Bring Me the Heart of Finbar Forkbeard is a 30-minute Dungeon Challenge, as set out by Tristan Tanner in his Bogeyman Blog. It's a break from the list I set myself last year, because Valentine's Day approaches and, over on the DMS & GMS Facebook Page, Liu Lance asked for ideas for a Valentines-themed scenario. So... challenge accepted. I used Tristan's optional tables to create an extra discipline for this 10-room dungeon: empty rooms that point to a combat, reveal history and offer something useful to PCs; the special room provides a boon for a sacrifice; the NPC is a rival; the combat encounters are a horde of weaklings, a pair of toughs and a tough boss; the traps are inconveniencing and incapacitating. Background The course of true love never did run smooth. Brigid Rosenbrow is a wealthy unmarried Dwarvish lady who owns an extensive mine in the Mountains of Broddick. She has conceived a powerful romantic interest in a younger Dwarvish adventurer, Finbar Forkbeard. Finbar, however, thinks only of dungeons (and, indeed, dragons) and has no interest in marriage and even less in Brigid. Brigid has decided she will go adventuring with Finbar and win his love by demonstrating her courage. To this end, she has reopened an old ‘training dungeon’ in her mine, where the Rosenbrows used to practise martial skills. She has spread a rumour that a fabled heirloom, the Ring of Broddick, rests in this dungeon. When Finbar arrives, anxious to retrieve the Ring, Brigid offers to join him. She recruits a group of adventurers (PCs) to play the role of goblin ‘monsters’ in the dungeon. There are two complications for Brigid. One is Hildy Heffenhammer, a female Dwarf adventurer and rival for Finbar’s affections, who will be joining her party. The other is Olaf the Black, a Dwarf renegade with his band of Svarts: Olaf has picked up on the rumour too and is a bitter enemy of Finbar. He and his monsters have penetrated the dungeon by digging down from the mines, discovered the fake Ring and now lie in wait for Finbar. The Player Characters ae assumed to be 1st level beginners and about 6 in number. For each PC fewer than 6 in the party, promote one of them to 2nd level (Forge: level 2 in Melee or Magic), so if there are 3 PCs they are all 2nd level. Hook You have been hired by Brigid Rosenbrow to play the role of ‘goblins’ in her training dungeon. She offers a fabulous fee for a day’s work and all the weapons will be ‘bated’ so no one should get hurt. Brigid will be accompanying a Dwarvish adventurer named Finbar through the training dungeon. Your job is to fight mock battles against Brigid and Finbar and never to ‘break role’ as goblins. Show the players the Player Map of the dungeon and point out the service tunnels. Brigid takes the PCs into her confidence (see Appendix 1, the Chemical Equation). Brigid shows them how to open the secret doors and warns them about the Dungeon Cleanup Crew (see room 2):
Brigid issues the PCs with their weapons and arrows which are bated or blunted (D&D: they inflict minimal damage; Forge: they inflict half damage, none of it actual). She reassures them that her and Finbar’s weapons will be similarly safe and says that there are healing potions, nets, smoke bombs and stuff for controlling the monsters “somewhere in the maintenance room” (see room 2) The players will be given their Goblin Disguises (see Appendix 2) and, once they are in costume, must meet Brigid in the Dungeon Entrance (1). They have enough time to familiarise themselves with the Maintenance Room (2) and Service Shafts (3) but see no sign of Carrie or Gerald at this point. 1. Entrance Hall The broad corridor is 12’ high. Brigid waits here, in mail armour, holding a lantern. She checks the PCs’ Goblin Disguises and briefs them on their tasks:
2. Maintenance Room This dirty room is lit by a lamp on the central table. The walls are stacked with barrels and crates. Each time they are in this room, the PCs might notice something useful (1 in 6 or a Search test for Forge):
3. Service Tunnels These 5’ wide tunnels are 6’ high; larger-than-man-sized characters will be cramped here (-2 to attacks and saves, +2 to AC; in Forge: always use DV2). The secret doors have spy-holes and the acoustics allow PCs in the shaft to hear perfectly what is going on in the room or corridor beyond. The doors can be locked from inside the shaft to prevent pursuit. The ‘Wandering Monsters’ in the shafts are Gerald and Carrie. Roll 1d12 every time the PCs pass through the shafts after the start of the adventure. 1-3 Gerald the Gelatinous Cube (HP 10) 4-6 Carrie the Carrion Crawler (HP 8) 7-12 Nothing but the distant sound of Gerald’s wheezing Gerald is very decrepit. He’s not very transparent any more, makes a wheezing sound when he moves (at half speed) and is accompanied by the smell of curdled milk. He only surprises on a 1-2 and his paralysing secretions are weak: +2 on Saving Throw, paralysis for 2d4 rounds only, only 1d4 damage. He will retreat away from the Rattle (see room 2) and can be shepherded towards an ambush point quite easily. He has the personality of a old, blind, smelly dog that moves towards noise but is easily startled. Gelatinous Cube: (D&D) HD 4, HP 10, AC 8, smother for 1d4 + paralysation for 2d4 round; (Forge) HP 20, AR 1, AV 4, smother for 1d4 + paralysation for 2d4 rounds, ST 14+, SPD 1 Carrie only has 3 tentacles which likewise are weakened (+2 on Saving Throw, paralysis only lasts 1d4 rounds). She has the personality of a playful puppy with limited attention span. She will bound towards PCs, caressing them with her tentacles, then wander off. She will chase after her food pellets. If fed more than 3, she will curl up in a corridor (blocking it) and go to sleep for 10-60 minutes: nothing can wake her. Carrion Crawler: (D&D) HD 3+1, HP 8, AC 7, 3 tentacles, no damage, paralysation for 2d4 rounds; (Forge) HP 16, AR 2, AV 3, 3 tentacles, no damage, paralysation for 2d4 rounds, ST 14+, SPD 4 Getting either monster to Brigid’s ambush point is quite easy. Neither of them is aggressive and they will both try to run away if injured. Brigid would like the PCs to intervene to stop any harm coming to them (they have to spend a round being attacked and can then retreat through the secret door). 4. Skirmish Room Vents in the floor squirt rolling smoke into this room, to ankle-height. This is the scene for the first battle between the PCs (as ‘Goblins’) and Brigid, Finbar and Hildy. The PCs will learn that Hildy’s weapons are NOT bated: she inflicts normal damage with her enthusiastic whacks. Brigid: (D&D) 1st level Dwarf Fighter, DEX 9, HP 5, AC chain mail & shield, spear for 1d6 bated; (Forge) HP 15, DV1 5, DV2 4, chain mail 50AP, shield 5SP, AR 1, spear for 2d4 bated, ST 13+, SPD 3, Read/Write, History, Binding Finbar: (D&D) 3rd level Dwarf Fighter, DEX 14, HP 16, AC chain mail & shield, sword for 1d6 bated, +1 bonus from Strength, Dexterity and Charisma; (Forge) HP 17, DV1 6, DV2 4, chain mail 50AP, shield 10SP, AR 4, broad sword for 1d8+1 bated, light crossbow for 1d4 bated, ST 12+, SPD 3, Missile Evasion 40%, Tactics 50%, Binding, +1 bonus from STR and AWR. Finbar enjoys the fight, bellowing: "These Goblins are a sorry lot. I barely feel their pitiful blows!" Hildy calls back: "In truth, dear one, they are daunted by your battle prowess - see how this one quails as I smite him!" Hildy: (D&D) 2nd level Dwarf Fighter, DEX 12, HP 10, AC plate mail, war hammer for 1d8, +1 bonus from Charisma; (Forge) HP 16, DV 7, DV2 7, plate mail 70AP, AR 2, war hammer for 1d8, light crossbow for 1d4, ST 13+, SPD 3, Charisma Benefit, Weapon Stop 33% After 1d4+1 rounds, there’s a hissing sound and the smoke in the room rises by 0-3 (1d4-1) feet at the end of each round. Once the smoke is 5’ high the Dwarves are blinded and the PCs can retreat freely. In the smoke, Finbar blunders back out of the room but Brigid and Hildy quarrel (see Appendix 1, A Sexy Complication). If the PCs get lost in the smoke, there's a great opportunity for comedy, with characters blundering around, mistaking each other: let Hildy or Brigid (or both) throw herself at a PC, believing them to be Finbar. While Hildy goes looking for Finbar, Brigid uses the secret door to find the PCs and suggest a new plan (see Appendix 1, the Hook). If her team gets dangerously low on Hit Points (ie herself on 2HP, Finbar on single figures, Hildy on less than 5), Brigid will make an excuse to slip away to the Maintenance Room (2) and collect a Healing Potion (Forge: Healing Root or Binding Kit) to restore them. 5. The Bridge of Doom This high chamber (30' vaulted) has a chasm dividing it in two, bridged by a 3' wide plank. This is the second combat encounter (unless the PCs staged an ambush involving Gerald or Carrie in the corridor outside). Finbar, Hildy and Brigid emerge on one side of the chasm, the PC ‘Goblins’ on the other. Finbar and Hildy will open fire with crossbows (Hildy’s quarrels are NOT blunted) and the PCs can return fire while Brigid heads to the Bridge for a mock fight with one of the PCs. After 1d4 rounds of this, Hildy pulls out her Rod of Fire Smiting and uses it to bathe the ledge where the PCs are standing in flames. At least the fire and smoke will cover their retreat! The Rod sends out a funnel of fire, setting fire to everything in front of it in an area 30’ deep and 30’ wide at the end. Creatures in the target zone must Save vs Wands (Forge: vs Magic) or catch fire. Characters on fire take 1HP damage every round until they can leave the scorched zone and roll on the floor for a round, beating at the flames. The Rod has 5 charges left. After the fight, Finbar is intrigued by this item and inspects it closely (to Hildy’s great pleasure) before muttering that “Elves make such cunning toys” and dismissing it with a sniff (to Brigid’s delight). 6. Abduction Point This is the location where Brigid wants the PCs to abduct Finbar so that she can rescue him. The secret door is silent, allowing for total surprise. A smoke bomb, net or the paralysing powers of Carrie or Gerald could bring this about. If the players come up with a good plan, it will automatically succeed: don't let it fail just for a bad roll. After the events of the Appendix 1, the Hook, Brigid instructs the PCs to abduct Hildy instead (and after the Bridge of Doom incident they will probably be only too glad to). If the PCs succeed in this, they will overhear Finbar confess his feelings for Brigid (see Appendix 1, the Swivel). 7. The Trophy Room This big chamber has a 20’ high ceiling and the far end of it is dominated by a raised platform (6’ high) on which the trophies of the Rosenbrow dungeon cadets are displayed – along with the fake Ring of Broddick. A ladder allows people to climb to the platform. The PCs are supposed to bring the captured Finbar (or Hildy) here and put up a mock fight so that Brigid can play the rescuer. However, it is likely that Brigid and Finbar will get here before the PCs can make it round the service shafts to the secret door. The PCs will probably arrive to find Brigid and Finbar battling and witness Finbar being captured in a Svart net and pulled up onto the balcony by Olaf, who kicks away the ladder. The svarts are equal in number to the PCs, plus three. Svarts: (D&D) HD 1-1, HP 2 each, AC as leather, pick for 1d6; (Forge) HP 8, AR 2 (7 AP), AV 1 (2 if they outnumber), pick for 1d6 (+1 if outnumber), ST 13+, SPD 2 8. Display Platform The (fake) Ring of Broddick rests on a wooden pedestal, covered with a half-globe of glass. At some point in the scenario, the back wall collapses and Back Olaf enters with his Svarts. He seizes the Ring and his Svarts descend to the room below (7) to explore. With Finbar in his power, Olaf exults over his captive: “I have you now, Forkbeard. You remember me? I see by the fear in your eyes you have not forgotten Black Olaf! I possess the Ring of Broddick and tortures vile await you. Say farewell to your loved one! And your life!!!!” Olaf bundles Finbar into the tunnel (9). When Olaf escapes the Svarts will wail and rush to the platform, scrabbling (and failing) to climb up after him; they will ignore the PCs for 1d3 rounds. Hildy’s Rod of Fire Smiting might be useful again. 9. The Dark Tunnel This tunnel was an old mining seam, widened by Black Olaf’s pick-wielding Svarts. When the PCs get here, Olaf has fled ahead into the darkness. If Hildy is present, the PCs will need to explain themselves (their Goblin Disguises won’t bear close scrutiny). Hildy could react in different ways:
The final confrontation is down to Brigid and the PCs, with their bated weapons. However, they might think to retrieve military picks from the Svarts. See Appendix 2, The Dark Moment. 10. Showdown on the Staircase Olaf drags the struggling Finbar to the staircase that connects with the mines. He starts dragging Finbar up the steps but the PCs arrive at this point. Black Olaf: (D&D) 4th level Dwarf Fighter, HP 25, AC plate mail and shield, axe for 1d6 damage, +1 Strength bonus; (Forge) HP 21, DV1 7, DV2 5, chain mail 50AP, shield 10SP, AV 4, battle axe for 1d8, ST 10+ (14+ vs Magic), SPD 4, Tactics 45%, Weapon Stomp 33%, Missile Evasion 33%, +1 STR bonus. Olaf is a tough opponent. From his position on the steps, two PCs can engage him in melee combat and others can fire missiles up at him. After first taking damage, Olaf wastes a round pointing the Ring at his enemies and shrieking “By the power of Broddick, die, peasants!” Of course nothing happens. After dropping to single-figure HP, Olaf seizes Finbar and threatens to slit his throat with a knife. Brigid downs her weapons and offers herself instead: “I am a lady of note in these halls, a wealthy inheritance rests upon me: much will my kinfolk pay for my ransom. Take me instead.” Seeing Finbar’s furious resistance to this idea, Olaf throws the bound dwarf down the steps and seizes Brigid. Brigid grapples with him and he stabs her. The PCs can take advantage of the confusion to attack Olaf at +2 (Forge: use DV2). If Olaf survives this, he will break free and rush up the steps into the mines. PCs can pursue or let him go; he's not important any more. Brigid needs treatment – the Healing Potion (Forge: Jilda Weed) in the Maintenance Room (2) will revive her. The PCs will witness a tender scene between Finbar and Brigid (see Appendix 1, Joyful Defeat). Appendix 1: When Finbar met Brigid Billy Mernit (2001) offers 7 ‘beats’ for classic romantic comedy. Here are some scenes to insert constructed around Mernit’s template: Beat 1: The Chemical Equation Brigid Rosenbrow takes the PCs into her confidence: "Do you know of a dwarf named Finbar Forkbeard? But of course you do; he's famous, isn't he? He slew the wyrmling of Bodach Fen, stole the Necklace of the Grebbings, hunted the Wolf of Glenfarg, so many adventures. And of course, that beard..." Brigid Rosenbrow's cheeks have become very rosy indeed, but she recovers herself. "I am a woman of means, an heiress, and I intend to take a husband, but why would a hero like Finbar Forkbeard look with affection upon such as me? No, his warrior soul can only love a warrior-maid. And thus shall I prove myself to him. Help me," she pleads, eyes glistening, "in a noble deception, a pantomime of love, if you please. I have circulated a rumour of a treasure, the Ring of Broddick, and Finbar and I shall quest for it together. My family's training dungeon shall pass for the Ring's hiding place and you, my friends, shall disguise yourselves as goblin-folk. There can be no danger, for all our weapons shall be blunted, but Finbar will be deceived by our mock battles only to be undeceived when he looks upon me and sees that I have a warrior's heart. Then, I hope, I pray, he will love me. Will you do this for me, for the love I bear for Finbar Forkbeard - or if not for love, then for a princely reward, for my coffers are rich and my gratitude is boundless?" Beat 2: The Meet-Cute Brigid Rosenbrow and Finbar Forkbeard meet and Hildy Heffenhammer arrives: "Quickly," Brigid Rosenbrow whispers, "lie down and pretend to be dead and that I slew you." You lie yourselves across the floor and Brigid stands in your midst, holding her lantern and spear. Finbar Forkbeard descends the steps. "Ho there," his voice booms, "what is this? A battle? Goblins, by my father's beard! And a warrior maid standing proud amongst the fallen. Name yourself, bold lady, for I am Finbar called Forkbeard." "I have been expecting you," Brigid replies, "for I am Brigid Rosenbrow and, while I waited for you here, these wandering monsters chanced upon me. More the worse for them, for my spear thirsted and they have slaked its thirst with their blood." "Not that much blood," Finbar mutters and nudges one of you with his boot. "This one doesn't look quite dead yet. I shall chop off its head." "No need, no need," says Brigid quickly, "better to let the nasty creature die a slow death, don't you think?" "By all that glitters," exclaims Finbar in admiration, "but you have a sharp blade for a soul." "She certainly does," cries a new voice, a woman's voice, "and we shall be shield-maidens together in this day's great deeds." "This," says Finbar, introducing the newcomer, "is Hildy Heffenhammer, an adventuring lady, my companion in valour." "Charmed I'm sure," says Brigid, in a voice like frozen milk. "What a pleasant surprise to have another woman join our party." "I am sure we shall be best of friends," replies Hildy, with no more warmth. "You have certainly made a fine start at depopulating this dungeon. Although this one isn't quite dead yet..." "Never mind that," says Brigid, drawing the other two Dwarves away down the corridor, "we must press on. I'm sure there are plenty more enemies to face up ahead." Once the Dwarves turn the corner, their voices fade and you can all sit up and breathe deeply. Beat 3: A Sexy Complication While Finbar explores, Brigid and Hildy quarrel: The two Dwarf ladies call out to each other through the shifting smoke cloud. "He's a fine warrior, don't you think?" says Hildy Heffenhammer. "So vigorous, such clean sword-strokes...!" "That beard!" sighs Brigid. "What's that?" cries Hildy, from further off. "Nothing. A cough! This smoke!" "Yes, curse this smoke! What do you think of his beard?" "His beard?" says Brigid. "I hadn't noticed it." "We are well-suited, he and I, don't you think?" Brigid doesn't reply. "You will have noticed," continues Hildy, "that there is an understanding between us, he and I." "An understanding?" says Brigid, her voice faint. "Yes. An unspoken promise, you could say. You will have seen the way he looks at me. The proposal cannot be far off now. You will attend the wedding, will you not? For I feel we are sisters-in-battle, dear Brigid, and that will make you his sister-in-law? Is that not a merry jest? Why do you not answer, dear Brigid? And what is that horrid sobbing sound?" "The smoke," Brigid replies at last, "is getting in my eyes." Beat 4: The Hook Brigid turns to the PCs with a new plan: You hear Brigid Rosenbrow calling for you in the service tunnels and meet her in the maintenance room. "There's a new plan," she says grimly. "The Heffenhammer woman has to go." You are inclined to agree, but wonder what she intends. "You remember how I intended for you to ambush Finbar and take him to the Trophy Room, for me to rescue him? I want you to abduct Hildy instead." That doesn't sound easy, since Hildy's weapons are very real. "There is a net in here somewhere -- over there, in the crates. Smoke and flash bombs too. Have you found them yet? After the Bridge of Doom, there's a silent secret door. Jump out, flash-bang, in the net with her and drag her away. Maybe get Carrie to keep her quiet." That sounds better, but what will Brigid do? "I just need some time alone with Finbar, to find out if he really is promised to her. Then we can rescue Hildy in the Trophy Room - or just find her abandoned there, if you have bruises enough for this day's work. Do this for me, my friends. A Dwarf's love is like a river of lava: slow but inexorable and consuming every obstacle!" Beat 5: Swivel Finbar admits feelings for Brigid: "Be not dismayed, Finbar Forkbeard," says Brigid, "we shall rescue your fair companion!" "By my father's beard," exclaims Finbar, "you are as resolute as iron" "I know how much she means to you." "Resolute, aye," says Finbar in a softer tone, "and as true as silver. Can a maiden as brave and noble as you lack for a host of suitors?" Brigid replies in a breathless voice, "Not all men see me as you do, sir." "Then I am the prospector who has found the seam of gold, which the other miners overlooked." There is a long pause. "Have you not promised yourself to Mistress Heffenhammer?" "Nay, lady. A bachelor adventurer I have been and so thought to remain, until I met with you. Hildy is..." "Just a friend?" "Aye. And no more than that." Brigid laughs with delight. "Then I know where your friend may be found and unharmed too, I shall warrant. Let us go together and rescue her. The Ring of Broddick means nothing to me now." "Nor to me, brave lady," Finbar answers, "though I shall have gentle use of a ring for you, if you are minded to accept it." Brigid is too overcome to reply. Beat 6: The Dark Moment Finbar has been captured and Brigid prepares to go after him. "Friends," she says, "you have done all and more that I have asked and been well paid in bruises and indignities. I cannot ask more of you. Peril and death await up yonder passage, for Olaf the Black is a mighty opponent and vigorous in his hate. Yet I must go after my love, a true warrior at last, if only to die under Olaf's axe. Must a maiden go into such dark places alone?" In this monent, lamp in one hand and spear in the other, Brigid looks every inch the warrior-lady she has only play-acted so far. "Let us go together then," she says. "A Dwarf's love is like the trembling mountain, that spends itself in fire and ash, then falls cold and silent for ever after." Beat 7: Joyful Defeat Finbar and Brigid are united at last: Finbar bends over Brigid, whose rosy face is now as pale as milk. He gently takes away her helm and her unbound hair falls across her cheeks. His tears fall upon her closed eyes. "Never was a maiden braver, nor a heart more true. Live, sweet warrior, live and be only mine and let Death remain a bachelor in my place." Brigid's eyes flutter open. "If you command me, then live I shall. It is the first of many duties I shall discharge for you, my loving friend." "Say not friend, but husband, servant, life-long companion, slave and fool." "Husband," Brigid replies and smiles, "is a very fine name indeed." Finbar kisses the tresses of her hair and she the braids of his beard and you onlookers, at last, retreat, that the couple might enjoy the first of many private felicities in the long life of the Dwarves. In terms of the Freytag model of dramatic structure, beats 1-2 make up Act I (Rising), beats 3-5 form Act II (Climax), and beats 5-7 create Act III (Sinking or Return). Appendix 2: How I Met Your Nemesis Force everyone to wear cardboard goblin ears while their characters are “in disguise”. They will thank you afterwards and this kiddy craft website shows you how. https://www.makeandtakes.com/little-leprechauns For added chuckles, make an extra set and singe the edges. The players can wear these after Hildy uses the Rod of Fiery Smiting on them (5). Commentary As usual, the basic map and key took half an hour but adding in the dramatic beats, dialogue and plotting took much longer, so it's not really a 'thirty minute' dungeon at all. It's a linear dungeon, of course. The players are on rails and move from one set-piece scene to another. The benefit of this is that a strong narrative emerges. The disadvantage is the lack of player freedom and autonomy. There are some choices for the players to make in the middle act, especially with rounding up Gerald or Cassie to stage the 'wandering monster attack'. They might also use these monsters to help abduct Hildy or even to pursue Black Olaf. Don't discourage this sort of creativity - there's little enough opportunity for it in a scenario like this - but remember that speed is important in pursuing Olaf. If someone heads back into the service tunnels to find one of the monsters or bombs from the Maintenance Room, the rest must pursue Olaf and the absent PC (and the monster) can rejoin the showdown after sme time has passed (say, 1d6+4 rounds). Assume that Brigid has many opportunities to sneak away from her party and interact with the players, if only by whispering through the spyholes in the secret doors. As a GM, roleplaying her emotional rollercoaster is part of the fun of the story. The PCs might capture Hildy at an earlier stage of the story. In this case, allow her to break free of her net or recover from paralysis to rejoin Finbar and Brigid at an opportune moment (e.g. on the Bridge, wielding her Rod of Fiery Smiting). Beat #5 (Swivel) can be inserted at a different moment if need be. If the PCs are very weakened, Hildy doesn't have to depart at the end and could join them for the showdown. It's important that she demonstrates the hardness of her character and shallowness of her affections, perhaps by sneering at Finbar for getting captured and making it clear she is only pursuing Olaf for her own glorious reputation. Gerald and Carrie are comedy interludes and a possible resource in the showdown. Don't employ them as 'wandering monsters' and force the players to fight them. A nice idea if for Gerald to grow if he gets to feed on a proper meal (e.g. the dead Svarts), swelling up to full size and regaining his normal damage (2d4) and fully effective paralysation. He then becomes a weapon the players can direct at Olaf. Don't let the monsters steal the show. If the PCs direct Gerald or Carrie at Olaf, he will use Finbar as a shield against the monster or hold a knife to the Dwarf as a bargaining chip, prompting Brigid to offer herself in exchange. To all roleplayers hoping to adventure alongside their sweetheart - and to anyone else who enjoys some romantic comedy in their RPG session - a happy Valentine's Day.
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I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction.. Archives
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