Documentos de Académico
Documentos de Profesional
Documentos de Cultura
July 2013
Robert Bob Curtin passed away in April of 2013 at the age of 70. Bob was a
classic gamer in the best old school tradition. He started his gaming career with
Avalon Hill strategy games like Axis and Allies, Panzer Blitz, Blitzkrieg, Squad
Leader, and Civil War, which satisfied not only his love of games, but of history,
strategy and tactics.
He embraced Dungeons & Dragons in the 70s, which is how our first gaming
group came to know him. He referred to us as the hoodlums, and we spent
many a Sunday at Bobs white linoleum kitchen table with dice, maps, miniatures,
books, charts and pizza, exploring lost caves, corrupted dungeons, vast peaks, dark
temples and disreputable taverns.
He self-published his own wargaming magazine called WASTE, which was
quite a feat prior to the age of computer graphic design, the internet and PDFs.
In the mid 1980s, Bob began computer gaming on simulated battlefields from
WWI, WWII, and the Civil War. His digital gaming would later expand into
baseball, flight simulators, racing and eventually World of Warcraft.
Bob once said that games are like large meals, they are designed to bring friends
who share a common interest to the table, to talk, to laugh and to make merry.
We hope to launch this new endeavor in the spirit of that philosophy.
Alex Guillotte
Making the
Immersion
Conversion
by Carl Salminen
Contents
2 Dedication
3 Introduction
4
Making the Immersion Conversion
Publishers
Alex Guillotte
Kerowyn Guillotte
Art Director
Alex Guillotte
by Carl Salminen
by Ander Wood
5
7
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Artists
Alex Guillotte
Anthony Boyd
Tim Harper
Jeremiah Brown
Paul Allen
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Photographers
Katrina Kent
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Creative Advisors
Ander Wood
Jeremiah Brown
Sean Conners
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24
Secret Signs
by Sean Conners
Creature Feature
To Speak Truth, and Have the
Very Dice Obey
by Anthony Runeslinger Boyd
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by Ferdinand Boleslawski
by Jeremiah Brown
26 Theme
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38
40
by Forrest Bugay
by Alex Guillotte
by Alex Guillotte
RPG Styles:
Immersive Play
by Your Main Man
Ander Wood
Random Map
by Alex Guillotte
Crafting Memorable
Locations
by Alex Guillotte
The setting of a story is often a character in and of itself. Sadly, this character is
often overlooked or underdeveloped. But a
storyteller should not be expected to create
a fully fleshed-out location for every place
the player characters travel. If a character
enters a shop, the storyteller is not going to
stock all the shelves or detail every square
inch of the place.
However, for important settings where
something significant is likely to take
place, the storyteller should put more
thought and preparation into the details,
just as they would for important non-player characters. The amount of preparation
depends on the significance of the setting,
and the likelihood of the characters traveling there.
Detailing every room in a large building
would be a lot of work, particularly if the
characters only visit one specific room. In
this instance, the storyteller could provide
significant details for the room that is frequented, and then have a general idea of
what the rest of the place looks like.
As players often take their characters in
unexpected directions, it is common for
the storyteller to improvise the details of
certain locations. Improvisation doesnt
mean that one has to skimp on the richness
of the location. But the storyteller should
be prepared for the player characters to
take things in a different direction.
With that in mind, what are the elements of a memorable location?
Truly significant locations would include places where encounters may take
place, or where the PCs may otherwise
spend a lengthy amount of time. A meeting
place where the characters will encounter
their adversary for the first time is a significant location. Player characters can become
intimate with a place they are spending the
night. A crime scene needs a lot of detail
to lead player characters in the right direction. The bridge of a space ship or a tavern
are places where player characters would
spend a lot of time. The more important the
location to the player characters, the more
detail the storyteller should supply.
Another factor to determine a locations
significance is the likelihood of the characters actually travelling there. As storytellers, its important not to railroad the characters into situations, but its possible to
make some educated guesses. For example,
if its the lair of the adversary, the chances
of the PCs ending up there at some point
are pretty solid. If its a bar frequented by
the characters, obviously theyll end up
there regularly. If its a crime scene pertinent to the story, then the PCs will have to
visit to gather clues.
Significance
The first thing to consider is the significance of the location. Will the PCs
simply be passing through? Will they stay
the night? Is this location the setting of
an encounter or investigation? This will
help determine the level of detail desired.
If its just a pass-through location, then
a description that creates an overall feel
might be sufficient. On the other hand, if
the characters are searching for something,
then even pass-through locations may require a little more detail.
Purpose
History
Giving a place a sense of history and context can greatly enhance the realism of that
location. It is important to think about the locations past, and what might have happened
there. This can be accomplished very easily
with items the PCs may come across. There
might be paintings, tapestries, old books,
documents, and so on. If there are bones, the
storyteller would want to think about what
state they are in. Do the bones show that the
people died violently? Are there any insignias on the tattered remains of their clothes? Is
there a skeleton clutching a journal? Is there
a skeleton with a simple locket with a sketch
of a loved one inside?
The storyteller must consider the
state of the place itself as well. Are there
any stains? Broken stone? Burn marks?
Scratches? Have other adventuring parties
come through? To get ideas of a story left
behind, a storyteller only needs to consider
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An excerpt from
The Shunned House
by H. P. Lovecraft
Just because a storyteller is improvising a location, it does not mean that they
have to skimp on the detail. If the storyteller doesnt have anything specific in
mind about a location, then they can simply make up details that are at least not inconsistent with that place. It doesnt matter
if they dont have a clear idea in mind for
the place, they can very easily create a rich
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One stumbling block for many storytellers is thinking in only two dimensions. This
is due in part to the use of flat, two-dimensional maps. Thinking three-dimensionally
is not about simply having different levels
of a building, dungeon or castle, but realizing that those places exist even when the
player characters arent there. The storyteller must consider whether noise travels
between floors. Or if there are trap doors to
get directly from one level to another?
On the Trail
by Brian Gregory
Itd been a long ride to the canyon
pass. The grit and dust that blew up
during the windstorm still choking
your throats as you pulled to an early
stop. With the cabin in sight you tie the
horses to a couple of scraggy pines
growing among fallen sandstone boulders. Quickly checking your shooters
and pulling the long coats tight; the
iron plate inside it to protect everyones innards stings like a hot skittle.
It is darn near sunset there is still no
sign of rain, just the ever-present dry,
whipping wind. The dusk time heat
suffocating your nose, presses you into
the narrow pass down to the canyon
floor. From here the cover down to the
cabin get a little sparse. A few random
orange and brown sandstone boulders
have tumbled down the slope. Here
and there, mixed scrub brush grows in
a few open places with the occasional
red and green of a manzanita brush
breaking the arid backdrop.
The canyon floor on the other hand,
is dotted by dead creosote brush. A
trickle of a stream breaks into the canyon and runs by the cabin. Scanning
around the cabin with a spyglass you
spot two mule deer carcasses near the
stream. Several foot sized mutated
Andres desert scarab beetles chew at
the deer, pus filled blisters breaking
through their hard shells. The smell
of burning hair and cooking meat rises up from the chimney smoke of the
cabin. Whatever Wild Pete was doing out here was against nature. The
towns folk had already lost the sheriff and his deputy up this way but, we
never saw hide nor hair of their horse
or bodies. Whatever it was Pete was
cooking sure didnt smell like chili but
is sure made your stomach rumble.
This would mean giving greater consideration to floors and ceilings. How high
are the ceilings? Are they decorated or
plain? What materials were used in their
construction? What condition are they in?
Is anything living there? If the ceilings are
in poor condition, then perhaps random
stones fall as a result of footsteps beneath.
The storyteller should consider whether
the floors are wet, dry, smooth, or rough.
They should consider how these things affect the player characters. Are there any
carpets? Is there scattered debris? Are there
any other marks that might hint at a pending danger? Its important to consider the
possibilities that up and down offer an adventure location.
Bringing It Together
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Secret
Signs
by Sean Connors
This article is meant to cover secret
signs that can be woven easily into a campaign. Major criminal organizations have
networks of spies, information gatherers
and agents, who communicate both overtly
and covertly. This article presents three covert ways by which organizations do this:
hand signs, ciphers, and marks.
Hand Signs
The Cipher
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require that the character have the educational skill acquired, as creation and deciphering of a cipher commonly involves a
guidebook or a print wheel. Criminal organizations typically employ scribes to create
and interpret ciphers.
A simple cipher is simply a code
where a symbol or letter is substituted
with another letter. A simple guide is all
that is required in this case. For example,
if the guide is that letters are shifted twoforwards, A=c, B=d, C=e, etc. Altdorf
would be listed as: Cnvfqth.
More complicated ciphers may reference books or encode messages into
a sentence. When a code is given using
references to words in a printed book,
references may be made to word and
page numbers. For example, if the first
number is 2 and the second number 30,
what it could mean is page 2, word 30
in The Life at Sigmar. When using a cipher system like this in a campaign, it
might be a fantastic idea to have a role
playing book to be used as a prop for
such a purpose.
However, there is another unique way
to use this for the criminal empire. First,
take a sentence that you want to use, and
then write a letter with those words in it.
As long as the letter makes sense, no matter how odd or weird it might read, it is a
fantastic way to hide a cipher.
Marks
The tattoos of a dockers gang, coin altering by forgers, and tick-marks on smugglers barrels of goods are the most common
types of marks.
There are also more complicated types
of marks that can be used to tell where an
item came from and where it is going. For
example, an organization may employ a
forger-smith to mark a cart wheel or change
its design. The smith may slightly alter a
makers-mark on a tool, wheel or horse
shoe. This type of information can be used
to tell others various bits of information.
Lets look at the use of complicated
marks in more detail. Imagine that a large
merchant house was having some of its
carts repaired. The smith could easily mark
or change the wheels using a simple symbol, lets say a star in this case. The criminal
empire now knows that, if that particular
cart leaves town, what direction they went
in. Also, by knowing what towns lie in that
direction, this gives fantastic intelligence of
what might be on board. Now it is a much
easier job to keep tabs on that group. Setting
up ambushes or smuggling becomes that little bit easier simply because you know direction, distance and the best points to launch
an attack, or an ambush. Even the wonderful
art of subterfuge can be used to guide those
soldiers away from the real job and buy your
men more time. If you also consider how a
smith could make adaptations to equipment
things like hidden compartments or even
the fact the equipment is well made their
value to a criminal organization is massive.
In gameplay, members of an organization can recognize their own marks with a
simple check. Identifying the mark of an organization you are not a member of requires
a more difficult check to find and an even
more difficult check to identify or read, depending on the circumstances.
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notorious for their use of marks on subterranean walls. Soldiers mark their property and
hunters use silent hand signals while hunting game. The GM should modify the check
to read and interpret non-criminal signs according to what seems logical.
Creature Feature
What the hell is that?!
Jyxch
Jyxch are strange caterpillar like creatures living mostly in boreal forest regions. They are short lived, fast breeding, omnivorous creatures.
Due to their large numbers (a female can lay up to 10,000 eggs at a time) they often cannibalize each other shortly after hatching, which keeps
the population in check. In their larval stage, they are no bigger than an ordinary caterpillar, and so are preyed upon by larger insects, birds,
rodents, and generally everything bigger than them. Some cultures find them a delicacy and
are often served boiled. It is very rare that a Jyxch reaches maturity, at which point they are
approximately size of a cat. The Jyxch is unusual in that they can reproduce sexually or asexually depending on the situation. Upon reaching maturity, the female begins laying eggs, 90%
of which are female, with only 10% male. The male is often thought to be different species, as
they are wasp like, harmless creatures. The males are attracted to the eggs by scent, but the eggs
will still hatch, even without fertilization.
Apart from being annoying pests, Jyxch rarely cause trouble, as they are easy to kill.
However, every once in a while, Jyxch females survive long enough to grow into a threat. From
the moment of their birth it takes around 6-7 months to grow into colossal sizes. By this time
they are 8 feet tall and 16 feet long. Their skin becomes rubber-like which makes them resistant
to most mundane weapons, and they can use their tentacles to rip apart larger animals. In this
form they are almost unstoppable, though they are particularly vulnerable from the inside if one
can survive long enough to attack them from that angle. Theyll eat literally anything, including villagers, cattle, crops, wooden houses, or anything else that gets in their way. They are not
particularly aggressive, however, they find villages irresistible because of the easy food.
They swallow their victims whole, killing them slowly in their gelatinous bowels. Their
inside is acidic jelly that dissolves nearly anything including metals if given enough time. This
acid serves their body fluid as well, making it very dangerous to wound one. The young Jyxchs
acid is very weak, and it gets stronger as the creature gets older. It is used in alchemy, and it is
worth more the older the specimen was.
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To Speak Truth,
and Have the
Very Dice Obey
Anthony Boyd
Elements of this article originally appeared with the title To Dice, Perchance to Dream, on the Casting
Shadows blog.
If we consider how dice shape and influence our games, we gain insight into
how games can be shaped and influenced
by players and game masters through the
randomness of dice. In what ways do
the dice collaborate in the stories which
grow around our tables? How much of
this influence is by design? How much
develops on its own as we teach ourselves to play?
PREMATURE IMAGINATION
the results will come back somewhere below the head blown off category and may
even be in the you miss category. Over
time, these dice-borne contradictions and
frustrations eat at satisfaction, and they
consistently interfere with immersion. This
is not working with the dice, it is working
against them. The play experience suffers
as a result of this conflict. Some gamers
choose to turn to lighter and lighter systems, or games which are ostensibly more
narrative to mitigate these frustrations.
Another solution is choose to develop skills
around using mechanics to aid immersion
rather than allowing them to prevent it.
Frustration is not the only emotion
which may stem from the use of the dice,
of course. Critical hits, botches, exploding runs, and so on all bring their own bits
of surprise and emotional response with
them. When game mechanics, such as hit
locations or critical success effects, provide
narrative details with the dice results, are
there things which can be done to integrate
these results, and the emotional charges
they may carry, with the nature of the setting, story, and group? Are the opportunities for immersion this provides grasped
and used to best advantage?
Immersion can be had and lost in any
game. As players and game masters,
there is a choice to be made: Integrate
the mechanics into the narrative to
help enhance immersion, or treat the
mechanics like an interruption.
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In a tactical combat game like Battletech, the ability to cross over into role
play is quite high. While surprising on the
surface, deep connection to character and
immersion in the game are consistently reported among players. Although this has of
course led to the development of a successful role playing game to accompany the
line, immersive role play was already evident when it was simply a war game with
miniatures. Over the decades this game has
been played, the mechanics and the fiction
of the game have had time to become very
tightly wed. The games iconic Battlemechs
are set up to represent the premier war machines of the settings futuristic battlefields
where the ongoing shifts in balance between armor and ammunition are reflected
in the clatter of 2D6+modifiers. Depending on how the dice rolls are interpreted,
this immersive property of the game can be
nurtured or left to die on the vine.
For example, critical hits manifest in the
game as a feature of a hit location table, and
in a sequence of play like Battletechs, the
associated feeling of getting a critical hit
is one of lucky happenstance. Hitting feels
connected to your pilots skill and your tactics, but critical hits are like winning the
lottery. Its just luck - or so it seems.
The sequence of play involves movement, assessment of the field, declaration
of fire, resolution of fire with dice, identification of hit location with dice, determination of possible critical hits with dice,
and then application of damage. As it is
The interplay between characters, players, and the game master establishes more
than just results; it establishes all the required aspects of an ongoing story. In a role
playing game version of a Battletech conflict, a game master might go through the
same sequence of play, but rather than relating the results as they are generated mechanically You move into range, line up
a shot, hit, and burn a hole through the armor plating of the enemy Ostscout, luckily
damaging a weapons system they have
the option of involving the players in the
creation of a scene. By melding the intentions and concerns of the characters with
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ARKHAM OR BUST
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http://Runeslinger.Wordpress.com
With An
Empty Fist
by Michael Natale
michael@seewhatsinmybrain.com
Initiate Garrek Kenlan awoke to the
sound of an insistent knock on his chamber door. The young monk knew the hour
his master expected him to be awake, and
glanced quickly at his window. The sun
was still an hour off yet.
His nightshirt forgotten, the young
monk scurried to his feet and opened the
chamber door, and was shocked to see his
master standing in the corridor.
Master? He had almost forgotten himself, but quickly made a respectful bow.
Have I overslept?
He had come to the monastery more
than fifteen years ago, and had overslept
exactly once since being told what hour he
was expected to rise and be dressed in service of his master.
Young brother, Master Shu spoke
softly, with a slight nod of his head to acknowledge the initiate. It is an hour before full sunrise, so be easy. I apologize
for interrupting your rest but I require
your assistance.
I am yours to command, Master. I need
but a moment to dress
No, Master Shu cut him off. He turned
and was already moving down the hall to-
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A Penny For
My Thoughts
A review by EmergentPlay
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Random Map
by Jeremiah Brown
These maps are left deliberately vague so that you can easily incorporate them into your campaign, no matter
which genre or flavor you prefer. Please share your experiences using the maps so that other readers can be
inspired as well.
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Theme
by Forrest Bugay
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Shadows Linger
by Michael Natale
michael@seewhatsinmybrain.com
Shadows cannot exist without the light
first giving them birth. The Bloodmages
and Boneseers alike agree that even the
cursed sun in the sky must one day consume itself, and with it, all life.
At least, all life on the surface.
For as light fails at the end of each day,
shadows linger above and below, waiting
for darkness reign to return for the final
time. As the skys painful brilliance fades
and is swallowed by blackness, the heavens come alive with stars. The stars that
stab their way through the veil of blackness
each night are in truth Lmallaeran Elghia.
The Honored Dead.
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Its game night! You plan on making this the best game night yet. Youre new to immersive role playing, so youve been
reading online articles and watching YouTube videos to prepare, and you feel ready to become completely immersed in the
game and in the roleplaying of your character. Here are a few tips to create an environment that will enhance the immersive
experience.
Be prepared. Have your character sheet, dice and plenty of pens or pencils ready to go. Make sure any food and drinks
are within reach, or planned out ahead of time. Failing to prepare is preparing to fail.
Limit distractions. Turn off all electronics that are not being used for gaming purposes. Keep your phone either turned off or
on silent, and keep it out of reach. Electronics can be some of the biggest distractions during a game. Let your family/friends
know where you are, and that you will be busy for a few hours. Surfing the internet, texting, checking Facebook or watching
videos will not only disrupt your immersion, but everyone else at the table..
Make yourself comfortable. See to it that you have enough space to spread out, that you are seated comfortably, and that
youre wearing comfortable clothes. Youre there to have fun, so you dont want to feel stuffy.
Arrive early. Its important to meet up before the game to allow time to catch up with friends and talk about things unrelated
to the game. This will help keep everyone from interrupting later with out-of-game chat.
Dont hold back. Go all out and dive right into your role. The experience is all about fun, and if you keep that as the goal,
the game will not let you down.
Following these five guidelines will help provide a smooth transition into the fully-immersive role playing experience that
youre trying to achieve.
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The
others across the globe. Currently, however, Google+ Hangouts is the most accessible service and offers comfort features,
like dice rolling apps, integrated into their
interface. The infrastructure is there. What
the VTMYTE offers is much more though.
The important thing is the community. The
day after the Facebook group was opened,
members had already created character
concepts - without any actual rule set or
guidelines - and just started playing. Both
in text form in the Facebook group and
with people they had never seen before in
person in Google+ Hangouts. Their characters met, formed alliances, talked for hours,
and started creating a city, the city, in their
collective imagination.
There are three interesting elements at
the heart of the VTMYTE. The first element is the Vampire the Masquerade background. The original storytelling RPG
with its now iconic vampire clans and
Gothic punk feel. Character development,
personal horror, intrigue and role playing
were important then, and are important
now. The focus of the game was never on
combat but offers itself for intrigues and
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Matthew Dawkins
30
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good, there is always room for improvement. The basic idea was a success in many
aspects, not only for the game itself, but for
all the people involved, from the original
creator of Vampire the Masquerade Mark
Rein-Hagen, Matthew Dawkins GentlemanGamer YouTube channel and other
members of the YouTube RPG brigade to
all the players. The communal effort behind
the experiment was exceptionally praised
by everybody present at the interview. For
Andre Martinez, every morning now is like
Christmas, because there will be ten new
videos surprises waiting for him. Matthew
even went as far as stating that the character he portrays in this campaign is his favorite amongst his many Vampire the Masquerade characters. The admin team was
especially proud of the several stories, in
which the nature of the game helped people
with their social anxieties and the fact that
people are finding new friends all around
the world. All of the admins also appealed
to the players patience. The game is currently in a transitional period and it might
take some time to implement all the improvements. New players were also asked
to stay patient. Although it might take you
a few days to be admitted to the group, you
will eventually get the opportunity to play.
If you are interested in joining the Vampire the Masquerade YouTube Experiment
and everybody on the team is encouraging new players to do that there are only
a few things you will need. A webcam, so
that people can see you play (no worries,
there are enough players at the moment,
who choose to stay in the shadows, and
so can you), a headset or headphones to
minimize the chance of an echo, a Facebook account, a Google+ account and the
will to play. Matthew emphasized that the
Facebook group (see below) is only a temporary solution and that the experiment
might relocate to a different platform in
the future. While the original spoiler for
this article is not for public consumption,
here is a little something for all the players
reading this article: The prince of the city,
Abraham Wolff, was not always a member
of the Camarilla.
The Gentlemans Guide to Gaming:
www.YouTube.com/user/clackclickbang
The Vampire the Masquerade YouTube Experiment:
www.Facebook.com/groups/447319782026439
Role Models
by Alex Guillotte
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Background
Adventure Overview
Adventure Intro
The dorm room itself is round and has a stone floor, with walls
dark wood. The ceiling is arched and painted to look like a sky
full of dragons. There is a single window that looks out onto
the forest below, because the room is quite a long way up in the
tower. A single door opens onto the large circular hallway that
spirals through the tower.
There are four beds spaced evenly against the walls around the
room, each is covered with a deep green and gold quilt with a
silver dragon embroidered in the center. These are the colors and
emblem of the school. There are matching curtains draped over the
window, and a braided carpet in the middle of the room. At the foot
of each bed is a heavy wooden trunk.
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old. Hes holding a lap full of papers that can only be the
homework he just stole.
Time Lock
Into the Maze
They track the rat through three more rooms before coming to a
final room.
This small room has only one round door. It is locked with a
very strange lock. In the middle of the door is a clock with
an hour and a minute hand, and a switch marked AM and
PM. Written in the stone above the door are the words:
Opening the trap door, you find a narrow, stone spiral staircase leading down. A faint breeze is blowing up the stairs, and
there is the smell of mold.
Moving down the stairs, you discover a very narrow passage
that passes through the very walls of the tower.
If you would pass this way, then time is your friend. Set the
clock when its darkest, to get to the end.
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The Janitor
Beyond this door is a long, twisty passage leading to a final
room. You recognize this room as the office of the school
janitor, Muck.
The office is absolutely spotless. The floor, walls and even
the ceiling are perfectly clean, and carpet looks almost
brand new. There are very neat files stacked on the desk, and
a mop standing in the corner. Sitting behind the desk is Muck
himself, and standing nearby is the little rat man.
Muck looks up startled. He sneers at the characters and says
to his rat: Scratch! I thought you said you lost them! The
rat moves back into the corner, obviously very scared.
Muck turns to you and says: So, youve found out my secret. Its just as well. I am sick and tired of all you kids dirtying up my halls, getting mud on the rugs, and cluttering the
rooms. If I can get the worst of you expelled, this will be a
much cleaner place.
Muck looks over at Scratch and says: We cant let them leave
now. Grab them!
To move ahead is easy as pie, just follow the path that looks
like the sky.
The solution is to stay on the blue tiles, and they will make it
across. Stepping on any other colored tiles teleports them back to
where they started. If they get stuck, Normal intelligence check
will solve it. The final passage makes a sharp left turn and leads
to an open secret door.
The rat attacks. The characters can stun him with magic or
knock him out in some other way. If the rat is knocked out,
Muck gets up and points a wand at the kids. He attacks, trying
to stun them.
Although Muck is not a nice guy, he is not evil and wont try to
physically hurt the students. He will only use his magic to capture
them, or if necessary, knock them out.
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Conclusion
Well, It looks like well need to find ourselves a new janitor. As for you... He looks around seriously. Being out of
your dorm room after hours is a serious violation of the school
rules, so Im afraid I have no choice but to throw a feast in
your honor. He smiles and shakes the kids hands. Well
done. Though Im afraid well have to see to closing up those
secret passages.
He walks you to your room to go back to sleep. It is still quite
late after all.
The next evening, there is a huge feast in the dining hall. Professor Birch announces that the homework thief has been discovered, and that all the students papers will be graded soon.
There is a great cheer throughout the hall when he tells everyone who they have to thank for this. You stand up to thunderous applause.
He walks from behind the desk, looks down at the two unconscious figures and says: Who wants to explain this?
He listens to the kids story, quietly, occasionally glancing at
Muck and the homework. When the kids are done with their
story, he says:
The feast has some of the best food youve ever had and there
is so much desert, that you cant finish it all.
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Preserve
Description
This spell allows the caster to preserve recently collected organic material, which could include
fruits, vegetables, meat, nuts, animal hides, and so on. The manner of preservation depends on the
substance to be preserved, and the casters taste. The organic material can be prepared in the following ways: pickled, salted, dried, cured, fermented, tanned, smoked, or canned (canning requires the
caster to have a suitable container). Only one kind of material can be preserved at a time, but one
could use more than one preservation technique on it. For example, one could smoke and salt a quantity of meat in the area of effect, but not salt some meat and dry some fruit.
Any preservation that requires other special ingredients must have those ingredients on hand. So if
you wanted to make pickles with exotic spices, those spices would have to be available.
This spell cannot be cast on a living creature, or unharvested plant material.
History
This spell has been used by nomadic spellcasters for centuries, particularly by those inhabiting
desert areas where food preservation is critical for survival. The cantrip was later adopted by trappers to preserve pelts on the way to market. Eventually tanners started using the spell, though not as
extensively as the trappers since they could achieve better results preparing leather by hand.
The fact is that in almost all cases, the Preserve spell is inferior to the more time-honored professional preservation methods. It is used primarily by those who do not have the time or skill to do
the job properly. The only exception seems to be with the technique of drying. Food dried using the
cantrip are by all accounts as good, if not better than the traditional dried foods.
Note: Specific system rules have been deliberately omitted from the spell description to allow readers to use it as they wish in whichever
system the prefer. If you come up with rules for a specific system, please share them with other readers on our website.
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K
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st
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is
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ve
!
Alex & Kerowyn Guillotte live in a yurt (see the picture above) on a homestead
somewhere in the woods of northern Maine with their two children, Echo and
Ayen, and their dog Hex. Alex has been playing RPGs for about 30 years now, and
is working on fulfilling his dream of earning a living through role playing.
Besides publishing a magazine, Alex and Kerowyn are working towards building a simple, sustainable community. They hope to teach others that simple living
doesnt have to mean discomfort and sacrifice, and can actually enrich the lives of
everyone involved.
Thank you to everyone who has thus far supported and contributed to the magazine, including: R. Ander Wood, Matt Click, Robert Curtin, Sean Conners, and
pretty much the entire YouTube RPG Brigade.
Attention Pirates: We understand that its fairly easy these days to pirate an eZine, but we would ask all the
eBuccaneers out there to buy our magazine. I mean, we love pirates as much as the next guy, but were not in
this to become rich. I mean, we live in a yurt for Bobs sake, so even if you have obtained this copy through
less than legal means, please go buy a legal copy. In return, we promise to be very kind in our portrayal of
pirates in the magazine. Thank you.
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We Need You!
August - Becoming Lost: The excitement begins where the path ends.
September - Between Adventures: The everyday life of an average hero.
October - Unspeakable Horror: Confronting our deepest fears.
We are looking for all manner of submissions, including (but not limited to):
www.TheaterOfTheMindMagazine.com