Showing posts with label borshaks lair. Show all posts
Showing posts with label borshaks lair. Show all posts

Tuesday, June 8, 2010

Night of the Walking Wet

Even though it is maybe months away, I keep thinking about what I would like to do for the early part of my next campaign, so I have been going through my older game stuff for ideas. Over the weekend I took another look at my old and beaten copy of The Dungeoneer Compendium.

The first 6 issues of The Dungeoneer from back in the day each had a featured dungeon. Each of these were great examples of Judges Guild’s wild and wooly take on Dungeons and Dragons. For one thing, the entries for rooms and areas were just like I did mine in my game notebooks, specifically, poor spelling, grammer, and amusing misuse of words. A lot of the time, you could barely grasp what the author (usually the great Paul Jaquays) was getting at in some of the entries, just like one of my players might find my notebook jots to be if they snuck a glimpse. This stuff was so very amateurish, and for sure that was a good thing. It was one of the charms of the stuff; it was written the way I wrote for my games, and how could that not appeal to me? It was homey and warm, and you automatically felt like the author was your buddy, a regular guy in a way Sir Gary never could came off in his flowery prose.

At one time or another, I ran each of the dungeons featured. Borshak’s Lair, The Pharoah’s Tomb, Merlin’s Garden, etc. Actually, I ran most after the Dungeoneer Compendium came out and collected the dungeons of the first six issues. That great book not only contained all those dungeons, but also placed them all on the land map of Jaquays’ great Night of the Walking Wet setting. All those places, and more, were right there in the Castle Krake area, and I used that to my advantage.

I made a decent mid-level campaign out of it. My teenage sweethearts’ Elf character Noradama “Nord” Calingref won Castle Krake in a card game, and took her adventurer pals along with her to clear out the Slime God, and the Type 4 Demon and ghoul army of Krakesbourough. That Walking Wet scenario is hella cool, and is pure Judges Guild.
I have great memories of all those dungeons set near Krake. In The Pharoah’s Tomb, one player had a desert ranger, and he was able to scramble over all those sand-trap rooms while other characters struggled and got trapped. He loved using an ability I gave his character that he thought he would never use. He was so jazzed, his character skittering over the sand floods and ululating “ayiayiayaiyaiyai!”

Within Borshak’s Lair, a magic tomb invaded by orcs, one character found the hilarious “Fred the Magic Amulet.” The sentient, +1 protection amulet had awesome illusion powers, and I would have it transform into a giant, inanimate shark that still spoke in Fred’s high pitched Mickey Mouse voice. Dark Tower was great, but this shit was Paul Jaquays best work as far as I was concerned. Was he as stoned as I sometimes get when he was writing these scenarios?

All these dungeons featured old school D&D staples, i.e. plenty of magic affect statuary, and traps that were usually more weird and scary than deadly. I had so much fun with this stuff as a teen. Sadly, I eventually got more serious with my adventures, heading more into “High Fantasy” despite sticking with 1st edition.

But I think it is time to revisit some of this classic cheese of time past, so I may just be making the dungeon-heavy Castle Krake area and it’s interesting sandbox surroundings the setting for the next campaign.