Saturday, April 6, 2013

We interrupt the regularly-scheduled A-to-Z challenge
to remember Rex A. Zinn

First off, my intention is not to mislead. Rex A. Zinn did not die recently. In fact, he died back in June of 2002. "Why do I stop to remember him?" you ask. Well, here's how the story goes...

Today, my wife and I decided to hit a few estate sales in our neighborhood. I walked into the first of these and saw a table stacked with binders with Illuminati cards and vintage box of Grenadier Wizards & Warriors minis; the box turned out to be empty, but gave me hope that a gamer lived here and there was treasure somewhere in the house.

It didn't take long to find the boxes of books right behind the table with the binders. See...



Then, in what appeared to be the home office, I found the hex/grid battle map (the hex side is pictured here, but the recto side has similarly-sized square grid). I also found a certificate of some sort for Rex A. Zinn. "Who was this Rex A. Zinn," I wondered.

Then, upstairs I found this (below)—and complete at that. This is something I've kind of been wanting for a while, but had not made any concerted effort to acquire.



So back to the topic of this post... "Who was this Rex A. Zinn?"

Well... the first results I got on a general web search for "Rex A. Zinn Dallas" were death records. Rex A Zinn died in 2002 at the age of 47, just a couple of years older than I am now. A search for "Rex A. Zinn RPG" got me to his RPG Geek entry. There's really not much there, but it was enough to get me further. It seems that in addition to being a fellow Dallasite (BTW, I live in Dallas, TX for those who might not have known), Rex developed, or helped develop, several AD&D Adventures. Here's that curriculum vitae:

AD&D Module C4 To Find a King (credited in "Special Thanks"; this module is a reprint of modules RPGA3 and RPGA4)

AD&D Module C4 The Bane of Llywelyn (credited in "Special Thanks"; sequel to C4; this module is a reprint of modules RPGA5 and RPGA6)

• the Maiden of Pain, published in 3 parts in Polyhedrons 33, 35, and 36, and co-written with Anita B. Frank and Robert J. Blake (Bob Blake wrote C4 and C5 above, as well Judges Guild's Of Skull and Scrapfaggot Green)

I know that in the bigger scheme of things, Mr. Zinn's gaming legacy isn't as big as some, but his death also pre-dates the old-school renaissance and the explosion of gaming-related blogs. I wonder if we would have heard more from him had he lived longer. If you know another "minor" gaming figure that is no longer with us, please feel free to leave their name and a bit about them in the comments section below.

A-to-Z Challenge Day 6
Zeta (Ζ): Zodiac Zombies



Entry 6 for The Lost Catacombs of Kadmos

When the characters first look down into the hole from above this room, use illustration (above) and read the following text:

Looking down into the room below, you find a large circular diagram inlaid on the floor. The center of the diagram is placed directly under the center of the hole above (from which you look down), and the circle is divided into 30° segments, each of which features a symbol/illustration pair, with a small circular depression set just below them.

Once the characters have proceeded downward into the room, read the following text:

As you enter the room from the hole above, you find yourself in the middle of a domed stone room 60' diameter, and with a 30' tall ceiling. The outer wall is lined with 12 iron doors, each 30° apart and roughly corresponding to one of the symbol segments of the diagram on the floor. Furthermore, the center of each door features an engraving (about 4" in height) of that corresponding symbol.

Behind each door is a zombie (hp:6 ea.) that wears a gold amulet bearing the symbol corresponding to its door/segement.

Each of the amulets (worn by the zombies) can be placed in the corresponding depression on the floor diagram. If all 12 amulets are laid in their correct place, the domed ceiling will magically become a planetarium. The placement of the stars on the ceiling will be that as they would appear outside if it were night time at that very moment in that location, moving in the “night sky” as normal. The effects will cease when any amulet is removed from the floor. Each amulet is worth 50gp.

The amulets have nothing to do with exiting the room. Instead, there is a secret door inside one of the “zombie closets” (as indicated on the map*).

*Complete map of catacombs to be published at a later date.

Friday, April 5, 2013

A-to-Z Challenge Day 5
Epsilon (Ε): Emerald Entrance



Entry 5 for The Lost Catacombs of Kadmos

You exit the extended hallway and emerge into a circular room where faux columns are set at 15° intervals around the perimeter. In the middle of the room is a small white doric stone pedestal approximately 18" in diameter, with a 24" square base and table. Atop the table is a shallow tray in which are set a mix of table-cut emeralds and diamonds arranged in a sort of "E-shaped" pattern. The only access to the room appears to be the opening through which you entered (between 2 of the faux columns.)

Removing any single jewel (diamond or emerald) from the tray will cause the entrance to disappear, and be replaced by wall similar to the rest of the room. Removing all of the diamonds from the tray will cause the wall between the columns opposite the entry to disappear, allowing access to the next hallway. The original entrance to the room may only remain open if all of the emeralds and diamonds are placed back into the "E-shaped" pattern; they do not have to be "exactly" where they were; any diamond may be placed in any diamond "slot" and any emerald may be placed in any emerald "slot."

The irony of this room is that exiting the catacombs requires all of the jewels to be left in place. (However, should the characters be able to cast a spell like "passwall," or possess a magic item like "oil of etherealness, they will be able to exit with the jewels.)

Each emerald is worth approximately 1,000 gp. The diamonds are relatively flawed (with some inclusions and mild discolorations) and are worth about 2,500 gp each.

Thursday, April 4, 2013

A-to-Z Challenge Day 4
Delta (Δ): Dozens of Doors



Entry 4 for The Lost Catacombs of Kadmos

You come to a small, unassuming wooden door. Set upon the door is a small brass plaque (approximately 9" tall), which is engraved to resemble the door your viewing, plaque and all. THe detail of the plaque on the engraving of the door appears to be that of a yet smaller door and smaller plaque.

Closer and closer examination of the engraving reveals what appears to be an infinite number of “doors within doors” on each susccessively smaller plaque in the engraving.

The first door opens easily, revealing the next set of doors.

This area of the catacombs is simply a labyrinth of doors (secret, one-way, false, etc.) to be navigated by the PCs until they reach the next area.

Wednesday, April 3, 2013

A-to-Z Challenge Day 3
Gamma (Γ): Gallery of Gargoyles

Entry 3 for The Lost Catacombs of Kadmos

The first things you notice about this 10' wide by 60' long room are the low ceiling (barely 8') and the statues of the gargoyles lining the two long walls. The 6 statues on each side are spaced roughly 5' apart, and strangely face away from the center of the gallery (they face the walls with their backs turned toward the middle of the gallery), in an identical hunched and squatting position. They are each supported by a pedestal approximately 6" tall and 3' in diameter. There is room for only one person of human size or dwarven build to pass between them at a time, although 2 halflings, gnomes, or slender elves could probably fit at one time if so desired.

The secret of these gargoyles is they’re magically “gassy.” Any creature crossing the threshold between a pair of statues (marked by dotted line on map) is subject to the possible gaseous effects of that pair of statues as outlined below (roll 3d6 for pair):



Explosive gas: If a torch is present between statues when gas is emitted, a saving throw must be made (by the torch-bearer) or the gas will combust, causing an amount of fire damage (to all in path) as indicated in parentheses for the gas. If there is no torch present in the path, or if the saving throw is successful vs. the combustion, creatures in the path (between the two statues) must make a saving throw vs. breath weapon or fall unconscious for 1 turn.

Gust of Wind: If a torch (or unprotected flame) is present between the statues when a gust of wind is emitted, there is a 50% chance the flame will be extinguished if one statue emits the wind, and a 90% chance the flame will be extinguished if both statues emit wind.

Moving/Turning the Statues: The stone statues each require a combined strength of 21 to move them. Additionally, they are particularly top-heavy; if the players attempt to move or turn the statues, the chance of the statue “toppling” is equal to the number of persons assisting on 1d6 (for example, 1-2 on 1d6 if 2 people are attempting to move/turn the statue). Should a statue be toppled, there is a 50% chance it will explode, doing 4d6 damage in a 15' radius.

Jumping/Crawling Past the Statues: Crawling past the statues reduces all damage (on failed saving throws) to half, as well as halving the chances of extinguishing flames. Trying to “jump” or “fly” over the walkspace between the statues (e.g., if a human “tosses” a halfing) reduces all damage (on failed saving throws) to half, as well as halving the chances of extinguishing flames, but there is a 10% chance of toppling one of the statues in the process (chances of resulting explosion as above).

Tuesday, April 2, 2013

A-to-Z Challenge Day 2
Beta (Β): Bags of Bones

Entry 2 for The Lost Catacombs of Kadmos

This simple 30'x30'x30' cube of a room is unadorned, save for the 20 bags of bones placed around the room, as well as a few bones (of apparently humanoid origin) scattered here and there. On the far side of the room, a massive wooden door features bone inlay “mosaic” depicting a human skeleton bearing a sword and shield. The intricately-carved handle and keyhole of the door seem to be of the same bone material as the inlay.

The door is both locked (traditionally) and held (magically); without the “skeleton” key (see below) which handles both, the lock and hold must be dealt with separately. A detect magic spell will reveal the door is magically imbued. Dispel magic or knock will remove the magical protection on door. The lock itself is fairly complicated, and a -10% penalty applies to attempts to pick it. Breaking the door open while both locked and held will be impossible. Breaking the door open (assuming the hold has been removed) requires a roll of 1 on 1d6 (regardless of strength bonuses); each failed attempt to break the door open causes 1 pt. of damage to the person(s) attempting to break it open.

19 of the 20 bags are simple sacks which each contain a load of human bones (mixed sizes and parts). It takes 3d6 rounds to thoroughly search each of these bags (even if the contents are spread out over the floor).

The other (20th) bag (marked on the map with the letter “s”) is actually a bag of holding containing 2d4 skeletons with swords and shields that will emerge from the bag when it is searched, surprising on 1-4 (on 1d6). Inside the bag is the “skeleton key,” a magically-imbued key intricately-carved from human bone. When placed in the decorated door, it will unlock the door and dispel the hold placed on it, allowing the door to be opened easily.

Monday, April 1, 2013

A-to-Z Challenge Day 1
Alpha (Α): Azurite & Alabaster Asp

Entry 1 for The Lost Catacombs of Kadmos

The walls, ceiling, and floor of this 30'x30'x30' cube of a room are lined completely with alabaster of bright white. Planted against the north wall is a 5'x5'x5' cubed pedestal of the same alabaster, topped by a 5' statue of an asp carved out of a deep blue azurite, its mouth agape, and its two massive fangs carved out of the same white alabaster as the room. The walls to the west and east each feature an alabaster relief sculpture of an arched door surrounded by dozens and dozens of alabaster asps. The relief to the west features the letter alpha (Α) carved squarely in the middle of its scuplted door, and the relief to the east features the letter omega (Ω) carved squarely in the middle of its scuplted door. On the floor in the middle of the room is a 5'-tall azurite inlay of the letter alpha (Α).

The archways are simply “false” doors. Examining them will reveal nothing more than what they appear to be). Try as the PCs might, there is no way for the them to "open" these doors or pass through them. The soft alabaster of the reliefs will give in easily to damage (5 hit points required per relief) and reveal nothing but the stone base of wall underneath them.

The letter inlaid on the floor is actually a clue to exiting the room, as it points directly to the pedestal under the asp statue. when both of the asp’s fangs are depressed (upward) at the same time, the front panel of the panel of the pedestal will “slide down” out of the way. However, when the fangs are pressed (even lightly), they each release a poison that kills in 2d4 turns (unless a successful saving throw is made vs. each fang). The fangs are razor sharp and will break through leather gloves effortlessly, but may be depressed easily using any common object (like the blade of a sword, or the edge of a shield). The alabaster of the pedestal is soft enough for the characters to “dig” through (10 hit points damage required), but the pedestal and statue will collapse in the process, falling “forward” toward where the breakage occurred, doing 1d4 points of damage to the person standing closest to the pedestal, and with a 15% chance of each fang make a successful "hit" against that person.