My Reply to “Who’s Afraid Of The OSR?”

by Solomoriah

I honestly don’t remember how I ended up reading Smiorgan’s post on the Department V blog, but no sooner was I reading it than I felt compelled to reply.  At first I planned to post a comment there, but those who know me, know that brevity is not my strong suit.

So here I am.

First of all, let me say that it is an interesting post.  One of the first things that stood out to me was this quote by Ron Edwards:

I suggest that the systemic differences among many OSR games, even the retroclones, are so profound that they exceed the community ideal of compatibility, which then must be papered over by claims of some kind of homogeneity.

I know Ron is supposed to be some kind of gaming expert, but honestly, what the heck is he talking about?  I routinely use materials (primarily adventures) written for Labyrinth Lord, OSRIC, and Swords & Wizardry (not to mention the classic games on which they are modeled) in my games, converting materials on the fly.  Claims that the systemic differences are “profound” is, well, a profound overstatement.

More to the point, though… Smiorgan provided a list of things he (I think it’s he) says could be changed to make D&D-like games more palatable to modern players.  Let me say that I tried pretty much all of those things, and found the results wanting.

Back around 2002-2003 or so, about the same time Castles & Crusades was being developed, I wrote a set of core rules intended for use with spells and monsters from any edition of the classic game.  I called my rules “Project 74” and my plan was to achieve compatibility with classic materials, much as I just now described, while including modern features.  I didn’t go after Smiorgan’s list, of course (as it was just now written) but rather followed along with the list written by Mark “Kamikaze” Hughes titled “What’s Wrong with AD&D.”

I took his list of complaints, which surprisingly after more than ten years is still at the same URL, as a list of things to correct.  I boiled the rules of those classic games down to a sort of mechanical ideal, “refactoring” (to use a programming term) the rules to make them more “sensible.”  I addressed Mark’s list with my own philosophical statement, still available on my website.

In my opinion, I did a very usable job of creating a rules-light, semi-modern game system that managed to retain D&D-isms like class and level while having a full skill system.  I made an effort to make all game mechanical systems properly “first class” (in a programming sense) so that the rules would have few special cases.

The game was not satisfactory.  Oh, I ran my ongoing campaign, set in the world I created back in 1982, using those rules, and things went along well enough.  But there were things that just felt wrong.

I could give an exhaustive list, if I felt like racking my brain long enough (remember, I last played with these rules around 2007), but I’m not going to that much trouble.  Rather, I’ll point out the one thing that really stood out to me.

Opening doors.

My game had a unified skill roll system.  Every “difficult” action other than combat was resolved using a standardized core mechanic; this was similar to the D20 method, but arguably the same thing as in games like RuneQuest, where percentiles are rolled for everything.  The end result was that the party half-ogre with 17 Strength was actually not a lot better at knocking down doors than the party dwarf, also with a +2 Strength bonus (Project 74 used a similar attribute-to-bonus mapping as BFRPG).  Yeah, I gave the half-ogre a bonus because he was big, but I also had to assign bonuses or penalties (for easy or hard doors) using larger numbers than I generally assigned as “situational modifiers.”

I could have messed around with the numbers, sure; but it was by far simpler to switch back to the classic 1d6 roll to open a door.  Each bonus was worth 16.7% instead of 5%, and the adjustments were very obvious.  I wrote down in my last version of Project 74 a new rule that even allowed for changing the die size as an indicator of difficulty.  Though it’s not in the BFRPG rules, it’s exactly the method I use now, as it works beautifully.

Why didn’t I write it down?  See my post on this blog entitled “Metarules” for an explanation of that.

It might be tempting to think I’m a true grognard, i.e. a grumbler, one who loves the classic games with a religious zeal.  I’m not.  I’m working on a game called “Realms of Wonder” right now, a fantasy game set in a world that differs markedly from the kind of world defined by games like Labyrinth Lord or OSRIC, or of course BFRPG.  Mechanically the game is a lot like the kind of game Smiorgan seems to want, and I expect it to be a lot of fun… breaking the player’s expectations usually is.  I wrote another game, shared on my website but never actually published, called Variant V; it owes more of its DNA to RuneQuest than anything.  I ran that campaign for several years.  The point is, I like the classic class-and-level games for their own merit, not because they are the only kind of game I want to play.

Do I have a point?  Yeah, I think I do.  Trying to “fix” the classic rules is a mistake.  They aren’t broken… they’re just different.

New Stuff and More New Stuff

by Solomoriah

If you’ve been following us on the forums, Google+, or Facebook you’ll know we’ve released a number of things in print recently.  Of course, the 3rd Edition of the Core Rules and the Field Guide were the big news, but on Christmas Eve we released David Gerard’s DC1 Tales of the Laughing Dragon, making Dave the third author (after myself and J.D. Neal) to have a multimodule published in his name.

So today I updated the print versions of BF1 Morgansfort; most of the changes are just errors that we corrected, but it also contains the adventure-expanding changes that came out of a negative review by Alex on the Cirsova blog (see also the followup post).  Let me say that I didn’t just “cave in” and change things because someone didn’t like them… read the long discussion on the forum if you don’t believe me.  No, I really saw what Alex was talking about, and was not happy with the results.  So I fixed it, and in so doing made the whole Cave of the Unknown better.

I also updated the cover of that adventure, going “darker” mainly because that’s the mood I find myself in.  I also colorized Nathan Nada’s cover, with his (long ago) agreement; it’s a great piece, and I in no way think I improved it, but I wanted the whole cover to look a bit “richer” if you know what I mean.

Finally (for now, anyway), sometime before Easter I have every expectation that we will release J.D. Neal’s JN3 Saga of the Giants in print.  It is a GREAT BIG adventure, as big as the Core Rules, and I think it will be one of the best bargains out there.  Heck, it’s already free, and that’s a heck of a bargain.

There’s more to come beyond that even.  Strongholds of Sorcery, by myself, Stuart Marshall, and J.D. Neal, is about 85% complete.  I’d love to see in done by next Christmas… it’s a great set of adventures, combining the tricky and very bonkers Castle D’Angelo, the classic horror-movie with some twists that is called House of Coldarius, and the strangely deadly Tower of Light.

And there is the ongoing development of Adventure Anthology 2AA1 has proven surprisingly popular, but then I should have known that a book of short adventures would be well received.  Everyone needs a fill-in here and there, and that’s what the Adventure Anthology Series is all about.  We’re still looking for submissions for the second book in the series.

So if you’re not a forum member… why not?  Remember the answer to the human verification question is

Join us, and jump in!

What Changed in the 3rd Edition Core Rules?

by Solomoriah

I keep getting asked that question… so… here’s how I answered on Google+ earlier:

The 3rd Edition Core Rules add two magic items, a handful of monsters, a page of sample traps, and one additional official combo class (Elf Magic-User/Thief) which was in the Gnomes supplement previously.  Besides that, a bunch of new art was added, a number of errors corrected, and a couple of things clarified.

The most important thing to understand is that new editions of the Basic Fantasy RPG Core Rules do NOT make older editions “obsolete.”  I know there are some people with 1st Edition books who still use them, and they are playing the same game as the rest of us.  My players all have 2nd Edition rulebooks, and they don’t need new ones… the 2nd Edition books will work just fine indefinitely.

New Print Releases!

by Solomoriah

As of this moment, the 3rd Edition of the Basic Fantasy RPG Core Rules and The Basic Fantasy Field Guide are both available on and! distribution will follow shortly, and both books have been submitted to will have both hardback and paperback editions. will have only paperback versions, and as they supply, that’s what they’ll have as well. will eventually have both hardback and paperback editions; note that RPGNow hardbacks are a bit bigger than Lulu hardbacks.

All our items, including the new releases, are here:

Note:  You may need to go to the second page to find the new releases.

Here are the links to

Basic Fantasy RPG Core Rules 3E

The Basic Fantasy Field Guide

Coming in 2015

There’s more to come!  I anticipate the release of both J.D. Neal’s adventure series JN3 Saga of the Giants and my own multimodule BF3 Strongholds of Sorcery sometime in 2015.  I wouldn’t be at all surprised if we managed to get J.D.’s adventure out by Easter; mine will take longer, but I have high hopes that it will make it out before Halloween.  House of Coldarius, one of the adventures in Strongholds of Sorcery, is very appropriate to Halloween, so that’s why I’m aiming for that date.  And depending on submissions, it’s entirely possible that AA2 Adventure Anthology 2 might be in print for Christmas 2015.  So stay tuned!

Wayward Kickstarters

by Solomoriah

Just spent some time on Tenkar’s Tavern looking at the Wayward Kickstarters.  Take a look here:

Wow.  Just, wow.  What makes anyone think that paying a WRITER and/or ARTIST in ADVANCE for something that isn’t remotely ready yet is a good idea?  And I’m saying that as a writer.  Seriously, don’t send me money for something until I have it to the “ready to edit” stage.  At that point, any reasonably good editor can sort it out; but up until then:

(a) How do you know I’ll get it done?

and (b) How do you know it’s not a steaming pile of poo?

But I know my own limitations; I would never start a Kickstarter for something I didn’t at least have a WORKING prototype of.  Given that, and the fact that I know you can successfully bootstrap a project WITHOUT a Kickstarter… well, you can rest assured I’ll probably NEVER start one.

Or put any money into one.  No matter how cool it sounds.

I honestly can’t believe the people who say they’ll write a “next generation” or “innovative” or just “cool” RPG if you just send them some money.  Gah.  If you have such a game in you, write the darn thing, and get your friends (you do have some of those, right?  Cool.) to help playtest it.  THEN, and only then, figure out how to get paid for it.

And at that point, when the game already exists, yeah, you can ask for funds.  Or just, y’know, PUBLISH it.  Print on demand is the way of the future… use it.  Traditional publishers are a pain (you have to convince them your work is valuable before they’ll publish it, but how can you convince them if you’ve never had a chance to sell any?) and vanity presses are money sinks for the foolish.,, and all offer ways to get your book into print at basically no cost to you… and the first two offer standard packages of professional editing that you can avail yourself of if you need it, at predictable rates you could attempt to fund if you need to.

I don’t believe in Kickstarters.  You get people to give you money, but they’re just gambling on whether or not you’ll deliver.


by Solomoriah

You see a 15 foot square room.  It has two regular chairs, two rocking chairs, and a comfortable-looking sofa.  A rug lies diagonally on the wood floor, and in the center of the rug is a chest.

100_5502 Checking It Out

You may recall my post back in March 2013 about the passing of my good friend Alan.  Tonight his widow came by and brought me his footlocker.  It was locked, and nobody knew where the key was.  She asked me to return the empty box and any private papers I might find, and told me to keep whatever else I found.

I tried to pick it, but apparently I’m a wizard rather than a thief.  And no, I don’t know Knock.  So I got out my drill and started in on the keyhole.

It spun about three times and unlocked.  Go figure.

100_5509 Now Open

As you can see, I had my familiar helping me.

I unpacked the materials carefully.

100_5515 Contents

Two complete sets of Basic Marvel Super Heroes, one original and one of the updated version (which I didn’t know existed).  Some random D&D materials, from AD&D 1E and BX up to 3E.  Some Forgotten Realms materials, including a box from the 1E version with just the transparent map films inside along with random unrelated materials.  A complete set of Star Frontiers (the original, from before they rebranded it “Alpha Dawn.”  A bunch of comics, mostly Warlord and Conan.

More importantly, to me, I found papers he wrote himself.  Mostly his character sheets, from games I’ve run over the years.  I remembered them all.

But the thing I was looking for wasn’t in his footlocker at all… it was in a binder she handed me almost as an afterthought.  The dungeon he was designing.  It was handwritten, a one-level dungeon map (around 40 rooms or so) and a four page key to the dungeon.

I’ll be publishing it.  Since it’s short, it will probably show up in AA2.

Now I have a hankering to play me some Star Frontiers…

Basic Fantasy RPG at QuinCon 29

by Solomoriah

Quincon 29 BFRPG DSC_3538

This last Saturday the 19th I ran a Basic Fantasy RPG session at QuinCon 29 in Quincy, IL.  My pass said “Special Guest” and they really made me feel welcome.  Three of my regular players, Jason Brentlinger, Josh Eaton, and Chris Wolfmeyer joined me, along with Rob Cook (a former player whose schedule sadly doesn’t work with ours these days) and three players I didn’t previously know: Craig Philips, Jared Thrapp, and Richard Rittenhouse.

I chose Castle D’Angelo from my upcoming Strongholds of Sorcery multimodule.  It’s an insane romp, and I knew there was no way they’d finish it, but it made an excellent introduction to the game for those not familiar with it.  I should mention at this point the incredible debt I owe to Stuart Marshall and J.D. Neal, who contributed extensively to the adventure.

Highlights of the session:

The charge of the boars at the very beginning was quite funny, actually.  After taking a few shots at them, the player characters let them pass outside and closed the outer door.

Barthal, played by Richard Rittenhouse (I hope I have that right) peeked into the keyhole of the room into which an NPC fled, and made his saving throw against the poignard she shoved through it.  Got to keep his eye… good move.  I loved his characterization of Barthal as a halfling who loathed humans.

Barthal again, escaping the ire of the madman with the dominoes and getting drops of alchemist’s glue in the hair of his feet.

A well-planned illusion by Morningstar, played by Chris Wolfmeyer, allowed them to set the wild boars in the ground floor of Roland’s Tower against the wandering band of Nazgorean Frogmen that threatened them, and then Lucas, played by Jared Thrapp (I think, if I didn’t get the names mixed up) finished them off with a fireball.  I think they were relieved to have something they could hit.

Bork, played by Craig Phillips, was hilarious to start with (“basically he’s a moron,” Craig said about the character), but when he failed his save against the “crazy wave” (part of the adventure) I told him that Bork was convinced he was the smartest character in the group.  He has an Int of 5, if I remember rightly.  Craig played it to the hilt, jumping in to examine all the apparatus and all the magical books, even though his character couldn’t read.

Apoqulis, played by Rob Cook, failed his save also, and his character became a pathological liar.  Chris Wolfmeyer immediately reminded me that I had done that to Rob’s character in our regular game once before.  I let it stand, and he was almost as funny as Craig… especially since nobody realized he had changed.  So when he said he could no longer heal anyone, they took him seriously.

Toward the end, on a hunch apparently, Jason figured out that Remove Curse would cure the insanity of a single victim, and he cured an NPC who could give them useful information about the castle.  We were ready to wrap up then, so I gave those who were interested a brief rundown on how the adventure would play out.

Everyone who attended signed the sheet for credit in the module, so all those guys will be listed as playtesters starting with the R12 release of Strongholds of Sorcery.  I gave out free copies of the Basic Fantasy RPG Core Rules, signed by me; my regular players declined, so I could give those copies to someone else, which I appreciate.  I also donated two copies of the Core Rules and the original proofs of BF1 Morgansfort and BF2 Fortress, Tomb, and Tower to the QuinCon charity auction, all signed of course.

It was great.  I’m definitely planning to return next year, and I think I’ll go hard-core and run Slaver’s Fortress from AA1 Adventure Anthology 1 next time.  Give ’em something to hit.

Are Magic-Users Too Weak?

by Solomoriah

It’s a refrain I hear (or read) over and over again.  Magic-users are too weak, especially those first-level magic-users.  Imagine, just one spell a day… then all they do is stand around and be useless.

Except, that’s not how it works.  Let’s discuss as an example a party with four characters:  Darion the Fighter, Apoqulis the Cleric, Barthal the Thief, and Lucas the Magic-User.  They’re on their very first adventure together, investigating the Olde Island Fortress.

Darion has 1d8 hit points, and is armored in chain mail (as he could not afford plate mail for his first adventure).  Apoqulis is armored the same way, and has 1d6 hit points.  Assuming no special bonuses, with shields in hand they each have AC 16.  Barthal is in leather armor, and while he can’t use a shield, let’s assume he has a Dexterity bonus of +1 (he is a Thief, after all), making his AC 14.  Lucas is unarmored, AC 11, but of course he’ll be at the back of the party, out of reach of most monsters.  Being unarmored also means he has the fastest movement rate, 40′, so he can outrun the other party members.  Recall that when a bear is chasing you, you don’t have to outrun the bear, just your comrades…

So they enter the dungeon, and shortly they encounter a group of four goblins.  Now, goblins have 1-1 hit dice, so each of them has an average of 3.5 hit points.  Rather than deal with the details, let’s just say each has 3 hit points.  We’ll be nicer to the adventurers and round their hit points up, so Darion has 5, Apoqulis and Barthal 4 each, and Lucas 3.  The goblins do 1d6 damage, or 3.5 points on average, while Darion, Apoqulis, and Barthal average 4.5 points each.  Finally, note that goblins have an armor class of 14.

So they fight.  Without digging too deeply into the numbers, the adventurers have only a slight advantage over the goblins; the odds are in their favor, but it’s quite likely that the fight will be over in four or so rounds, with at least some of the survivors being injured.  Should the adventurers win, remember that Apoqulis does not yet have a healing spell available.

Most merciful GMs will allow a starting magic-user at least one offensive spell.  If Lucas has Magic Missile, he can probably kill exactly one goblin.  If he has Charm Person, he can take control of a goblin and at least remove him from the fight, if not actually turn him against his comrades.  If he has Sleep, it may be all over for the goblins in the first round.

If Lucas casts his one spell, and it’s anything other than Sleep, he probably removes one goblin from the fight.  His friends are still fairly likely to be injured; when the fight is over, one way or the other, they will probably need to withdraw from the dungeon to return another day.

And on that other day, Lucas will again have one spell available.

If Lucas has Sleep, well, it’s entirely possible the adventurers will breeze by the goblins without suffering any harm at all.  After Barthal trips lightly through the sleeping goblin’s ranks, slaying each in his turn, the adventurers can move on to the next encounter, and it is possible that Lucas will indeed stand around doing nothing while they fight.  Of course, the smart thing for Lucas to do is to carry some daggers for throwing, and use them to whittle down the back ranks of their next group of foes; his chance of hitting at first level is equal to all the other characters, after all, so why not?

At higher levels the comparison holds out.  For instance, assume the party is now 5th level.  Each of the adventurers has a magic weapon, and probably some form of magical protection (armor, ring, etc.)  If, in the course of gaining 5 levels, they have found any magic-user-only items such as wands, naturally Lucas has received them.  Meanwhile, the number of hits each of the “heavy hitters” can sustain has been multiplied by 5 times, so now they can fight much longer.  But still, by the time Lucas has exhausted his own magic (five spells, one of which might blow away a large monster or a group of smaller ones), the adventurers should be ready to call it a day.

If you find, in your game, that it doesn’t play out that way, ask yourself why.  Have you allowed the fighter and cleric to receive powerful magic weapons and armor, making them into walking tanks that deal death without suffering a scratch?  If you did that, did you also allow the magic-user to receive items of comparable power?

Before changing the rules to make the magic-user more powerful in an attempt to achieve parity with the other classes, you should consider whether the rules are really unbalanced, or whether you have (intentionally or otherwise) stacked the deck against the magic-user in the first place.

Single Creator Syndrome

by Solomoriah

Adventure writing is like any other form of writing in many ways оформить займ круглосуточно.  For instance, every writer has a style, and with experience you can recognize it.  Style shows not only in the words the author chooses, but also in the concepts and philosophies he or she promotes.

Really, there’s nothing wrong with having a style, but it’s important to avoid letting your style make you too predictable, especially if it’s an adventure you’re writing.

I don’t know how many times, in discussions held in person or online, that a GM has said “I don’t use monster X because I don’t like it.”  Sometimes it’s a game mechanical thing, sometimes its more a factor of the monster’s imaginary ecology or role or backstory.  It really doesn’t matter why, though.

So the GM whose existence we are imagining creates a new adventure for his group of regular players.  They all know him, so they know his style.  And in the course of the adventure, an NPC hints at the presence of a vampire (for instance) and all the players think, nah, our GM doesn’t like vampires, and they don’t even take it seriously.

I call this “Single Creator Syndrome.”  It’s the opposite of the defect often called “Design by Committee,” but while perhaps a bit less lame, it’s still a defect.

I’ll digress a bit, into the world of fiction.  One of my favorite science fiction shows was Babylon 5, and anyone who is a true fan of the show knows that many of the episodes, including basically the entire last season, were written by one man, J. Michael Straczynski.  He’s one of my favorite all-around writers, and the show was a masterpiece.  But in the final episodes, wrapping up the aftermath of the Shadow War, I noticed that the main characters all seemed to hold the same beliefs.  Not just similar beliefs… they all believed exactly alike, to the point that I couldn’t have reliably told you whether any particular quote was from G’Kar or Captain Sheridan or Delenn.  The reason is simple… they all shared Straczynski’s beliefs.  Single creator syndrome.

Back on topic.  I’ve also heard many GMs say that they never use adventure modules.  That’s too bad, really, because using an adventure module written by another author is one of the easiest ways to escape from Single Creator Syndrome.  Oh, sure, you may still go through and change some things you really don’t like, but the overall adventure will still be in the author’s style instead of in yours.

Another, harder, way is to create NPCs who hold beliefs that disagree with yours, and then don’t let them be just cardboard cutouts.  Do some reading.  Read things written by people you don’t agree with, and remember that, in any reasonably large and expansive fantasy world, there should be at least a few people (or dragons, or whatever) who believe just like that.

Stretch a bit.  Use the monsters you usually don’t like, or which for some reason you’ve just omitted.  I hardly ever use giants, a weakness I’m trying to overcome.  It’s not that I dislike giants, I just never think of them when I’m choosing monsters.  So I’m strongly considering running J.D. Neal’s Saga of the Giants adventures (found on our Downloads page) as a way to overcome that weak point and surprise my players.

The point is, don’t let yourself fall into a rut.  Whether it’s a matter of running an adventure module, or changing things up in your dungeon design, don’t let Single Creator Syndrome take the fire out of your game.

Module Review: The Zombraires Estate

by dymondy2k

In this review we will be running through The Zombraire’s Estate by Russ Westbrook. This is one of the modules contained in AA1 – Adventure Anthology. The adventure is recommended for characters of Levels 3 through 6. It contains a single map of The Estate and the surrounding area. There is no included wandering monsters but due to the small size of the adventure they really aren’t needed. It also includes a few included plot hooks to get a DM started.

Long ages ago, when the village near the marsh was settled (on order of the king, being all villagers were disgraced and exiled refugees), a family of Magic Users known as the Wrenwalds served as the settlement’s overlords. The Wrenwalds weren’t particularly good or kind, but they did protect the villagers from the ravages of the marsh’s beasts, and as long as the heavy and oppressive taxes rolled in, nobody died from Magic Missile. One day in the reign of Lord Justin Wrenwald III however, this all came to an end. One night while the family reveled with friends, the Swamp Witch Julieann demanded entrance as an honored guest. Seeing the ugly Hag (and fearing not the stories of her horrible power) the lord laughed in her face and ordered her put off the grounds. For this insult the Swamp Hag cursed the family, and horrible magics rose from Dark Realms. Many simply died; others transformed into living death, and the very estate itself took on the taint of Evil. A few villagers who served on the grounds escaped to the village to tell the awful tale, and since that night the villagers have avoided the grounds like the plague. It is said the ghosts of the dead still haunt the grounds, and the sounds of life can be heard from within, but that if anyone goes there, they never return. The current governor has done nothing to alleviate the people’s fear of the old ruin, and has decreed that anyone going to the ruins and not returning shall be deemed a suicide.

Setting the Hook
In the adventure before this, two of the adventurers died from a blast from a White Dragon. Their patron, the Wizard Elias Firebrand called in a favor with the high cleric of Chordax to raise them. As payment for this, she asked the party to look into the strange going ons at the Wrenwald Estate in the Norwood forest.

Fitting it In
It really didn’t take much to take the back story and work it into my campaign. I just stuck the town and estate into the northern section of the map. The only thing I did was make the Wrenwalds agents of the new Barony and the townspeople loyalists to the old government. Its obvious from the back story they aren’t really nice people so I stuck with that. The adventure never defined what happened when the Zombraire died so I decided that the curse was tied to him, so when he was destroyed, the curse over the surrounding land was lifted. So when the adventure was done, I bent the stronghold rules a bit and let my players keep the estate for themselves. It helped bleed some of the excess gold from them to get the place fixed up and to add a temple to Chordax there. I also had them petition the Duke to allow the town of Wrenwald to pay taxes directly to him at a much lower rate then they were paying the Wrenwald clan. They also presented the mayor of the town with the magic pitchfork they found.

Also it needs to be noted that although the swamp witch laid the curse on the Wrenwalds she doesn’t play into the adventure at all. I had a few of the NPCs that were local to the area know some rumors about her and she may tie into another adventure in the future.

The Playthrough
The players were all around level 3 when they went through this. The adventure was challenging to them and they took enough punishment that they needed to rest as soon as they could get into an area they could secure. However two of the toughest encounters in the adventure actually went really easy for them. The wraith in the main room was taken down pretty quickly due to some great rolls by everyone the first round of combat. The second was the Zombraire itself. I even allowed him to cast one of his spells ahead of time, but once again some great rolls by the players reduced him to ash pretty quickly.

Wrap Up
Let me state for the record that this was one of the most bizarre adventures I ever ran but the players LOVED it. It has alot of horror elements which give it a very creepy feel, but then some of the other elements such as zombie chickens and undead cows also give it a campy ‘Evil Dead’ feel as well. When the players opened up the stall and saw zombie milkmaids milking zombie cows and getting zombie milk, you could see the ‘What the Heck?’ look in all their faces before they all started laughing. Well that was until the cow attacked them. As stated earlier the players were around level 3 when they started and it gave them a good challenge without being extremely difficult. I would suggest that players be at the lower end of the recommended levels when running this. I think that a level 6 party would walk through this adventure too easily unless additional challenges were added.