessence of unknown origin.
The crater was discovered by
the Thundercloud Druids. From
Father Thundercloud, the druids
learned the wisdom of flint,
crystal, and fire, developing
the world’s first firearm: the
thundercaster. They learned that
the crystal shards could be ground
to an explosive powder, which
could be touched off by the sparks
produced by a flint shard striking
metal.

11
THUNDERCLOUD OGHAM
FLUTE MAGIC The written language of the
Father Thundercloud bestowed Thundercloud Druids is known as
many gifts upon his chosen people. “Ogham,” which loosely translates
Aside from the wisdom of flint to “lightning words.” Ogham
and fire, he taught the druids the inscriptions are written vertically
language of his sister, the wind. and read top to bottom. They
Over time they’ve developed a are commonly found upon the
system to channel this language weapons and equipment carried
through a variety of sacred flutes. by the Druids. The script usually
carries spells and blessings related
Clay Flutes contain 1 random to the object’s intended use.
Level 1 Cleric spell. Costs 2000sp
in the Ghoul Market. B M EA
L G OI
Reed Flutes contain 3 random F NG UI
Level 1 Cleric spells. Costs 4000sp S
in the Ghoul Market. Z IA
N
R AE
Wood Flutes contain 5 random
Level 1 Cleric spells. Costs 8000sp H A P
in the Ghoul Market. D O
C U
Play Wind is a skill that can be T E
added to any character who needs
Q I
it. The base score is equal to the
character’s Wisdom modifier
(minimum 0). As usual for LotFP
only specialists can increase this THUNDERCLOUD PCS
skill beyond its starting point Thundercloud Druids make
unless a special circumstance suitable player-characters of any
arises. standard human class (though
Thundercloud Magic Users are
To cast a spell contained within a probably outcasts of the tribe).
flute, the caster must succeed at
a Play Wind roll. If successful, the A Thundercloud character can
spell is cast as usual (only one spell choose to start with the following
per flute can be active at a time). equipment instead of rolling for
starting money:
If the roll fails, the spell fizzles and
the flute loses potency until it once • Clay Flute OR Thundercaster
again “catches the wind” by being • 10 Castershot & Powder
placed in a tree bough or similarly • Flintknife (Minor Weapon)
high place for a whole day.
12
Over time, their foul magics have
transformed them into something
that is neither human nor plant.
The Timberwives are under
the thrall of Father Sycamore,
a mad arboreal spirit who
seeks to preserve itself through
the annihilation of all creatures
who threaten trees. Some plants
make thorns or poisons to defend
themselves from animals, this
one just happens employ a
harem of brainwashed
berserker witches.

Every new
moon the woods
fill with frenzied
moaning as the Timberwives
take Father Sycamore’s roots
into themselves and receive his
TALES OF THE pollen. After a week-long gestation
they expel seedlings into the

TIMBERWIVES
ground amidst the tree’s twisted
roots. These seedlings gradually
develop into full-grown, adult
“They came from the woods, clad Timberwives.
in dried mud, jagged oghams, and
dripping trophies. They leapt into our The Timberwives hunt in
ranks in a frenzied blur. Knights fell nocturnal packs. They strike
screaming, unable to strike back. They without fear or mercy, collecting
ran with devilish speed, vaulted high, trophy heads with which to adorn
and took heads at their leisure. I’d Father Sycamore upon their return
heard stories of these women from the from the hunt. Before each hunt
woods, but to see them . . . to see them they cover themselves in mud
was to witness death manifest.” (for camouflage) and Ogham
– Dame Eringlen, Knight of the script (to invoke vorpal blessings).
Dragon Clan. They move with inhuman speed,
wielding massive cleavers lined
with shards of razor-sharp flint.
Thundercloud legends tell us
the Timberwives were a coven of TIMBERWIVES Armor 14, Move
women exiled and shunned by the 180’, HD5, HP15, Flintcleaver 1d10
tribe for practicing witchcraft. damage, Morale 11
13
THE GRAND IN MY GAME
The following dungeon was

VESPIARY
originally created as the focal point
for a one-shot session at a charity
gaming event in the winter of 2014.
I believe that game had 3 players
One day when I was out and they managed to overcome
tromping the woods with the the challenges herein through the
Lost Boys we were ambushed by clever use of smoke bombs and a
dozens of wasps. It was horrible. very lucky casting of the Summon
They got under our shirts, they spell (although 2 of the 3 were
stung the shit out of us. We ran killed in the process). Any number
screaming from the forest. This of different hooks could be used to
traumatic incident prompted the bring the PCs into the scenario. In
mythology of The Sting, lord of my game, Vespero the Antiquarian
all stinging creatures. The Sting (from VRA#1) hired the PCs to
thereby became the default villain recover the Mask of the Sting from
for the stories we made up about the temple (at the secret behest
the woods we loved. of a rival Sting cult elsewhere in
the forest). I would expect that
FATHER OF THORNS this scenario would prove very
The Sting is a powerful demon. deadly to low-level characters who
He is the father of stinging pests attempt a frontal assault on the
and thorny plants, the patron Sting cult.
of creatures who revel in the
misery of others. Shrines to The
Sting are commonly uncovered
in Orcish warrens and Goblin-
haunted caves. Worship of The
Sting provides supplicants with
powerful boons, causing thorny
protrusions to burst from their
flesh, wasp-like wings to emerge
from their backs, or tufts of
stinging nettles to replace their
body hair.

THE STING Armor 18, Move 120’


(flying), HD9, HP54, Barbed Spear
1d10+5 damage + save vs poison
or suffer 1d10 additional poison
damage, can summon a swarm of
wasps 3 times per day, casts spells
as a level 5 magic-user, Morale 12
14
1

The Vespiary
THE INNER SANCTUM

1 Square = 5 Feet

16
MAP KEY 3. The Grand Vespiary
This is the high temple of the Sting.
His larval giant wasp avatars are
1. Ampitheater bred and initiated within. The
Rough stone blocks have been
vespiary is composed of thick
arranged here to serve as a
paper (essentially like very sturdy
crude ampitheater for the Sting’s
cardboard). 1d3 Giant Wasps
worshippers. 1d6-3 Acolytes will
guard the exterior at all times.
be skulking around here at any
Each covered cell in the structure
given time. At night, there is a 30%
contains a giant wasp larva. The
chance that 5d6 Acolytes and a
cells with holes (black circles)
Wasp Cleric will be performing a
contain narrow paper shafts which
“cruel mass.”
drop thirty feet into the larva
chamber below (area 4).
ACOLYTE Armor 12, Move 120’,
HD1, HP3, Dagger 1d4 damage,
GIANT WASP Armor 14, Move
Morale 8
120’, HD5, HP15, Stinger 1d6
damage + save vs poison or suffer
WASP CLERIC Armor 12, Move
1d6 additional damage, Morale 10
120’, HD3, HP9, Dagger 1d4
damage, Morale 10
4. Larva Chamber
Spells Prepared: Bless x1, Cause This large chamber is composed of
Light Wounds x1, Command x1 earth tunneled out by giant wasps.
The holes in the vespiary above
permit shafts of day/moonlight.
2. Mud Altar Giant wasp larvae are scattered
By day, this is a crude earthen
across the floor, wriggling subtly.
altar. During a cruel mass the altar
will be draped with a drugged,
helpless prisoner of the cult, whose 5. Initiation Chamber
bloated belly resembles a vespiary The walls of this earthen chamber
(wasp nest) sculpted from his or are lined with hundreds of
her flesh. Disturbing the victim in vespiaries, each bustling with
any way will cause a Swarm of wasps. Two Swollen Acolytes
Wasps to pour forth. stand atop wooden pillars near
the center of the chamber. They
SWARM OF WASPS Armor 12, are naked, completely covered
Move 120’ flying, HD5, HP30, in wasps, silently enduring
Each round the swarm attacks, thousands of stings in a state
characters in the area must Save of venom-induced oblivion. A
vs. Breath Weapon or suffer 1d4 Wasp Cleric presides over the
damage, Morale 12 scene, chanting with an inhuman
buzzing. If disturbed from their
sacred state, the acolytes will
attack.
17
SWOLLEN ACOLYTE Armor Ter’s Disk
12, Move 120’, HD2, HP6, can A +2 chakram (+5 vs. wasps and
summon a Swarm of Wasps once Sting-affiliated creatures). On
per day, Morale 12 a successful hit, it inflicts 1d6
damage then automatically attacks
WASP CLERIC Armor 12, Move another target within 10’ of the
120’, HD3, HP9, Dagger 1d4 original target. It will continue to
damage, Morale 10 attack until it misses or until there
are no valid targets, at which point
Spells Prepared: Bless x1, Cause it will return to the wielder’s hand.
Light Wounds x1, Command x1 The disk is worth 6000sp in the
Ghoul Market.
6. Atonement Chamber
Here is a small earthen chamber, 8. Sting Shrine
floor, celing, and walls entirely Six crude candelabras illuminate
covered with wasp nests. Touching this small chamber in an amber
the nests in any way will release a glow. An earthen altar sits against
Swarm of Wasps. the north wall. Upon the altar is a
strange mask composed of mud,
SWARM OF WASPS Armor 12, dried nettles, and body parts from
Move 120’ flying, HD5, HP30, giant wasps. An angular sigil is
Each round the swarm attacks, painted in white across its brow.
characters in the area must Save
vs. Breath Weapon or suffer 1d4 The Strange Mask
damage, Morale 12 This is the Mask of the Sting.
Created to be worn by a mortal
7. Refuse Pit avatar who will wander the world
This muddy pit descends fifteen as the herald of the Sting. The
feet into the earth. It is littered mask is worth 6,000sp on the ghoul
with human and halfling bones market. When worn, the wearer
and the still rotting body of Ter transforms into a Giant Wasp (use
the Barbarian. the stats provided on the previous
page).
The Body of Ter the Barbarian
This wandering barbarian hero The wearer must attempt a save
was an arch enemy of the Sting vs magic to remove the mask.
cult, but was recently killed during Failure means the mask cannot
an ambush by Nettle Goblins. His be removed until the wearer’s
body is clad only in a loin cloth death. Success means the mask is
and a pair of fine Elven boots (+2 removed and the wearer reverts to
Stealth). His rotting left hand still their normal form.
clutches a disk.

18
RICK’S
in a randomly generated dungeon
was a great moment.

MOVING CK: What was your experience


with D&D and other tabletop

CASTLE rpgs? Was CotW influenced by


your own gaming?

During the same adolescent years RS: Oh, definitely. I started


playing D&D in the mid 70’s and
that I was running through the haven’t really stopped. I’d tried
woods playing in Dragon Trench, lots of systems over the years, but
I spent a lot of my computer time D&D was certainly the biggest
glued to Castle of the Winds 2, a influence on CoTW. I started with
simple Roguelike developed by a lot of D&D type mechanics
Rick Saada. I always thought the and then adapted them to work
game was pretty obscure, but I better with a computer game.
found a bunch of peers on Google For example, there’s a rough
Plus who shared a fondness for it. alternation of turns where you go
Thanks to my buddy Brendan, I and then monsters go, which is
managed to track down Rick and like combat rounds in D&D. But
get a retrospective glimpse at his in CotW, there’s a time counter
deadly castle. for each actor. When you take
an action, it bumps your counter
CK: What’s your earliest memory ahead by the time your action
related to Castle of the Winds? takes. That may be increased or
decreased by speed effects. Then
RS: I originally started work on monsters all get to go until all of
Castle as a way to learn Windows their time counters pass yours.
programming. I was working on Then you get to go again. If you’re
MS Word for DOS in the late 80’s, fast enough, you’ll occasionally get
but I could see that Windows was to go twice before a monster does,
going to be the future. If I wanted because you’re moving so much
to move forward, I was going to faster. D&D, without having a
have to learn it. Naturally, when computer to keep track of this kind
learning a new system, the first of bookkeeping, is much more
thing I decided to do was write granular.
a game. Having played far too
much Rogue, Hack, Larn, Omega, The storyline for CoTW was
and various other Roguelikes, I partially adapted from a D&D
decided to write one of my own campaign I’d put together. Of
for Windows. This was, of course, course I ended up scrapping a lot
a far larger undertaking than I of it as I started doing randomly
originally expected. But the first generated levels and pulling in
time I got a player moving around Norse myths, but that’s where I
19
20
started. I had fun pulling names byte would be an “ObjectType”,
for NPC’s out of the Norse sagas which would be used to drive a
and working on giving the game switch. Then I could cast the object
a bit more story than a typical pointer to a “Potion” or a “Sword”
Roguelike. struct which had additional fields.
Hanging off the end would be a
CK: Can you describe the variable sized array of “attributes”
development process for CotW? that would do things when the
object was used. So you could
RS: In a word, messy. You have have a sword that did nothing,
to understand, I started writing or bumped your chance to hit, or
this game in C and assembler on damage, or both, or had a bonus
a 286 with a 10Meg hard drive. against certain monster types, etc.
C++ wasn’t around yet. I was I could just randomly add as many
backing up my source code every attributes as I wanted to make cool
few days onto 5.25” floppies. stuff. There was a lot of seat of
Source control? Well I could pull the pants programming, which of
out last week’s floppy if I needed course resulted in lots of rewriting
to revert. But since I was coding when some later cool idea didn’t
solo it was generally OK. I was fit what I’d designed before. I was
editing with the Brief editor in young.
character mode, and debugging
using either a serial terminal or a CK: Did you always plan to
secondary monochrome monitor. publish/release the game or did
But at least I had a decent that come later?
debugger, since Microsoft was
making good tools even back then. RS: That came much later.
I think I was using Codeview at Windows 2 wasn’t really a market
the start. Charles Petzold’s book, when I started work on Castle. But
Programming Windows, was pretty by the time I had a game someone
much the guide for how to make might want to play, Windows 3.0
Windows work, that and the API had shipped, with 16 and even
ref were all the documentation I 256 color support! I got to use
had to work with. Since this was palette animation! And protect
an evenings and weekends kind mode! The transition of PCs to a
of project, I’d just pick a section Windowing environment started
to work on and do it. I’d say to in earnest, and that put Castle in a
myself “I think this weekend I’ll good position. The other thing that
add magic items.” Then I’d figure happened along the way was that
out some data structures and ID made sequelware a reasonable
off I’d go. I wanted to generate business model. Rather than
random items, so I set up what ship and pray someone sent you
where effectively derived classes money, or shipping crippleware,
without the help of C++. I’d have you could ship a complete game
an “Object” struct, and the first and sell the sequels.
21
Having played through all the RS: My game group has tried a lot
Commander Keen games, and then of rules over the years. Recently
watching Wolfenstein explode on we’ve played Pathfinder (we didn’t
the scene, I realized I could make a like D&D 4E), Savage Worlds in
two part game and have a decent various versions, and Numenera
shot at getting some registrations. (which we liked quite a bit). I ran
the 5E starter campaign for the
CK: Did that work? How did the group, and I’m currently a player
game do commercially? (I’m pretty doing a dragon cult campaign.
sure I got my copy at Wal-Mart I enjoy both roles, so it’s fun to
around 1995, which implies some switch it up. It depends on how
pretty wide circulation). much time I have to put into
running the games. Even with a
RS: Most of the distribution was retail campaign there’s quite a bit
handled by Epic Megagames, back of prep work involved! When I
when it was just Tim Sweeney have time though, I prefer to roll
uploading to BBSs himself. I my own adventures so I can have
figured out that I wasn’t going to fun writing the story. Of course
have time to do all the disk duping players have a way of taking your
and mailing on my own, so I plans off in directions you never
signed on with him. I’ve still got considered…
my Jill of the Jungle disks around
somewhere, which was his game at CK: Are you familiar at all with
the time. It turned out to be a great the Old School Renaissance (OSR)
decision for me, because while I movement in rpgs?
only got a piece of the pie, instead
of all of it, it was a much larger RS: I don’t know much about them
pie. I ended up getting something at all. I know people who still
like 12,000 or so registrations over run AD&D rules for fun now and
the course of a few years, which again, but that’s about it.
was pretty good for that period.
Not Doom numbers, but nothing CK: Thanks so much for the
to sneeze at. The Wal-Mart deal interview! It’s been an honor.
was our only boxed presence, I still
have a copy on my shelf! I’m not You can find Rick-approved
sure how much revenue it pulled downloads of both Castle of
in, but it was fun to be able to give the Winds games over yonder:
my parents a copy. http://lkbm.ecritters.biz/cotw/
download.html
CK: You mentioned you’re still
into D&D these days. What are
your games like? Which edition(s)
do you play with? Are you more of
a DM or a player?

22
COME
to plunder the ruins of world’s most extravagant garden.

STAY
because you fucking died . . .

The Stygian Garden of Abelia Prem


A low-level adventure module by Clint Krause

Compatible with Lamentations of the Flame Princess

Available soon on Drivethrurpg

$4
DEAD TREE

First Printing
RED MOON 200
Medicine Show
or $2.00 PDF

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