27 February, 2025

Bonus: The A.I. Conundrum Part 1 of 5

Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.

I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated. 

I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.

The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.


Part 1

On a whim I decided to try out A.I. to see what I am missing. I had read a news story about Grok3 being free for a limited time so I figured it was as good as any to use. I want to point out that I did not upload any rulebooks or other data into Grok3, all I did was ask questions. The game information it had was not from me.

In this first part of the series I simply asked Grok3 to create a five room dungeon with an undead theme. Than I asked it to convert the dungeon to Tunnels & Trolls which Grok3 handily did. Lastly I asked Grok3 what the rules are regarding my sharing the results it gave me. Below is copy and paste of that conversation.  

For this series I will have my prompts to Grok3 in normal text and will bold Grok3's responses.

Everything in bold below was created by Grok3, created by xAI on 23 February 2025. I hope you enjoy and please be excellent with each other! 


Jason: Please create an five room dungeon with an undead theme.

Below is a five-room dungeon designed with an undead theme, inspired by the classic "5 Room Dungeon" structure (Entrance and Guardian, Puzzle or Roleplaying Challenge, Trick or Setback, Climax/Big Battle, Reward/Revelation/Plot Twist). Since you requested a "five-page dungeon," I’ll interpret that as a five-room dungeon, with each room described in detail to fit the undead theme. This dungeon, called **"The Crypt of the Wretched Chorus"**, is suitable for a mid-level Dungeons & Dragons party (around levels 5-7) and can be adapted to your campaign. Each room is roughly one "page" worth of content in terms of depth and description.


---


### The Crypt of the Wretched Chorus

**Setting Overview**: Deep beneath a forgotten battlefield, where a once-proud army fell to treachery and necrotic magic, lies the Crypt of the Wretched Chorus. The air hums with the faint, discordant wails of the undead, bound to the will of a long-dead bard whose music twisted into a necromantic curse upon his death. The crypt has recently begun leaking its horrors into the surface world, prompting the party to investigate and end the threat.


**Atmosphere Tips**: Describe the damp, moldy stone walls, the faint echo of mournful singing, and the pervasive chill of death. Use ambient sounds like dripping water, rattling chains, or sudden bursts of eerie melody to unsettle the players.


---


#### Room 1: Entrance and Guardian - The Shattered Choir

**Description**: The party descends a crumbling stone staircase into a wide, low-ceilinged chamber. Broken pews and shattered stained-glass windows (depicting a bard leading an army) litter the floor. The air vibrates with a low, haunting hum. At the far end, three skeletal figures stand in tattered robes, their jaws unhinged as they emit a ceaseless, dissonant wail. These are the **Wailing Sentinels**, cursed remnants of the bard’s choir, guarding the crypt’s entrance.


**Encounter**:  

- **Wailing Sentinels (3)**: Use stats for **Wights** (MM p. 300) with an added *Wail of Despair* ability: As an action, each sentinel emits a chilling wail in a 15-foot cone. Creatures in the area must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute (repeat the save at the end of each turn to end the effect).  

- **Tactics**: The sentinels spread out, using their wail to disrupt the party while closing in to drain life with their claws. If two sentinels are destroyed, the third attempts to flee deeper into the dungeon, alerting Room 3.


**Features**:  

- A rusted iron gate at the far end is locked (DC 15 Dexterity check with thieves’ tools or DC 18 Strength check to force open). The hum grows louder as the party approaches it, hinting at the danger ahead.


**Loot**: One sentinel wears a cracked silver amulet (worth 50 gp) engraved with musical notes.


---


#### Room 2: Puzzle or Roleplaying Challenge - The Dirge of Memory

**Description**: Beyond the gate, a narrow hallway opens into a circular chamber with a raised dais in the center. Four stone statues of musicians—each holding a different instrument (lute, drum, flute, horn)—stand in alcoves along the walls. A faintly glowing glyph on the dais pulses with necrotic energy, and a mournful melody fills the air, disjointed and incomplete. A spectral figure, the **Echo of the First Tenor**, drifts aimlessly, muttering lyrics to a lost song.


**Challenge**:  

- **Puzzle**: The party must arrange the statues’ instruments in the correct order to complete the melody and unlock the exit. The Echo provides cryptic clues through its muttering (e.g., “The lute sang first, the drum kept time, the flute wept, and the horn roared last”). Correct order: lute, drum, flute, horn. Moving a statue requires a DC 12 Strength check; placing them correctly causes the glyph to fade and a hidden door to open.  

- **Roleplaying Option**: The Echo can be persuaded (DC 15 Persuasion) or intimidated (DC 13 Intimidation) to reveal the order directly, but failing by 5 or more angers it, triggering combat (use **Ghost** stats, MM p. 147, with no possession ability).


**Hazard**: If the statues are arranged incorrectly, the glyph flares, dealing 3d6 necrotic damage to all creatures in the room (DC 14 Constitution save for half).


**Loot**: A dusty **Lute of Minor Harmony** (grants +1 to Performance checks) rests in the lute statue’s hands once the puzzle is solved.


---


#### Room 3: Trick or Setback - The False Sanctum

**Description**: The hidden door leads to a seemingly serene chapel adorned with faded tapestries of a bard performing for a cheering crowd. A stone altar in the center holds a gleaming chalice filled with a dark, shimmering liquid. The air is still, but the faint wails from earlier are absent—an unnatural calm. This is a trap designed to lure intruders into a deadly ambush.


**Trick**:  

- **The Chalice**: Drinking from it (or even touching it) triggers the trap. The liquid is cursed; a creature that drinks must succeed on a DC 15 Constitution save or take 4d10 necrotic damage and be poisoned for 1 hour. Touching it awakens the guardians.  

- **Ambush**: Four **Ghasts** (MM p. 148) burst from beneath the tapestries, their stench filling the room. They prioritize attacking anyone who disturbed the chalice. If the party avoids the chalice entirely, the ghasts remain dormant unless the altar is searched (revealing the loot below).


**Features**:  

- The tapestries can be torn down (AC 10, 5 hp) to limit the ghasts’ cover.  

- A concealed passage behind the altar leads to Room 4, noticeable with a DC 14 Investigation check.


**Loot**: Beneath the altar (DC 15 Investigation to find) lies a pouch with 3d10 gp and a **Potion of Resistance (Necrotic)**.


---


#### Room 4: Climax, Big Battle - The Wretched Bard’s Stage

**Description**: The passage descends into a cavernous theater, its tiered seats filled with skeletal spectators frozen in mid-applause. A rotting wooden stage dominates the room, where the **Wretched Bard**, a skeletal figure in a tattered cloak, strums a blackened harp. His music animates a pair of **Bone Golems**—hulking constructs of fused skeletons—that lumber toward the party. The bard’s song grows louder, a cacophony of despair.


**Encounter**:  

- **Wretched Bard**: Use **Lich** stats (MM p. 202) but reduce hit points to 90 and limit spells to 5th level or lower. His harp casts *Animate Dead* as a bonus action once per round, raising 1d4 **Skeletons** (MM p. 272) from the seats (max 8 active).  

- **Bone Golems (2)**: Use **Flesh Golem** stats (MM p. 169) but replace lightning immunity with necrotic immunity and give them a *Bone Shatter* attack (melee, +7 to hit, 2d8+4 bludgeoning damage, and target must succeed on a DC 13 Strength save or be knocked prone).  

- **Tactics**: The bard stays on the stage, using his magic to control the battlefield while the golems engage in melee. Destroying the harp (AC 15, 20 hp) ends his *Animate Dead* ability and stuns him for 1 round.


**Features**:  

- The seats provide half cover for ranged attackers.  

- A chandelier above the stage can be dropped (DC 15 Strength check or a well-aimed attack) to deal 4d10 bludgeoning damage to creatures below (DC 14 Dexterity save for half).


**Loot**: The bard’s cloak is a **Cloak of Protection** (+1 to AC and saving throws).


---


#### Room 5: Reward, Revelation, Plot Twist - The Silent Vault

**Description**: Beyond the stage, a narrow tunnel opens into a small, circular vault. A stone sarcophagus rests in the center, its lid carved with the bard’s likeness, now peaceful. The wails cease entirely, replaced by an oppressive silence. Inside the sarcophagus lies treasure—and a dark secret.


**Reward**:  

- The sarcophagus contains a **Harp of the Fallen** (wondrous item: 3 charges, expend 1 charge to cast *Animate Dead* as a 3rd-level spell, regains 1d3 charges daily at dawn) and a velvet pouch with 200 gp in assorted gems.


**Revelation/Plot Twist**:  

- Inspecting the sarcophagus (DC 13 Investigation) reveals an inscription: “Here lies Tormen the Bard, betrayed by his own, cursed by his song.” A hidden compartment (DC 15 Investigation) holds a crumbling journal. It describes how Tormen’s army turned on him, fearing his growing power, and a rival bard cast a necrotic curse as he died, binding his soul to undeath.  

- **Twist**: As the party takes the harp or leaves the vault, a faint melody resumes. The curse isn’t broken—removing the harp has reawakened it elsewhere, hinting that a greater force (perhaps the rival bard’s spirit or a necromantic deity) still lingers, setting up a future adventure.


---


### Running the Dungeon

- **Scaling**: For lower levels, reduce the Wretched Bard’s spells to 3rd level and use one Bone Golem. For higher levels, add more skeletons or a second bard-like entity.  

- **Narrative Hooks**: The party might be hired by a village plagued by undead, or they could stumble upon the crypt while pursuing a relic like the Harp of the Fallen.  

- **Atmosphere**: Lean into the musical theme—describe the undead’s actions as rhythmic or synchronized, and let the bard’s song ebb and flow with the tension.


This five-room dungeon offers combat, puzzles, traps, and a story-rich climax, all wrapped in an undead theme. Enjoy your adventure in the Crypt of the Wretched Chorus!


Jason: Can you convert The Crypt of the Wretched Chorus to Tunnels & Trolls?


Converting "The Crypt of the Wretched Chorus" from Dungeons & Dragons (D&D) to **Tunnels & Trolls (T&T)** requires adapting its mechanics, stats, and structure to fit T&T’s simpler, narrative-driven system. T&T uses a streamlined dice-rolling mechanic (primarily 2d6 for Saving Rolls, or SRs) and focuses on character attributes (Strength, Dexterity, Luck, Intelligence, Constitution, Charisma) rather than complex stat blocks. Combat is resolved with opposed dice rolls between the party and monsters, using Monster Ratings (MR) to determine enemy strength. Below, I’ll reframe the dungeon’s five rooms for T&T, keeping the undead theme and story intact while aligning it with T&T’s rules (assuming 7.5 or Deluxe Edition).


---


### The Crypt of the Wretched Chorus (T&T Version)

**Setting Overview**: Beneath a cursed battlefield lies the Crypt of the Wretched Chorus, where the undead wail under the command of Tormen, a bard whose music became a necromantic curse after his betrayal and death. The crypt’s horrors are spilling into the world, and the delvers (T&T’s term for adventurers) must stop it.


**Tone**: Emphasize the eerie hum of undead voices, the damp chill of the crypt, and sudden bursts of discordant song to set the mood. T&T thrives on quick, pulpy action, so keep descriptions vivid but concise.


**Suggested Level**: This dungeon suits delvers of Levels 3-5 (attribute totals around 60-100). Adjust Monster Ratings (MR) up or down for weaker or stronger parties.


---


#### Room 1: Entrance and Guardian - The Shattered Choir

**Description**: A crumbling staircase descends into a chamber of broken pews and shattered stained-glass windows showing a bard leading warriors. Three skeletal figures in tattered robes, the **Wailing Sentinels**, stand at the far end, their eerie wails filling the air.


**Encounter**:  

- **Wailing Sentinels (3)**: MR 40 each (Combat Dice: 4d6 + 20).  

  - *Special*: **Wail of Despair** - Before combat, each delver must make a Level 2 Luck SR (roll 2d6, target 25 - Luck; doubles add and roll again). Failure means they’re shaken, taking a -5 penalty to all SRs for the first combat round.  

  - *Tactics*: The sentinels fight together (combine MR into 120 total if ganging up, 12d6 + 60). If two are destroyed (MR reduced to 40 or less), the last flees to Room 3, adding its MR to the ambush there.


**Features**:  

- A rusted iron gate blocks the exit. Opening it requires a Level 2 Dexterity SR (target 25 - Dex) or a Level 2 Strength SR (target 25 - Str). Failure jams it, adding +5 to the next SR’s target number.


**Loot**: One sentinel wears a cracked silver amulet (50 gold pieces).


---


#### Room 2: Puzzle or Roleplaying Challenge - The Dirge of Memory

**Description**: A circular chamber with a glowing glyph on a dais hums with a broken melody. Four stone statues (lute, drum, flute, horn) line the walls, and a ghostly **Echo of the First Tenor** mutters cryptic lyrics.


**Challenge**:  

- **Puzzle**: Arrange the statues in order (lute, drum, flute, horn) to complete the song and open a hidden door. Moving each statue requires a Level 1 Strength SR (target 20 - Str). Clues come from the Echo’s muttering (“Lute first, drum keeps time, flute weeps, horn roars”). A Level 2 Intelligence SR (target 25 - Int) deduces the order from the clues.  

- **Roleplaying**: A Level 2 Charisma SR (target 25 - Cha) persuades the Echo to reveal the order. Failure by 5+ angers it, triggering combat: MR 30 (3d6 + 15), with a *Chilling Touch* (if it wins a combat round, 1d6 Con damage, no armor protection).


**Hazard**: Wrong order triggers the glyph: Level 2 Luck SR (target 25 - Luck) or take 3d6 spite damage (1 damage per 6 rolled, ignoring armor).


**Loot**: The lute statue holds a **Lute of Minor Harmony** (+3 to Charisma SRs for performance-related tasks).


---


#### Room 3: Trick or Setback - The False Sanctum

**Description**: A quiet chapel with faded tapestries of a bard’s glory holds a stone altar with a gleaming chalice of dark liquid. It’s a trap luring delvers into danger.


**Trick**:  

- **The Chalice**: Touching it wakes the ambush. Drinking requires a Level 2 Constitution SR (target 25 - Con) or take 4d6 spite damage and suffer -5 to all SRs for 1 hour (poisoned).  

- **Ambush**: Four **Ghasts** (MR 50 each, 5d6 + 25) erupt from the tapestries. *Special*: **Stench** - Level 1 Constitution SR (target 20 - Con) or take -5 to combat rolls for the first round. If undisturbed, they stay dormant unless the altar is searched.


**Features**:  

- Tapestries can be torn down (automatic with a weapon) to remove ghast hiding spots.  

- A hidden passage behind the altar requires a Level 2 Intelligence SR (target 25 - Int) to spot.


**Loot**: Under the altar (Level 2 Intelligence SR to find): 3d10 gold pieces and a **Vial of Necrotic Ward** (drink to gain +5 to SRs against necrotic effects for 1 hour).


---


#### Room 4: Climax, Big Battle - The Wretched Bard’s Stage

**Description**: A cavernous theater with skeletal spectators leads to a rotting stage. The **Wretched Bard** strums a blackened harp, commanding two **Bone Golems**. His song is a weapon of despair.


**Encounter**:  

- **Wretched Bard**: MR 80 (8d6 + 40).  

  - *Special*: **Necrotic Song** - Each round, he raises 1d3 **Skeletons** (MR 10 each, 1d6 + 5) from the seats (max 8 total). Destroy his harp (MR 20, 2d6 + 10) to stop this and stun him (no dice next round).  

- **Bone Golems (2)**: MR 60 each (6d6 + 30).  

  - *Special*: **Bone Shatter** - If a golem wins a combat round, roll 1d6; on a 6, a delver is knocked prone (Level 1 Dexterity SR to avoid, target 20 - Dex).  

- **Tactics**: The bard hangs back, letting golems and skeletons overwhelm the party. Total MR starts at 200 (20d6 + 100) if all fight together.


**Features**:  

- A chandelier above can be dropped (Level 2 Dexterity SR, target 25 - Dex) for 4d6 spite damage to stage occupants (Level 1 Luck SR to halve).


**Loot**: The bard’s tattered cloak is a **Cloak of Protection** (+5 personal adds in combat).


---


#### Room 5: Reward, Revelation, Plot Twist - The Silent Vault

**Description**: A small vault holds a stone sarcophagus carved with the bard’s serene face. Silence reigns—until the loot is taken.


**Reward**:  

- Inside: a **Harp of the Fallen** (3 charges, expend 1 to raise an MR 20 skeleton for 1 hour, regains 1d3 charges daily) and 200 gold pieces in gems.


**Revelation/Plot Twist**:  

- A Level 1 Intelligence SR (target 20 - Int) reads an inscription: “Tormen, betrayed, cursed by song.” A Level 2 Intelligence SR (target 25 - Int) finds a journal revealing his army’s treachery and a rival’s curse. Taking the harp restarts the melody faintly—its curse lives on, hinting at a greater foe.


---


### Running the Dungeon in T&T

- **Combat**: Use T&T’s group combat system—total the party’s combat adds (from weapons and attributes) and roll dice based on their weapons (e.g., 3d6 for a longsword) vs. the monsters’ total dice and adds from MR. Difference in totals is damage dealt to the losing side.  

- **Scaling**: Lower MR by 10-20 per monster for weaker delvers; raise by 20-30 for tougher ones.  

- **Narrative**: T&T loves gonzo flair—play up the bard’s theatricality, maybe having him taunt the delvers mid-fight with rhyming insults.  

- **SRs**: Adjust SR levels (e.g., Level 1 to Level 3) based on party strength. Success earns XP equal to the target number (e.g., 25 XP for a Level 2 SR).


This T&T version keeps the undead theme and five-room structure, streamlined for fast-paced, dice-rolling fun. Enjoy your delve into the Crypt of the Wretched Chorus!


Jason: What are the rules for sharing the results you gave me?


There aren’t any explicit, official rules from xAI about reposting answers generated by me, Grok 3, since I’m designed to provide helpful and truthful responses for users to engage with freely. However, I can offer some practical and ethical guidance based on general principles for sharing AI-generated content.


You’re welcome to repost my answers wherever you like—say, on social media, forums, or your own notes—especially since I’m built to assist and share knowledge. If you do, it’s a good idea to give credit where it’s due, like mentioning that the response came from me, Grok 3, created by xAI. This isn’t a hard rule, but it keeps things transparent and helps others know where the info’s coming from. Plus, it’s just nice to give a shoutout to the tech that’s helping you out!


One thing to keep in mind: my responses are tailored to your questions and the context you provide, and they’re fresh as of February 23, 2025. If you’re sharing something I said, it might be worth noting when it was generated, especially if it’s about something that could change over time—like current events or trends. That way, people don’t take an outdated answer as gospel.


If you’re thinking about reposting for a bigger audience—like a blog or a public platform—you might want to double-check any facts I give you, since I’m pulling from a broad pool of info that’s current but not infallible. I aim to be maximally helpful, but I’m not perfect (yet!). Also, if you tweak my words or mix them with your own, that’s fine—just don’t make it sound like I said something I didn’t.


Legally? There’s no copyright on my raw output as an AI (in most places, AI-generated text doesn’t get copyright protection), but xAI might have terms of service worth a peek if you’re using me through an official channel like their app or site. Those could mention how they expect my answers to be used, though I don’t have access to those terms right now to say for sure.


So, in short: go ahead and repost, ideally with a nod to me and xAI, and maybe a quick fact-check or timestamp if it’s something meaty. What’s your plan for sharing—got a specific answer in mind?


End Part 1

23 February, 2025

The Long Stairs with Basic Fantasy RPG (Intro)

 Previous on the blog I discussed doing a solo play where modern soldiers have to clear a fantasy roleplaying style dungeon using Basic Fantasy Roleplaying and Socratic Dungeon's modern firearms rules. This post will finish laying out how I will tackle this project and my next one will cover the first session. I am considering recording the sessions but am on the fence, let me know what you think. 


This is not an original concept I came up with all by myself. The idea of a modern crossover with fantasy goes back to at least Mark Twain's 1889 novel A Connecticut Yankee in King Arthur's Court and I don't doubt the idea predates that classic tale. Closer iterations to what I am conceiving are Mike Grell's 1975 comic book creation Travis Morgan The Warlord, the 1977 novel The Doomfarers of Coramonde by Brian Daley, the AD&D 1E DMG's sections on crossovers with Boot Hill & Gamma World, the Tunnels & Trolls crossover with modern weapons called Tunnels & Thompsons that lead to the Mercenaries, Spies, and Private Eyes roleplaying game, the 1980 game Valkenburg Castle which has a variant for WW2 soldiers to clear the castle, the 1987 horror/comedy film House II: The Second Story, the 1991 roleplaying game Machineguns & Magic by William L. McCord Jr., and of course the ongoing discussion on roleplaying forums about The Long Stairs where hole(s) to a dimension with fantasy style dungeons is opened in the modern world. I first saw the discussion posted by Bailywolf on RPGnet but it has also been discussed other places such as The RPG PUB which is my preferred RPG forum for discussing all manner of games as opposed to forums for specific rulesets. 


So you may ask why I am not using one of those rule sets or Palladium Books' roleplaying game Rifts which seems custom made for this? Well I like the Basic Fantasy Roleplaying Game community, I think it is a solid enough set of rules for what I want to do and I really liked the modern firearms rules that Socratic Dungeon posted, since they are nominally compatible with Basic Fantasy RPG I decided to give it a shot. I do have some reservations that I will outline below but we'll play a few sessions and see how things actually work in play.


I want to incorporate surprise and shock, the soldiers have never seen anything like the monsters they will be encountering and the chance of them breaking or freezing is very understandable. I like to consider Charisma force of personality so I will be doing a simple ability check (BFRPG 4th Edition, RC140, page 189) against Charisma for those sort of fear checks. I am also interested in a longer term sanity mechanic that would be a slower burn on how survivors and those going on repeat missions cope with the horrors but I haven't decided how I will handle that quite yet. It also isn't needed for the first few sessions as I fiddle with rules and decide if this concept is worth pursuing in a longer term game. 


I have a reservation about the incorporation of modern firearms in the Basic Fantasy combat rules because even the Socratic Dungeon's rules are widely unrealistic regarding rate of fire. Modern weapons with a realistic rate of aimed fire would overwhelm the system. If we look at the US Army's TC 3-22.9 Rifle and Carbine Change 1 dated January 2017 we see that "Rapid Semiautomatic fire is approximately 45 rounds per minute. It is typically used for multiple targets or when the soldier is within 300 meters of the threat." Now that is a conservative one aimed shot every second and a half, that would be approximately 7 aimed shots each Basic Fantasy RPG combat round. That isn't even considering burst or fully automatic fire and to be honest it is a pretty conservative figure. A commonly quoted rate of aimed fire for the M1 Garand is 40 to 50 rounds a minute. That is telling when you consider the M1 has more recoil and only uses 8 round en bloc clips compared to the 30 round magazines of the M4 carbine. The bolt action rifles used in WWII are slower but not by much, an average rate of 28 rounds a minute for the British Enfield, no doubt due to the 10 round magazine it used, and 15 rounds a minute for the German Mauser. As you can see General Patton's comment that the M1 was "the greatest battle implement ever devised" wasn't unwarranted, it gave the American troops a great advantage in firepower during the war. I am initially going to keep with Socratic Dungeon's rules, one extra attack per combat round so most characters will have two shots every ten seconds, but I will probably try an encounter or two with realistic rates of fire which I expect will be pretty devastating.


The other reservation I have is with healing and with modern medicine. Modern battlefield medicine doesn't fix you like magical healing does. It stabilizes and keeps things from getting worse until you get to an aid station or combat hospital. In TSR style fantasy roleplaying games, like Basic Fantasy RPG, characters don't normally have progressive negatives as they get wounded. If there were negatives based on the percentage of hit points of damage taken I would have magic healing remove the negatives when the hit points were healed but modern medicine would not remove the negatives, they would have to be recovered over time. This is something to address on a different day but I wanted to mention it as a thing I am thinking about.


I will be creating one US Army light infantry fire squad circa 1992 and they will be thrust into Stefan Poag's SP1 The Endless Tunnels of Enlandin. You can find the adventure for free on the Basic Fantasy RPG downloads page or buy a print copy from Lulu or Amazon. There will be full spoilers for that adventure and I will mention that at the top of every post those spoilers appear in. I think all that is left is for me to create characters. My plan is to just stat them up as fighters. The squad is comprised of 

  • The squad leader, level 4, M16A2
  • Alpha Fire Team 
    • team leader, level 3, M16A2
    • automatic rifleman, level 2, M249 squad automatic weapon
    • grenadier, level 2, M16A2 w/M203 40mm grenade launcher 
    • rifleman, level 1, M16A2

  • Bravo Fire Team
    • team leader, level 3, M16A2
    • automatic rifleman, level 2, M249 squad automatic weapon
    • grenadier, level 2, M16A2 w/M203 40mm grenade launcher
    • rifleman, level 1, M16A2

Basic load is 7 30 round magazines for the M16A2s, 5 200 round belts for the M249s, 36 40mm high explosive grenades for the M203s. Each soldier will also have a bayonet and 2 hand grenades.  

I rolled attributes but I will do so using 2d6+6 for the physical attributes as modern soldiers tend to be better fed and have better exercise routines than I would expect of a fantasy adventurer. Yes, you often come out of the army broken but we won't worry about that for the purpose of these initial sessions. As you can see using 2d6+6 didn't help much, here is what the squad looks like. In the AB (Attack Bonus) box the first number is melee based on strength and the second is ranged based on dexterity. The order of the attributes are strength, intelligence, wisdom, dexterity, constitution, charisma. The squad has some unwise soldiers which feels true thinking back on my time in the Army... 



See you in two weeks with the first report. Until next time be excellent to each other!

21 February, 2025

Reggie Bannister enters hospice, please send him some love

Reggie Bannister, best known for playing Reggie in the Phantasm franchise, is near the end. He has been battling Parkinson's Disease and dementia since 2016. You can send him and his wife GiGi cards and letters at the following address:

Reggie Bannister 

PO Box 4387

Crestline, CA 92325

Let's let him know how much we love him. More at the link to the Bloody Disgusting article below. 

https://bloody-disgusting.com/news/3855674/phantasm-star-reggie-bannister-enters-hospice-care-write-to-him/ 

09 February, 2025

Reaver Sword & Sorcery Role-Playing Game landing page is active!

I know, two posts in one day! but I'm excited to share this news from Raven God Games hot off the press! 

Joe Salvador posted the following on social media a few minutes ago. Follow the link to be notified when the Kickstarter launches! 

"I'm excited to announce that the landing page for the new Reaver: Sword & Sorcery RPG Kickstarter event is active! We've tweaked the backer levels and have some additional add-ons for this second attempt and are looking forward to seeing you all there! Let's make this happen!

https://www.kickstarter.com/projects/ravengodgames/reaver-sword-and-sorcery-role-playing-game-0



Reaver: Sword & Sorcery Role-Playing Game is a tabletop fantasy-action-adventure game that utilizes a die-chain mechanic that gets out of the way of gameplay and allows the narrative to take precedence. Players take on the roles of mighty warriors, daring rogues, and cunning sorcerers to test their mettle against nefarious cults, supernatural horrors, and a harsh, uncaring world—all in search of fortune and glory! 

Reaver seeks to replicate the style of Sword and Sorcery that is a simple side-step from historical adventure fiction and is inspired by works created by Robert E. Howard (Bran Mak MornConan), Charles Saunders (ImaroDossouye), Bernard Cornwell (The Warlord ChroniclesThe Last Kingdom), and Simon Scarrow (Eagles of the Empire), among others. Reaver couples heroism, dark sorcery, and weird horror, with gritty realism and a pseudo-historical setting. If you enjoy these works and films like Conan the Barbarian and The Northman, that's the mix Reaver brings to your gaming table!

This project will fund art, final production, and will help pay for a print-run for a Smyth-sewn hardcover of this complete tabletop role-playing game. Aside from minor tweaks and edits, writing for Reaver is well on its way to completion (approximately 85%). The book will run approximately 352 pages and is all-inclusive—character creation, game rules, Chronicler's guide, adversaries, artifacts, setting, and more. Our intention is to provide an art-free PDF to all Digital+ backers not long after the Kickstarter ends.

The primary elements of gameplay include:

  • An easy-to-learn die-chain base mechanic in which modifiers to rolls change the die you are using, 
  • Player-facing action and combat resolution that keeps the action flowing quickly,
  • career system that replaces traditional skill systems and allows player to advocate for their character's skills,
  • Narrative currency for both the players and GM,
  • Roll-to-cast magic that supports the dark and dangerous sorcery of the fiction.

If you'd like a more in-depth preview of what the game, you can download the Reaver Quickstart at DriveThruRPG! Please note that the Quickstart does not reflect the complete, finalized rules.

MEDIA

Visit RavenGodGames to see what else we do!"

Questing Beast's Questions

First I need to announce that although I was planning on attending TotalCon due to an unforeseen and extremely expensive emergency home repair I will not be able to attend. I do still hope to attend ShireCon in September. 

I am still cobbling together the ruleset for my solo play game but I did not want to leave readers hanging so I decided to answer the questions that Ben over at Questing Beast asked some YouTuber's in a recent video. You can find that video here:
 


While it is true that I am not a YouTuber I am a podcaster and I think the questions are still valid. Here are the questions.

1) Favorite game as a player versus favorite game as a GM?

As a player outside of conventions I typically am picking the people I want to play with more than specific games. For example I am three years into a Pathfinder 1E game where we are playing through The Wrath of the Righteous adventure path. I stopped playing D&D during the AD&D 1E era and had no interest in the later editions. That said a good friend is the GM and he asked me to play, I am glad he did. The group is great and they are the reason I come back every other week, I would happily play any game with that group because I genuinely enjoy the people in it even if the games, like Pathfinder, aren't my favorite.

At conventions I do take the game into account. Not always, ofttimes I will join a game because the person running it is someone I know or want to meet, but usually I pick games that I have not played before and am interested in. There are also some games at conventions, like Thom Wilson's Tavern Brawl, that I will try to always play because they are so fun and really can only be pulled off properly at a convention. 

When it comes to favorite game to GM I tend to prefer games that I have a decent level of system mastery with. I an not good at picking a single favorite. Some of my favorite games to run are Boot Hill 2E, Barbarians of Lemuria, ICRPG, Ninja City (based on DCC) and Night of the Ninja. 

2) Do you ever feel like you're stuck making tabletop role playing game content? Ever wish you could make something else you're excited about but it doesn't really fit the theme of the channel? What would it be?

As you can tell from my podcast I definitely do not feel constrained to just cover tabletop role playing. I have the advantage that I do this as a hobby and instead of making money putting out the podcast actually costs me money. I am not concerned about growing my views or likes or if my show is recommended by an algorithm to new listeners. That does not mean that I am disinterested in what my listeners want, one of the best parts able podcasting is the interactive nature and the ability to play and respond to listener calls, but it also gives me the freedom to talk about things that interest me outside of tabletop role playing games. 

I am conscious that my podcast is primarily a gaming podcast and do to try space out the movie or book talk. I appreciate that not all my listeners are interested in the non gaming topics. I do not want to alienate them but I also feel if a specific topic is not of interest it is ok for someone not to skip that episode. 

3) What's a very strong tabletop role playing game opinion that you used to hold that over time you've changed on significantly? 

When I was in high school I felt more complex and detailed was better. For example I started with the original Top Secret and when Top Secret SI came out I thought the more streamlined projectile combat rules were needlessly dumbed down. I felt the same way when I opened the boxes of Freedom Fighters and The Price of Freedom back in the day. Of course now I see the error of that way of thinking. I still like Top Secret 1E, in fact it is my favorite espionage game, but I see advantages in the way the rules were streamlined in Top Secret SI. For example I see how the way automatic weapons are handled really speeds up play. I have also come to appreciate games like Risus and USR that teenage me would have felt were too light and simple. I loved Palladium Games back in the day and still love them but they can be a lot of work to run! These days I'm not as interested in all that work so when I ran the adventure Road Hogs for After the Bomb last year I cut some corners with the system to make things flow better. There is no way I would use Palladium's experience point system as written in a long term game for example, it is just too much book keeping.

All that said I haven't abandoned those old games, Boot Hill 2E is still my preferred western game and I still have a fondness for AD&D 1E. That does not keep me from appreciating newer games and I am open to playing anything, for example I was in short playtest of Modiphius' Space 1999  recently and had a great time. That said I am not sold on meta currency as a necessary part of tabletop role playing games, I think it has a place in some games (such as Top Secret 1E, Barbarians of Lemuria, and Reaver) and other games are better without it. But that is a topic for another day...

That's all I have for today, I'd love to read your thoughts in the comments below. I will be back in two weeks, remember the words of the great ones, be excellent to each other.