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		<title>And these arrived as well&#8230;</title>
		<link>http://redboxvancouver.wordpress.com/2012/01/17/and-these-arrived-as-well/</link>
		<comments>http://redboxvancouver.wordpress.com/2012/01/17/and-these-arrived-as-well/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 22:12:51 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
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		<description><![CDATA[Shown with eraser, highlighter, and one of Blair&#8217;s old digest-sized Planet Algol booklets for scale.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=292&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://johnstone.wikispaces.com/file/view/DSC00011.JPG/293013804/DSC00011.JPG" alt="ACKS original art by Ryan Browning" /></p>
<p>Shown with eraser, highlighter, and one of Blair&#8217;s old digest-sized Planet Algol booklets for scale.</p>
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			<media:title type="html">ACKS original art by Ryan Browning</media:title>
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		<title>I got this in the mail today&#8230;</title>
		<link>http://redboxvancouver.wordpress.com/2012/01/11/i-got-this-in-the-mail-today/</link>
		<comments>http://redboxvancouver.wordpress.com/2012/01/11/i-got-this-in-the-mail-today/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 01:27:19 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Adventurer Conqueror King System]]></category>
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		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=289</guid>
		<description><![CDATA[It&#8217;s a print of the cover art from Adventurer Conqueror King. Was I supposed to know I was getting this? Was it listed as part of the reward level I donated at? I don&#8217;t remember at all. It&#8217;s nice though. It says it&#8217;s number 4 of 8 on it, which is amusing because as far [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=289&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://johnstone.wikispaces.com/file/view/acks_print.JPG/291154349/acks_print.JPG" alt="ACKS cover print" /></p>
<p>It&#8217;s a print of the cover art from Adventurer Conqueror King. Was I supposed to know I was getting this? Was it listed as part of the reward level I donated at? I don&#8217;t remember at all. It&#8217;s nice though. It says it&#8217;s number 4 of 8 on it, which is amusing because as far as Red Box Vancouver DMs go, I am number 4 of 6. I guess we need to get two more DMs.</p>
<p>Semi-related, for whatever reason, I did not realize that Ryan Browning the ACKS artist was Ryan Browning the guy who did Cloak of Invisibility until after I&#8217;d already sent him money for original ACKS artwork (which I&#8217;ll post pictures of when it arrives). I had one of those &#8220;wait&#8230; <em>this</em> guy is <em>that</em> guy?&#8221; moments.</p>
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		<title>Revenge of Carcosa and Isle of the Unknown</title>
		<link>http://redboxvancouver.wordpress.com/2012/01/07/revenge-of-carcosa-and-isle-of-the-unknown/</link>
		<comments>http://redboxvancouver.wordpress.com/2012/01/07/revenge-of-carcosa-and-isle-of-the-unknown/#comments</comments>
		<pubDate>Sat, 07 Jan 2012 15:39:03 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
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		<category><![CDATA[Carcosa]]></category>
		<category><![CDATA[Geoffrey McKinney]]></category>
		<category><![CDATA[Isle of the Unknown]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=285</guid>
		<description><![CDATA[I received the actual physical books in the mail not too long ago. Aside from a few typos here and there, the art and layout is quite pleasing, but you have likely seen other peoples&#8217; pictures of them already. A couple of observations: 1. Isle of the Unknown isn&#8217;t a fully-conceptualized setting, but Carcosa is. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=285&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I received the actual physical books in the mail not too long ago. Aside from a few typos here and there, the art and layout is quite pleasing, but you have likely seen other peoples&#8217; pictures of them already.</p>
<p>A couple of observations:</p>
<p>1.<br />
<em>Isle of the Unknown</em> isn&#8217;t a fully-conceptualized setting, but <em>Carcosa</em> is. However, it&#8217;s a minimalist setting, with a fairly tight, singular premise around which the whole book revolves. And while I admire that, artistically, I actually prefer maximalism, when it&#8217;s done right (i.e. integrated maximalism, not pastiche overcrowdingism). Not that I think either book should be less minimalist and more maximalist, it&#8217;s just a personal preference I&#8217;ve noticed. Luckily for me, I don&#8217;t think either product is too weird to be easily incorporated as one layer of a maximalist setting.</p>
<p>2.<br />
In the poster map, the races of men are colour-coded, which is interesting because there are three fictional colours on <em>Carcosa</em>.* While this adds to the book&#8217;s tone of otherworldly strangeness, it is also somewhat difficult to actually imagine and picture mentally. To take a couple examples from other sources, when I imagine garrow, I think it looks like both black and yellow simultaneously (not mixed together), and I think of Terry Pratchett&#8217;s octarine as looking similar, but with blue and orange, also simultaneously.</p>
<p>(*Never mind that adding one new primary colour actually results in at least five new colours, that&#8217;s something to take up with David Lindsay.)</p>
<p>On the <em>Carcosa</em> poster, Dolm Men are colour-coded with light blue and cream, Jale Men are coded with dark blue and red, and Ulfire Men are coded with cream and deep purple. But when I think of ulfire, I think of red, green, and white at the same time (this might be partly due to some bird that was covered in ulfire-coloured flames in one of Blair&#8217;s early Planet Algol reports). Jale and dolm, though… I&#8217;m not entirely sure. Sometimes I imagine dolm being a bit like olive green, and other times I can&#8217;t imagine what either of them looks like. Maybe jale is similar to yellow and pink and neon colours. I mean, sure, it&#8217;s &#8220;dreamlike, feverish, and voluptuous,&#8221; but so is purple.</p>
<p>If there is just one fictional colour, then it&#8217;s easy to imagine, because every person&#8217;s different interpretation can stand without interfering with each other, as long as they imagine some kind of fictional, hitherto-unimagined colour. When you have to differentiate between fictional colours, that can start to get weird.</p>
<p>That&#8217;s not a criticism, just an observation. What do <em>you</em> imagine dolm, ulfire, and jale look like?</p>
<p>I do have some actual criticisms of the two books, though. There are a few things that could have made the books easier to use, at least for me.</p>
<p>1.<br />
I think both maps could have benefited greatly from the addition of roads being marked. Even without them, <em>Isle of the Unknown&#8217;s</em> keyed map is pretty good, but <em>Carcosa&#8217;s</em> is slightly less so. The poster has a map keyed with the locations of rituals and Great Old Ones, but there is no map with settlements or the colours of the men that live in them. When the locations of certain colours of settlements—such as we find around the other lake (the one that isn&#8217;t Hali)—are mentioned as plot points in the hex descriptions, it would help to have this information in map format. Likewise, there is a mention of a trade route road winding around the icy wastes, but no indication of where this road is coming from or where it is going.</p>
<p>The political situation isn&#8217;t the most useful aspect of this information, however. Terrain, and especially roads, determines how fast characters can move across the map, and how fast characters can move across the map determines how much the DM has to prep between sessions in order to respond to the players&#8217; choices. If there is a road that stretches across three hexes, on either Carcosa or the Isle, it&#8217;s entirely possible that the PCs could travel the whole way in a single day, walking from dawn to dusk. Without having roads on the map, the DM basically needs to prep three hexes away from the PC&#8217;s present location in every direction, in order to get an idea of where to even place roads. It seems to me that adding even just major roads is not much additional work when all major settlements are already plotted out, which is the case for both books, and some hex descriptions even mention roads, which is at least the case for <em>Carcosa</em>.</p>
<p>Being able to see the roads helps to envision the possibilities of PC movement, which makes the DM&#8217;s job easier.</p>
<p>2.<br />
Any hint of motivation or personality is missing from most of the magic-users and clerics in <em>Isle of the Unknown</em>. They are treated simply like monsters—if you want to kill them, all the problems you&#8217;ll face and the lack of rewards you&#8217;ll receive (in most cases) are listed, but not much else. It makes me wonder why anybody would want to interact with these characters in the first place. Even a little bit of information would have been useful, evocative, and inspirational—the way threats are summarized in <em>Apocalypse World</em>, for example. Describing a warlord&#8217;s personality with &#8220;Dictator (impulse: to control)&#8221; or the character of a landscape with &#8220;Maze (impulse: to trap, to frustrate passage)&#8221; goes a long way with a short amount of text.</p>
<p>While <em>Carcosa</em> has numerous settlements with motivation-less leaders and populations listed, there are also many characters who do have goals, connections to other parts of the map, and even some small semblance of personality. It would have been nice to have a little bit of that in <em>Isle of the Unknown</em> as well, though it&#8217;s by no means a dealbreaker. And while I think including something like the Carcosan Ethnography supplemental material in the book itself would have been fantastic, so that DMs can just randomly generate genre-appropriate population details and character motivations, it&#8217;s good enough without it that I&#8217;m not really upset.</p>
<p>3.<br />
Similarly, there are a few occasions in both books where the material is essentially a tableau to be presented to the players, with little opportunity for them to interact successfully with it, or to use it in combination with other setting elements. When the text describes something the PCs can see but never do anything with, when some magical effect can only happen once in one location by accident, or when the benefits of braving obscene risks turns out to be a measly +1, I&#8217;m a little underwhelmed. I much prefer the part of <em>Carcosa&#8217;s</em> premise that includes finding a giant laser cannon and deciding to kill Cthulhu with it. Especially if it doesn&#8217;t work because you used up all the charges destroying castles and fortresses that asked you to pay tithes for safe passage, and now you&#8217;re facing Cthulhu with no ammo and no castles or fortresses to hide in. There&#8217;s slightly less of that in <em>Isle of the Unknown</em>, but both books should have had a little more, in my opinion.</p>
<p>Those are all relatively minor concerns, though. Overall, I think the good things everybody says about these two books are pretty accurate.</p>
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		<title>Carcosa and Isle of the Unknown</title>
		<link>http://redboxvancouver.wordpress.com/2011/12/17/carcosa-and-isle-of-the-unknown/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/12/17/carcosa-and-isle-of-the-unknown/#comments</comments>
		<pubDate>Sat, 17 Dec 2011 18:13:20 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Carcosa]]></category>
		<category><![CDATA[d&d]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[dungeons & dragons]]></category>
		<category><![CDATA[editorial]]></category>
		<category><![CDATA[Geoffrey McKinney]]></category>
		<category><![CDATA[Isle of the Unknown]]></category>
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		<category><![CDATA[Lamentations of the Flame Princess]]></category>
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		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=280</guid>
		<description><![CDATA[In case you are unaware of these two titles, they are a pair of books written by Geoffrey McKinney and published by Lamentations of the Flame Princess. Naturally, I picked them up and have been perusing the pdfs of late. I have an earlier version of Carcosa, but am very pleased with this new edition, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=280&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>In case you are unaware of these two titles, they are a pair of books written by Geoffrey McKinney and published by Lamentations of the Flame Princess. Naturally, I picked them up and have been perusing the pdfs of late. I have an earlier version of <em>Carcosa</em>, but am very pleased with this new edition, while <em>Isle of the Unknown</em> is completely new. They are both old-school D&amp;D hex-crawl campaigns, although <em>Carcosa</em> has a certain amount of premise and theme built into it. There is some controversy about this, which I have no interest in and do not want to know your opinion of.</p>
<p>Instead, I have a completely different problem. In a word, my problem is: Blair.</p>
<p>You may know Blair as the guy with the Planet Algol blog, as a local Vancouver gamer, or as a regular Vancouver Red Box player and DM (or all three). He&#8217;s the one who got me to check out McKinney&#8217;s <em>Carcosa</em> in the first place, so it&#8217;s no surprise he&#8217;s had it longer and read more of it than I have. He&#8217;ll no doubt get this new version as well, which means running it for him may lack a litle bit of surprise and mystery. I can assume he&#8217;ll be likely to pick up <em>Isle of the Unknown</em> too, if he can stop himself from spending too much money on obscure black/death/doom metal LPs that can double as DM screens. So, while he won&#8217;t be memorizing either book in their entirety, if I were to run either of them straight, some of that &#8220;unknown&#8221; would be slightly less so. Like when I decided to run <em>Tower of the Stargazer</em> without knowing he&#8217;d read it already.</p>
<p>Don&#8217;t get me wrong, I like having Blair running and playing RBV games, but this is another one of those awkward points of overlap in our collections. The rest of the Red Box crew might have some interest in McKinney&#8217;s works, but are more likely to ask Blair or I to DM them than they are to buy and read them. It&#8217;s just that I&#8217;ll need to modify them somewhat in order to bring back the uncertainty and suspense lost by Blair&#8217;s familiarity with them (or at least <em>Carcosa</em>), which unfortunately can sometimes be as much work as making up a new setting from scratch.</p>
<p>However! The books themselves offer up an interesting suggestion for circumventing this awkwardness, in the simple fact that they both use the same numbered hex template.</p>
<p>The obvious solution is just to run both of them. At the same time.</p>
<p>That&#8217;s a McKinney Combo Platter, kids. You might remember what&#8217;s in this hex on <em>Carcosa</em>, and you might remember what&#8217;s in this hex on the <em>Isle of the Unknown</em>, but you have no idea what will happen when worlds collide.</p>
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		<title>What I Have Learned from Random Mutation Tables</title>
		<link>http://redboxvancouver.wordpress.com/2011/11/20/what-i-have-learned-from-random-mutation-tables/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/11/20/what-i-have-learned-from-random-mutation-tables/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 20:14:53 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
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		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=274</guid>
		<description><![CDATA[Here is a lesson I have learned from using random mutation tables in D&#38;D. I normally use the old Realms of Chaos books for mutations, and usually it&#8217;s because characters come into contact with a mutagenic substance like warpstone or liquid derived from it. First, let me define a term: All fiction, including role-playing games [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=274&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Here is a lesson I have learned from using random mutation tables in D&amp;D. I normally use the old Realms of Chaos books for mutations, and usually it&#8217;s because characters come into contact with a mutagenic substance like warpstone or liquid derived from it.</p>
<p>First, let me define a term: All fiction, including role-playing games are composed of certain elements: characters, setting, props, and situation. Props are things that are important to the story but aren&#8217;t characterized, and aren&#8217;t just part of the setting. Right? Mostly, I&#8217;m &#8216;a talk about props here.</p>
<p>One of my main joys in being a DM is putting the players into a strange situation, with a whole bunch of moving parts they can interact with, and seeing them invent solutions to their problems that I would never have thought of in a million years. When you introduce a puzzle, the payoff is pretty minimal, because either the players figure out the solution you&#8217;ve already devised, or they don&#8217;t and there&#8217;s failure and disappointment. But when there&#8217;s no set solution, you can be surprised and have to improvise. This is one reason why I like random tables as well, and certainly other DMs will agree. I know Tavis Allison has written a post or two about improvising based on random tables.</p>
<p>However, random tables are a means to encourage improvisation on the DM&#8217;s side. What I want to discuss here is improv on the players&#8217; side, and one of the key ways to do this is to introduce complicated props.</p>
<p>In a typical D&amp;D game, your average treasure haul will include mostly coins and swords +1. The problem with these is that the only thing coins actually do is buy stuff, and the only thing a weapon or armour +1 does is change the probabilities of your dice rolls. Having a magic weapon or not might make the difference between fighting a certain creature or running away, but it&#8217;s a pretty minimal encouragement to creative problem-solving.</p>
<p><strong>Props that Do a Thing</strong></p>
<p>Better is a prop that does a specific thing: A sword that glows when goblins are near, a staff that casts cure light wounds, a sword that bursts into flames. Now you have a prop that does a thing, and the player&#8217;s options just increased by one (and a very visible option, too).</p>
<p>Sometimes, doing a thing can put extra work on a DM, though. Take an example from Playing D&amp;D with Pornstars: <a href="http://dndwithpornstars.blogspot.com/2010/05/snakes-are-books.html" title="Snakes are Books" target="_blank">Snakes are Books.</a> The one disadvantage to this prop is that whenever the players read a snake, they look at the DM and ask &#8220;what does it say?&#8221; If you don&#8217;t have a random table for book subjects, that can be a lot of stuff to think up. There&#8217;s a magic spell from <a href="http://www.amazon.ca/Postmodern-Magick-Armies-John-Tynes/dp/1887801812" title="Postmodern Magick" target="_blank">Postmodern Magick</a> (the Unknown Armies supplement) that lets you read any book you know of, just by opening any other book. It&#8217;s pretty cool, as long as you don&#8217;t have to sit there inventing books and texts for hours on end to entertain the players. But if you have some really awesome random book tables (or a really cool library), this is dope.</p>
<p>In essence, though, these are props that create more props. They get your character access to information, which hopefully leads to some sort of action, because the action is where the game is really at. I want to see how the players combine the various props and spells and stuff that they have, and create some sort of plan. Especially when it involves props I introduced, and the players use them in some way that totally surprises me. And a sword +1 is never going to do that. What will? Let&#8217;s think of some examples&#8230;</p>
<p><strong>Ring of Protection</strong><br />
Your average ring of protection +1 gives you a slightly better armour class. Whoop-de-doo. How about a Ring of the Untouchable? Whoever wears this ring cannot be touched by another living being, or by that beings clothes. This is an effective mosquito repellant, and it protects against viruses and bacteria that are not already infecting the wearer. Other creatures cannot touch the wearer, even if they are wearing metal gauntlets. Natural attacks, such as claws or bite, have no effect. The wearer cannot be pushed around, unless the pusher uses a tool. Weapons still have full effect, even lassos. Whatever the wearer is wearing or carrying is also affected, so it defeats pickpockets as well. The wearer can be touched by the undead, and by demons and other extra-planar entities.</p>
<p><strong>Sword +1, +3 versus Gnocchi</strong><br />
This sword may or may not give a bonus to hit and damage. However, it hates all gnolls and gnomes and anything else whose name begins with a gn-, even Pietro Gnocchi. Anytime it hits one of these creatures, the wielder may immediately make another attack against anything close enough to hit. If the wielder chooses not to make an attack, he must quench the blade&#8217;s thirst with his own blood. Even a small amount will do, but he must take 1 point of damage.</p>
<p><strong>Stonecutter</strong><br />
This sword does not actually cut through stone, it&#8217;s blade just ignores all non-organic material. It can pass through stone, metal, fabric, dirt etc. as if it were not even there. Stonecutter ignores AC bonuses from metal armour, but not leather, and can attack through doors and walls that are thin enough. Keeping it in a scabbard can be a problem, although the hilt of the sword does not share the properties of the blade. The hilt can be strapped to a belt and will not pass through walls, doors, or armour.</p>
<p><strong>Potion of Mutation</strong><br />
If you drink it, you gain a random mutation! Actually, this is a lot like the snake-books, in that it&#8217;s a prop that makes new props. Instead of, say, a book that tells you how to kill trolls, it gives you, say, a third arm which ends in a giant lobster pincer. Good thing I have some random mutation tables!</p>
<p>That was pretty rambly, but I&#8217;ve got stuff to do so there it is.</p>
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		<title>Under the Chimera, another home-made module</title>
		<link>http://redboxvancouver.wordpress.com/2011/11/04/under-the-chimera-another-home-made-module/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/11/04/under-the-chimera-another-home-made-module/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 09:25:26 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
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		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=270</guid>
		<description><![CDATA[Here is another short module I made for Red Box Vancouver. We enjoyed this one for a total of four zany sessions, mostly owing to the mutagenic liquid. You can read the session summaries starting here. This one was also created using Dave&#8217;s Mapper and the Moldvay Basic rules. There are no mutation tables provided [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=270&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Here is another short module I made for Red Box Vancouver. We enjoyed this one for a total of four zany sessions, mostly owing to the mutagenic liquid. You can read the session summaries starting <a href="http://redvan.wikidot.com/dungeon-under-the-innhttp://redvan.wikidot.com/dungeon-under-the-inn" title="Red Box Vancouver Actual Play" target="_blank">here.</a></p>
<p>This one was also created using Dave&#8217;s Mapper and the Moldvay Basic rules. There are no mutation tables provided in the adventure, but I would recommend either <a href="http://www.slackratchet.com/rough2.htm" title="Realms of Chaos Mutation Table" target="_blank">this</a> or <a href="http://jrients.blogspot.com/2010/02/mutation-compilation.html" title="Jeff Rients Mutation Table Table" target="_blank">these</a>, since the giant system-agnostic compilation of all mutation tables everywhere that I&#8217;m working on is not yet finished.</p>
<p>So, here it is for you. Again, the last two pages are just the map on page 2, but bigger, just in case you need it. Anything I haven&#8217;t provided, use that book you see to the right!</p>
<p><a href="http://johnstone.wikispaces.com/file/view/Under+the+Chimera.pdf/271828120/Under%20the%20Chimera.pdf" title="Under the Chimera" target="_blank">Under the Chimera</a></p>
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		<title>The Hidden Ziggurat, a home-made module</title>
		<link>http://redboxvancouver.wordpress.com/2011/10/14/the-hidden-ziggurat-a-home-made-module/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/10/14/the-hidden-ziggurat-a-home-made-module/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 23:50:04 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
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		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=266</guid>
		<description><![CDATA[This is a short module I made for Red Box Vancouver. I ran three sessions of it, and short summaries can be found on the RBV forums, starting here. I used Dave&#8217;s Mapper to generate a random dungeon map, and made a few slight modifications in Photoshop. I then stocked the dungeon using the rules [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=266&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is a short module I made for Red Box Vancouver. I ran three sessions of it, and short summaries can be found on the RBV forums, starting <a href="http://redvan.wikidot.com/the-hole-in-the-hill" title="The Hole in the Hill" target="_blank">here.</a></p>
<p>I used <a href="http://davesmapper.com/" title="Dave's Mapper" target="_blank">Dave&#8217;s Mapper</a> to generate a random dungeon map, and made a few slight modifications in Photoshop. I then stocked the dungeon using the rules in Moldvay&#8217;s Basic D&amp;D, then added my own ideas so that the dungeon made sense in the end, including some nice colour text culled from <a href="http://planetalgol.blogspot.com/2010/03/further-sightings-of-black-ziggurat.html" title="Further Sightings of the Black Ziggurat" target="_blank">a previous phase of black ziggurat enthusiasm.</a> And with the addition of a few short wandering monster tables, I was done.</p>
<p>So here it is for you, if you want it. The last two pages are just the map on page 2 but bigger. If you don&#8217;t need them, don&#8217;t print them out. There are no monster stats here, because you can get those from the Moldvay Basic book.</p>
<p><a href="http://johnstone.wikispaces.com/file/view/The+Hidden+Ziggurat.pdf/264934286/The%20Hidden%20Ziggurat.pdf" title="The Hidden Ziggurat" target="_blank">The Hidden Ziggurat</a></p>
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		<title>One Page Adventurizing XP2 (part 2)</title>
		<link>http://redboxvancouver.wordpress.com/2011/09/16/one-page-adventurizing-xp2-part-2/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/09/16/one-page-adventurizing-xp2-part-2/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 23:38:38 +0000</pubDate>
		<dc:creator>cr0m</dc:creator>
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		<category><![CDATA[swords & sorcery]]></category>
		<category><![CDATA[xoth]]></category>

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		<description><![CDATA[(This post may not make a lot of sense unless you read part 1 first.) To recap, I&#8217;m taking the otherwise excellent location-based adventure XP2: Song of the Beast Gods and giving it the One Page Adventure treatment to make it&#8217;s existing hooks even more robust, for my sandbox-loving, rails-jumping, plot-ignoring gang of players. Again [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=253&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>(This post may not make a lot of sense unless you read <a title="If your adventure says “by now the PCs will likely investigate”…" href="http://redboxvancouver.wordpress.com/2011/09/16/if-your-adventure-says-by-now-the-pcs-will-likely-investigate/">part 1</a> first.)</em></p>
<p>To recap, I&#8217;m taking the otherwise excellent location-based adventure<a title="XP2: Song of the Beast Gods" href="http://xoth.net/publishing/xp2/"> XP2: Song of the Beast Gods</a> and giving it the <a title="the one page adventure" href="http://redboxvancouver.wordpress.com/2010/11/03/the-one-page-adventure/">One Page Adventure treatment</a> to make it&#8217;s existing hooks even more robust, for my sandbox-loving, rails-jumping, plot-ignoring gang of players. Again Thulsa, the author, has created a really good location-based Swords &amp; Sorcery adventure, without any sort of reliance on the players following a set path, any sort of pre-determined events, etc. And for $5 it&#8217;s a really good bargain: you get three locations, a bunch of NPCs and his highly atmospheric World of Xoth setting (with Cultural feats, a new class, et al)&#8211;all statted out for the Pathfinder RPG. Xoth is shaping up to be my go-to S&amp;S setting.</p>
<p>So here&#8217;s my slightly updated progress from last post:</p>
<p><strong>Revenge of the Hyena Princess</strong></p>
<p>The Situation</p>
<blockquote><p>A long-lost princess has returned to usurp her younger sister’s place and get her revenge, with the help of the Hyena God&#8217;s secret cult.</p></blockquote>
<p>NPC Goals</p>
<blockquote><p>Evil Princess: Kill opposition to Hyena God Cult. Sacrifice Good Princess when The Stars are Right. Stay disguised as Good Princess ’til then.</p>
<p>Handmaiden: Escape slavery. Free Good Princess. Expose Evil Princess.</p></blockquote>
<p>And that&#8217;s where I stopped. The rest of the NPCs are either minions of the EP or have good reasons to oppose the Evil Princess&#8211;but at the moment are in the dark about her conspiracy to sacrifice the Good Princess during a ritual that will transform her and the other cultists into Beastmen and break the hold of the current god on the city.</p>
<p>This isn&#8217;t a huge problem, but it does create problems if the players don&#8217;t get involved with the Handmaiden, who is the only NPC that suspects something is going on. Even she doesn&#8217;t know that the Evil Princess is masquerading as the Good Princess when she meets the PCs.</p>
<p>At the starting point of the adventure, all the Handmaiden knows is that a rich man from the city paid the desert nomads to raise a young girl who disappeared when she came of age. The Handmaiden isn&#8217;t able to warn anyone unless she is rescued from the slavers and returned to the palace, where she recognizes that the supposed Good Princess is acting strangely.</p>
<p>Here are the other NPCs with a stake in the Situation. As before, I&#8217;m using titles rather than names, because it&#8217;s easier to remember: General, Guard Captain, Good God Acolytes, Royal Steward.</p>
<p>NPCs without a real stake (or who can&#8217;t do much) who can be regarded as assets: Slaver, Royal Scribe, Senile King, Good Princess.</p>
<p>There are also some goons, hideouts and other useful assets attached to various NPCs.</p>
<p>So let&#8217;s give the Evil Princess some serious opposition.</p>
<blockquote><p>Good God Acolytes: Escape the Palace before we are killed. Get word to our superiors that the Evil Princess is evil. Spy on her with the Guard Captain. Recruit the General with Proof: the Scroll or the Good Princess.</p>
<p>Assets: a pious servant at the Palace, Guard Captain, the loyal Palace Guards, a desolate tomb outside of town, keys to the temple treasury, the Handmaiden (and the other handmaidens).</p></blockquote>
<p>I&#8217;ve rewritten these guys such that their God has let them know not to trust the Evil Princess with omens. They have seen a Scroll that details the upcoming Stars Are Right moment and the secret signs of the cult. They know the Good Princess is missing. They&#8217;re in-the-know, have resources, but lack muscle and can&#8217;t move freely.</p>
<p>These guys are going to want to enlist the PCs to help them get out of dodge, send messages that won&#8217;t be read by the cult, go between themselves and the Guard Captain who manages Palace security, and try to get the Scroll (now hidden) or the Good Princess (missing) to the General to bring his troops to bear on the problem.</p>
<p>Since I&#8217;ve made the Guard Captain an asset, I don&#8217;t need to worry about his goals. Same with the Handmaiden. They&#8217;re the same as the Good God Acolytes&#8211;which also means either can stand in for the Acolytes if they&#8217;re killed or missing. Now we&#8217;ve got some good guys and some bad guys. How about someone on the fence?</p>
<blockquote><p>General: Preserve my life and position. Keep the army strong and intact. End up on the winning side. Get richer off this argument between priests.</p>
<p>Assets: 400 light infantry (City Guards), 150 camel riders, keys to the city, a tower in the Citadel.</p></blockquote>
<p>And finally, the Evil Princess in full:</p>
<blockquote><p>Evil Princess:  Keep conspiracy secret. Prevent the Acolytes from getting help. Make sure the General stays neutral. Sacrifice Good Princess and transform my allies when The Stars are Right. Disguise myself as the Good Princess ’til then.</p>
<p>Assets: The ear of the King, the Royal Steward, disloyal Palace Guards, keys to the royal treasury, the Torturer, catacombs under the Palace, undead minions, a secret chamber in the catacombs, a secret prison, the life of the Good Princess, the Scroll, the Slaver, Slaver Guards.</p></blockquote>
<p>Smart money is still on the Evil Princess, especially if she recruits the PCs to her side. Of course, that means they&#8217;ll end up transformed by her ritual, and may not approve of that. Her Situation is also the most precarious: if the Court or King figure out that she&#8217;s not the Good Princess, the jig is up. If the General doesn&#8217;t stay out of it, his army can wipe out her band of disloyal Palace Guards and undead minions. If the Good Acolytes get away, a powerful theocracy to the south will invade her little city-state.</p>
<p>What else would I do here to round things out? I&#8217;d re-write the Slaver and his Guards as members of the desert nomad tribe that raised her, so she has somewhere to retreat if everything goes pear shaped for Team Hyena.</p>
<p>If the PCs work for the Evil Princess, I&#8217;d have the General take an active role in playing the two sides against each other. Offering the Good God Acolytes protection, but not escape, until the Evil Princess has time to make a counter-offer. Putting his soldiers between the PCs, their objectives and the Evil Princess (curfews, an extra guard on the Palace, locked city gates). Even using soldiers to attack the PCs and weaken the Evil Princess&#8217;s position.</p>
<p>If the PCs work for the Good God Acolytes, I&#8217;d throw everything the Evil Princess has at them, re-kidnapping the Handmaiden, assassinating the Royal Scribe and anyone else in the know. Using them to flush out other allies of the Acolytes. Trapping them with the Guard Captain. Spying on them with Palace servants and desert nomads. Murdering them if they come into the catacombs.</p>
<p>Whew! This is getting me really excited to run this game. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Last part. The hook! Replace &#8220;hired&#8221; with &#8220;convinced&#8221;, &#8220;enlisted by&#8221;, &#8220;seduced&#8221;, etc. as needed.</p>
<p>The PCs&#8230;</p>
<blockquote><p>&#8230;decide to rescue/help the Handmaiden and&#8230;</p>
<p>&#8230;are hired by the Good God Acolytes to oppose the Evil Princess.</p>
<p>&#8230;are hired by the Evil Princess to do her dirty work.</p>
<p>&#8230;are attacked by the Evil Princess&#8217;s cultists and hired by her enemies.</p></blockquote>
<p>There&#8217;s another option I hadn&#8217;t thought of before that&#8217;s bound to be appealing to Fistful of Dollars/Yojimbo fans:</p>
<blockquote><p>&#8230;are hired by the General to protect the Acolytes and force both sides to deal with him.</p></blockquote>
<p>In some ways, the General ought to be opposed to either side &#8220;winning&#8221;. If the Acolytes get away or the Evil Princess does her ritual, the General&#8217;s city is probably going to get invaded by the theocracy that worships the Good God.</p>
<p>Well, what do you think? How would you adjust things to make it even easier to roll with whatever the PCs dish out?</p>
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			<media:title type="html">chris</media:title>
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		<title>If your adventure says &#8220;by now the PCs will likely investigate&#8221;&#8230;</title>
		<link>http://redboxvancouver.wordpress.com/2011/09/16/if-your-adventure-says-by-now-the-pcs-will-likely-investigate/</link>
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		<pubDate>Fri, 16 Sep 2011 00:10:04 +0000</pubDate>
		<dc:creator>cr0m</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[cr0m]]></category>
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		<category><![CDATA[dungeons & dragons]]></category>
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		<category><![CDATA[one page adventure]]></category>
		<category><![CDATA[swords & sorcery]]></category>
		<category><![CDATA[xoth]]></category>

		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=243</guid>
		<description><![CDATA[&#8230; you don&#8217;t play with the same kind of people I do. I kid, but only a little. I was reading an independently produced module, XP2: Song of the Beast Gods, when it occurred to me how spoiled I am by the OSR&#8217;s emphasis on exploration and sandboxes. It&#8217;s rare that I read what I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=243&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>&#8230; you don&#8217;t play with the same kind of people I do.</p>
<p>I kid, but only a little. I was reading an independently produced module, <a title="XP2: Song of the Beast Gods (Pathfinder RPG adventure)" href="http://xoth.net/publishing/xp2/">XP2: Song of the Beast Gods</a>, when it occurred to me how spoiled I am by the OSR&#8217;s emphasis on exploration and sandboxes. It&#8217;s rare that I read what I used to think of as &#8220;an adventure&#8221; before I got the OSR bug. Even good adventures&#8211;and Song of the Beast Gods is a very good adventure&#8211;tend to assume a certain amount of player engagement, simply because if you&#8217;re playing adventures and not a sandbox, it&#8217;s not cool to blow off whatever the DM prepped.</p>
<p>On the scale of assumed engagement, where 10 is <a title="Death in Freeport (rpg.net review)" href="http://www.rpg.net/news+reviews/reviews/rev_7533.html">Death in Freeport</a> and 1 is Tavis Allison&#8217;s <a title="The White Sandbox @ New York Red Box" href="http://redbox.wikidot.com/the-white-sandbox-page">White Sandbox</a>, Song of the Beast Gods is definitely on the low end. It&#8217;s a location-based adventure, so that means that the author, Thulsa, does not assume any sort of time-line or sequence of events. Instead he lays out some NPCs conspiring to conduct a ritual sacrifice, three separate and detailed locations for the action, and three or four suggestions on how to involve the PCs in the conspiracy.</p>
<p>In this, he&#8217;s my kind of adventure writer, because instead of assuming the players care about a Chaotic outpost (B2), some amnesiac priest (Freeport) or the threat of being executed if they don&#8217;t murder a bunch of giants (G3), Thulsa gives us a Situation and a couple of ways into it.</p>
<p>The PCs can either cross swords with a venal slaver and rescue some sexy handmaidens&#8211;getting as a reward the instant enmity of the cultists&#8211;or they can find themselves caught up in an attempt by the cult to kidnap victims for their upcoming crazy-ass ritual. Unfortunately for DMs like me, if they get to the location in some other circumstances, the adventure assumes they will likely start their own investigation. Hence the title of this post.</p>
<p>If you know anything about Red Box Vancouver, you&#8217;ll have some idea of how much I laughed at the idea of PCs deciding to investigate the weirdos running some podunk town, when they could just as easily&#8230; leave. Or get drunk. Or find some horrible prehistoric beast to murder. Especially since these are supposed to be Swords &amp; Sorcery heroes! They&#8217;re supposed to do Conan stuff, not investigate decadent nobles acting a bit strangely, even if it is on the say-so of a drunken guard or an attractive handmaiden.</p>
<p>Then I remembered my One Page Adventure experiment from last year and figured this was the perfect opportunity to road test that idea with a for real adventure that I&#8217;m going to run for a couple of friends. So here it is, my One Page Adventurizing of XP2: Song of the Beast Gods. (Spoilers for XP2: Song of the Beast Gods follow.)</p>
<p><strong>Revenge of the Hyena Priestess</strong></p>
<p>The Situation</p>
<blockquote><p>A long-lost princess has returned to usurp her younger sister&#8217;s place and get her revenge, with the help of cultists of a former god of her people.</p></blockquote>
<p>NPC Goals</p>
<blockquote><p>Evil Princess: Kill opposition to Hyena God Cult. Sacrifice Good Princess when The Stars are Right. Stay disguised as Good Princess &#8217;til then.</p>
<p>Handmaiden: Free Good Princess. Expose Evil Princess.</p></blockquote>
<p>And here&#8217;s where I run into my first challenge. Other than the Handmaiden, who has already been caught by the slavers at the start of the adventure, every other NPC described is either one of Evil Princess&#8217;s minions or has no goals other than &#8220;keep the status quo&#8221;. There are a couple of acolytes of the current god who would oppose the Evil Princess&#8217;s plans, and of course the captain of the guard isn&#8217;t keen on any plots that involve impersonating the legitimate princess, but until any of these guys have proof of what&#8217;s going on, they sit around eating dates in the palace.</p>
<p>It also means that unless the PCs get hot for the Handmaiden when they run into the slavers at the oasis at the start of the adventure (the adventure assumes that the PCs are heading for the city where all this is going down&#8211;which is a perfectly acceptable assumption. Even a OPD has to assume you go into the dungeon!) the DM has to rely on a bit of luck and force to get them involved. The adventure suggests they get attacked by cultists, which in my games usually ends with a pile of enemy corpses, which could make the players curious enough to investigate. Or it could lead to the players deciding to skedaddle.</p>
<p>There is another option, not suggested by the adventure, but that seems really obvious to me if you know the people I play with: they&#8217;re hired by the Evil Princess.</p>
<p>If I was an Evil Princess looking to bump off the King, some Priests and other upstanding members of the court to clear the way for a mass human sacrifice to reinstate the worship of an ancient beast god, I&#8217;d be hard pressed to find better employees than a team of wandering killers with no connections in town.</p>
<p>So that&#8217;s going to be my entry point: barring unexpected interest in the well-being of slave girls and small-time nobility, I&#8217;m going to plan for the PCs being propositioned by the agents of the Evil Princess to do her dirty work. So the Evil Princess is going to need some serious opposition, because right now there&#8217;s only a slave girl standing between her and apotheosis as the Hyena Queen.</p>
<p>Come back for part two to see where we go from here&#8230;</p>
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			<media:title type="html">chris</media:title>
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		<title>Planet Algol Microfiction</title>
		<link>http://redboxvancouver.wordpress.com/2011/09/15/planet-algol-microfiction/</link>
		<comments>http://redboxvancouver.wordpress.com/2011/09/15/planet-algol-microfiction/#comments</comments>
		<pubDate>Thu, 15 Sep 2011 20:27:46 +0000</pubDate>
		<dc:creator>Johnstone</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[fiction]]></category>
		<category><![CDATA[johnstone]]></category>
		<category><![CDATA[Planet Algol]]></category>

		<guid isPermaLink="false">http://redboxvancouver.wordpress.com/?p=241</guid>
		<description><![CDATA[This is more or less the first piece of fiction I&#8217;ve written since Sexy Deadly, I think. It&#8217;s one of several ideas I had for a campaign set in the Verdant Lands of Skla. Lieutenant Vivian Holloway Among the Bone Men. Part 7: A Mocking Show of Contempt for the Agogi Oligarchs to the South-East. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=redboxvancouver.wordpress.com&amp;blog=14743972&amp;post=241&amp;subd=redboxvancouver&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is more or less the first piece of fiction I&#8217;ve written since <a href="http://planet-thirteen.com/SexyDeadly.aspx" title="Sexy Deadly" target="_blank">Sexy Deadly</a>, I think. It&#8217;s one of several ideas I had for a campaign set in <a href="http://planetalgol.blogspot.com/2010/02/skla-demon-wastes.html" title="Skla" target="_blank">the Verdant Lands of Skla</a>.</p>
<p><strong>Lieutenant Vivian Holloway Among the Bone Men.</strong><br />
<strong>Part 7: A Mocking Show of Contempt for the Agogi Oligarchs to the South-East.</strong></p>
<p>Moztar Thegg brought him to the edge of the circle and sat him down by the sandy floor. He was still reeling from the orichalcum-inspired visions, his stomach roiling like a nest of vipers. But he could tell the great hall was much quieter now.</p>
<p>The revellers had stopped up their incessant chatter. The slow and steady tattoo of fingers on a lizard-skin drum rang out through the smoky air.</p>
<p>Thegg and some serving woman, swaddled like her master in black and white from head to toe, eased him down upon a pile of cushions. All at once, knew what it was like to be paint on a Gérôme canvas, or maybe a Delacroix.</p>
<p><em>How many years has it been since I last felt such luxury?</em> Vivian asked himself. <em>Before the war, surely.</em> Before he had become used to sleeping through the sound of exploding trenches full of mud, used to the sight of death and dismemberment, the world drained of all its colour.</p>
<p>But that was a life he barely remembered, yet another casualty of the shelling and the snipers and the useless charges across No-Man&#8217;s Land. Even the war itself paled in comparison to this strange place, this so-called Verdant Land of Skla, with its fogs out of London legend and its natives with skin he could see right through, all the way down to their bones.</p>
<p>Vivian gaped as Thegg&#8217;s grey skull inclined itself politely from within its voluminous hood. He wondered for a moment if those transparent lips were stretched in a reassuring smile, or if that was just a trick of the light.</p>
<p>&#8220;Now, my friend from Earth so far away,&#8221; purred Moztar Thegg, &#8220;you will see what arts we have on Planet Algol, in the land of Skla.&#8221;</p>
<p>He turned to the sandy ground, surrounded by cloaked and hooded bone men, on their own piles of cushions or standing further back. Some men around the edges had drums and more curious instruments, strangely-shaped flutes and horns and even bronze fiddles they played in their laps. In the middle of the ground lay a large, low brazier, its fire casting a flickering, changeable light across the crowd. He could see two more atop tall spires, standing amongst those who sat at the edge of the bare ground to either side of him. There were women, he saw over the fire, directly opposite him, a huddled mass who hid even their skull faces behind dark-coloured scarves and veils. But now they seemed to part, jostling and pushing against the men around them, until a lone figure emerged.</p>
<p>Through the brazier&#8217;s dancing flames, Vivian saw a skeleton step forth onto the sandy ground. Its head was not a skull, but instead that of a beautiful girl, young and pink and hairless. More than just a head, she had a long pink neck as well, perfectly shaped.</p>
<p>But then Vivian realized the truth. She was a bone woman, completely naked but for the bells on her ankles, the bracelets on her wrists, and the pink paint that covered her head and neck and the very edges of her chest and shoulders. At first she swayed, eyes closed, but then the music swooped up and she was dancing, a flurry of twisting arms and shaking hips and stamping feet that sent the sand below her flying in all directions. Her face remained still while her body writhed and shook and leapt around the brazier. As the fire&#8217;s elusive light washed over her, Vivian could make out hints of her voluptuous curves, highlighted by tiny golden stars. A thin dusting of some sparkling metallic powder covered her, moved with her, showed her to his eyes that could not see her flesh.</p>
<p>As she danced, the pink paint began to mix with her sweat, and run down her arms and body. Growing thin upon her face and neck, it ran all the way down her spine to her rump, and down her chest, between her breasts and to her belly. It ran not in waves, but in rivulets, enough to suggest, to hint and tease, but only that.</p>
<p><em>Just like the gamma orichalcum</em>, he thought. <em>I see everything and nothing both.</em></p>
<p>But as soon as he was sure he had a grasp on that which he beheld, she was gone, spirited away through that wall of women on the crowd&#8217;s far side. A roar of cheers and clapping erupted all around him as the fire dimmed and guttered. He felt dizzy, almost as if he were falling from a great height. Thegg appeared before him and seemed to hold him up with his hands.</p>
<p>&#8220;My friend, are you not pleased? You are pale as our children&#8217;s bones!&#8221;</p>
<p>&#8220;The fire…&#8221; Vivian replied in a mutter, his lips like stone slabs. &#8220;Relight the fire…&#8221; But then he realized it was not the fire that was growing dim, but his own two eyes.</p>
<p>&#8220;Ah, so.&#8221; He heard the regret in Moztar Thegg&#8217;s raspy breath. &#8220;It is the orichalcum vapour. You had too much, too much!&#8221;</p>
<p><em>Yes</em>, thought Vivian as he settled back into the darkness. <em>Too much vapour. Much too much.</em></p>
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