3th day
9th month
24th year.
3 millennium
2+4=6
3+6+9=18
1+8=9
9*3=27
2+7=9
9/3=3
One eternity. Past, present, future.
3th day
9th month
24th year.
3 millennium
2+4=6
3+6+9=18
1+8=9
9*3=27
2+7=9
9/3=3
One eternity. Past, present, future.
Well, I got the kill.
This is a continuation from the last posts on the Skeleton Caverns from Micro RPG. Go check them out.
I got the "rules as written" idea that I really had encountered all other monsters when it came to calculate weather or not the boss might appear, even if the encounters were spread across delves. The chapbook doesn't specify, so why make it difficult for myself!
Referring to the map of the last post, I encountered four skeleton archers in the first stone room, then six putrid rats in the second stone room, then encountered even more (six again) rats in the crypts, and then finally saw the foul necromancer who was behind all the trouble stand with a long knife raised above his head, pointing down towards the beautiful millers daughter who appeared to be drugged or some such.
As I launched forward the foul being thrusted the blade downwards and a bright flash threw me back so I hid the wall just next the the door which lead back to the crypt. As I came to, I saw the necromancer was now covered in white flames, and coming towards me. Scared as I was (lost all the WI tests) I chopped till the bastard dropped! Hoo-yeahh!!! Then I found three gold...
I had used 100 gold to level up, about two delves ago, and that new ST of four really payed off! Also, I got to use my relatively new crossbow even though the ranged step had me rolling for ones. Got a hit in twice! Money well spend.
I bit of an aside, I got the Deluxe Core Rulebook a few weeks back! I still went chapbook-rules-as-written till the end, but will be using the Deluxe together with Rules Of The House and some other addons, like my own house rules, for my next delve.
I've passed
Welcome back to the exciding adventures of what's his (or her, IDK yet) name!
It's been a while, but here is the second part of the expedition to the skeleton caverns.
As I had returned to town from the first foray in to the caverns, I bought a blessed suit of armor, and a shield. I lost my original character sheet, and assumed I got the cloak, but later found out it was the chainmail. To late to fix now, so I had a great axe, a cloak over my blessed armor, and a shield (perhaps great axe and shield seems odd, but my dude (or chick?) rock like that) as I went in the second time. I didn.t get to explore further then the second stone room before redrawing from the dungeon ones more, but am by now following the written rules (the I originally misunderstood do to 1.0 ed. mental disruption) and rolled for monsters every time I went in to a room - not just a "new" room. No Chapbook without a few misses, so I'm staying true!
In town I got a bit of ale, because my play piece get a bit shaken with a charisma of only 1.
Now we rock, smashing skeleton guards, and what not. We push two more rooms south, finding bloody alters in both of them. Interior designer wanted? Well, at least now I have a place to boss hunt. Three rooms next to each other with boss chances (crypt, alter, alter) make it simple. Go back and forth in the stone rooms until all other monsters have been encountered, then prance around in the crypt, and around the alters. Ceeelebrate good times come-on!
Now, that's a bit boring, so I will push further in to the inky darkness, hunting patiently the vile filth which hide there from the light of truth and justice. But I got a retirement plan now, so there's that.
I went back first, though. Can't live of bread crusts and ale alone, my sweet and beautiful wife tells me...
Carecter record for now:
Advancements: 0
Name: ?
Race: Human
Class: With a CH and DE of 1 I guess Lover is out of the question, so...
St 3
De 1
Wi 3
Ch1
Proficiency: St
Ranged: Great Axe (d6+1)
Armor: Cloak (+6h), Blessed Armor (+6h&w), Shield (+3h).
Items: potion, bread crust, 3x ale, 2x holy water.
Gold: 30
Health: 39 (24+6+6+3)
Will: 30 (24+6)
I an going to attempt to run thru "Skeleton Cavern" from the queer game designer Noah Patterson's Micro Chapbook 0.0 line - full sole games on one sheet of paper.
I had my kids walk these dark wet caves a bit some time back, but had not gone myself, till last night.
I feel like it's a right of passage I have yet to undergo, running this rules-as-written, with the necessary interpretations of minimalist designs.
I won't go to much in to the rules her, as that would practically give the game away, but just give a feel of the experience. Buy the thing, it's just 1$.
This is just the first foray in to the caves, and I will make a follow up post with the thing finished, when such is the case.
"An evil necromancer hides out in the darkness of Skeleton Cavern. Can you find him and stop his evil deeds?"
In the first room after the entrance, I entered a stone tunnel, and from behind a bend 4 rats with wings flew my way. I got shaken up a bit (CHARISMA deal with bravery) but only lightly wounded. After this weird experience I find a healing potion in a backpack next to a recently diseased... something - rats had a meal, it would seem. Then I cut my hand, as the handle of the door at the end of the tunnel turns out to be made of wax, with a blade under! Well, beyond that damned door is a small chamber of gray stone, with one new door, but before I can exit, 4 skulls fly from the floor, trying to rip my flesh from my bones with surprisingly clean teeth. I think they floss, but though there's never a bad time for dental hygiene, this might not be the best time either, so I bash them in, receiving a few bites in the process and under a lot more pressure too. I find a bread crust laying around, and not one to waste food, I pack it up before leaving thru the eastern door, entering a crypt. 4 skeletons crawl from their resting place, with rusted spears and rotted shields, stop-motion'ing my way. I manage to defeat them, but I'm mentally beat, and pretty messed up physically as well. I do find 4 gold though! Having lost all my WILL I now take a +1 penalty to my dice, so my STRENGHT is practically become only 2. So time to, umm, tactically retreat a bit.
In the deluxe 1.0 rules backtracking give a 1/6 chance at encountering new monsters in the previous rooms, but no mention of such exist in the 0.0 chapbooks. I didn't roll for monsters this time, but think I will do normal monster rolls from now on. I don't know the intention of Noah. Did I mention he's queer? He mention it often, and I just want to help where I can. I'm like super nice, you know.
What I do know is that you auto-heal "in town". Noah was asked, so we know. And knowing is half... Oh, wait a minute! I will not settle for half! Want, take have. Life of a slayer is easy!
Well, bread and board is free. The 1.0 rules charge 1 gold - though I guess there's something to be done about that, if playing the "Evil Edition" *grin* Not that I would mess with the rainbow elf behind the bar in Lemon Woods. Had enough scratch marks for now, and he know how to draft that beer, even better then the previous dwarf.
Next time I will re-use the dungeon layout, but roll for monsters every time, even backtracking.
Oh and, if I had been playing 1.0 deluxe, I would have been better off with the monsters, as there can't appear more then the squares in the rooms! But hen the standard setup is 2d6 for rooms. Still. 1d6 is mentioned as an option! ^_^
UNTILL WE... die?
Today I had the first RPG game ever with my lads. My youngest is five, and my eldest nine years old, although my eldest is mentally behind my youngest both in intelligence and emotion.
I chose to run a Micro Chapbook by Noah Patterson, namely the Skeleton Cavern. It’s designed for solo play, and has random generation of the dungeon. It’s also a first for me, with this system, even though I’ve read the “Deluxe” offerings true the last couple of days, and got the basic ones of the 0.0 and 1.0 series as it wasn’t an expense, really, so might as well. So we went in together!
Just a quick little thing; It’s not more of an RPG then early CRPG's, but it’s fun enough, and my kids haven’t tried anything else - yet.
Instead of one adventure going in, I had them team up. They both wanted to be fighters, so yey(!), which means they basically have “advantage” on strength rolls - attacking, and forcing doors open. My wee one then wanted to put all his points in strength which made him some bad ass fighter to be sure, and my eldest went with wits - suppose he liked being the smart one in our fantasy, and good for him! Then they had to choose a race. Human, hobbit (well, it’s called halfling), dwarf and elf. Races add a point to one of the four stats. My young one wanted to be a shark… He got this pirate ship toy for Christmas with one of the pirates being what we would likely call a wereshark, so I figured that would be a strength bonus (the stats are strength, dexterity, wits and charisma),and when my big one wanted to be a fox… well, wits would fit fine, and it worked with the “build” of his in-game persona.
The only random roll in persona creation is for gold. Both rolled three on a 2d6! That’s a bad start, I tell you. Well, the shark got a short sword (insisting it was long) and a shield, and the fox got a dagger and a cloak. Cool looking to be sure. But then dad helped them pick it out with their limited funds, so how could it be any other way!
The character sheets in our local tongue are here, for what it’s worth,
The dungeon is generated by first rolling a d6 to find the size in squares (deluxe make that 2d6 FYI) and they are required by decree of the mighty N. Patterson to be orthogonally connected! I learned a new word - thankyou Noah. But hey, draw as you like, kids.
After this you roll for the number of doors, and if these are trapped, locked, the type of room, and the monsters present - there are monsters present in any room not yet explored, except the first.
First they went and found a tunnel into the mountain side, with a door at the end, and one on either side. The floor was muddy (we are not supposed to roll for that in the first room, but I forgot) which my youngest found glorious as he slid along on his shield. Good times. They chose a door to the west, and discovered the room had a stone floor, and there was a rat with wings flapping about in there. There may appear up to six of these abominations, but we rolled only one. Good start. They rolled to see if they lost their nerve, which they both did (my youngest protested this) and so lost some of the derived stat “will”. Then the shark attacked, won, and dad forgot to roll damage. After a round more I realized this, rolled, and we then nullified the second round as the critter was offed by that first cut.
They got two gold for their trouble (100g. can buy you a level), and then went through the western door, even though my young one wanted to go north, while still insisting that his big brother should choose, this time… well, west they went. The door was trapped, but my big guy took care of that with his wits, and they entered the smallest crypt one could imagine, with four skeleton archers rolling out of their cuffins. My big’un starts losing focus, and laughing happily continuously from now on, but we get through the battle by the, end with me running his persona as he wanted mommys tablet, from now on. But he had a good time. I think he got hyped by his disarming success. We did celebrate it! Or maybe it was my youngest idea that throwing his shield at the skeletons over and over was the best way of takeing them down, who knows. Oh, and they got one tiny gold coin for their troubles *sigh*.
The shark and fox are now all out of “will” which impacts their dice rolls. They are basically scared, or have lost hope. But we go back east, and up north, finding another crypt with four skeleton archers! Slams the door, back to town. Live to fight another day, you know. I guess they can heal at the inn, for a gold coin, bringing them to full fighting strength.
They both want to play again, and as long as they have fun, I’m glad!
The map we ended the session with looks like this:
Happy New Year!
~J
The Temple was built in a previous age, a secret place of worship to Tharizdun, He of Eternal Darkness. It drewthemost wicked persons to it, and the cult flourished for generations, sending out its minions from time to time to enact some horrible deed upon the lands around. However, a great battle eventually took place between Tharizdun and those opposed to his evil. Unable to destroy him, they were strong enough to overcome his power and imprison him somewhere, by means none have ever been able to discover. Thus Tharizdun disappeared from the face of the earth, and from all of the other known planes, and has not been seen again since. After a time his servants returned again to the Temple, deserted as it was of any manifestation of their deity. Amongst these wicked folk were many powerful magic-users and clerics. All sought with utmost endeavor todiscern what had happened to Tharizdun, so that he could be freed and returned to rule over them once again. All attempts were in vain, although the divinations and seekings did reveal to these servants of Eternal Darkness that a “Black Cyst” existed below the Temple. By physical work and magical means they delved downward to reach the Black Cyst. What they discovered there dismayed and disheartened them. In the hemisphereof black needlerock (floating as if by levitation) a huge form could beseen. Was this the physical manifestation of Tharizdun? None could tell. The misty form was black and indistinct and enclosed in vaporous purple energy as well. No ritual, no spell, no magic could pierce the enigma. As time passed, the seekers ritualized their attempts to determine if this was their imprisoned deity. An altar of black needlerock was constructed directly under the 12’ long form so that it seemed to rest upon the stone. As generations passed, various other things necessary to survival in the Black Cyst were formalized into a paeon of lament and worship for Tharizdun, and endless services to awaken the being were conducted by route. Then, as time continued to pass, even this ritual grew stale and meaningless. The clerics of Tharizdun began to pilfer the hoard of beautiful gems sacrificed to him by earlier servants -- 333 gems of utmost value, ranging in worth from 5,000 to 50,000 gold pieces each. Replacing these jewels with stones of much lessvalue, the former servants of this deity slipped away with their great wealth to serve other gods and wreak evil elsewhere. In the end only a handful of faithful clerics remained to repeat the daily ritual of attempted awakening. Some of this handful were slain by monsters, others eventually grew old and died. The last High Priest, alone, wandered off into the place reserved for his remains in the dungeon, foralone he was unable to take his proper place in the Undertemple. Thus, a century ago, the last servant of Tharizdun died, and the Temple was without inhabitant of human sort. Various wandering monsters eventually used the Temple as a lair for a time. Some moved on, some descended into the depths of the place, some were slain as is the wont of such creatures. Already dim in the recollection of humankind for decades, the Temple was forgotten by all but a few sages and savants generations before the last of its clerics was dead. Those creatures which dwelt in it from time to time knew not its nameor purpose. The placewas truly The Forgotten Temple of Tharizdun, and until exploring adventurers deem it otherwise, it will remain so.
The vault of K’Ral was built in a previous age, a secret place of power and research for a long forgotten mad scientist. It drew the most unsavory persons to it, and the cult flourished for generations, sending out its minions from time to time to enact some horrible deed upon the lands around. However, a great battle eventually took place between the cult leader and those who opposed his sinister motives. Unable to destroy him, they were strong enough to overcome his power and imprison him somewhere deep within the vault. And sealed it for all time. His servants scattered across the lands. After a time his servants returned again to the vault, deserted as it was of any manifestation of their leader. Among these deranged folk were many highly advanced scientists and powerful mentalists. All sought with utmost endeavor to discern what happened to K’Ral, so that he could be freed and returned to rule over them once again. All attempts were in vain, although their scans and seeking did reveal to these servants that a chamber existed below the vault. By physical labor and mechanical means they delved downward to reach the chamber. What they discovered dismayed and disheartened them. In the center of the black obsidian, floating by some unknown force, was a huge sealed casket that could not be reached or touched by any means as though some impenetrable force field surrounded it. Noxious vapors and strange green energy radiated from within the area. As time passed, the seekers ritualized their attempts to determine how to free K’Ral. An altar of obsidian was constructed directly under the floating casket so that it seemed to rest upon the stone. As generations passed, various other things necessary to survival in the chamber were formalized into an array of futile effort and worship for K’Ral, and endless services to awaken and free him were conducted by the faithful. Then, as time continued to pass, even this ritual grew stale and meaningless. The followers of K’Ral began to pilfer anything of value and slipped away to serve other masters and wreak their misdeeds elsewhere. In the end only a handful of faithful servants remained to repeat the daily ritual of awakening. Some of this handful were slain by creatures, others eventually grew old and died. Thelast servant, alone, wandered off to the rejuvenation chamber,but without aid he was unable to operate the machinery and passed away. Thus, a hundred years ago, the last servant of K’Ral died and the vault was without inhabitant. Various wandering creatures eventually used the vault as a lair for a time. Some moved in, some descended into the depths of the place, some were slain or eaten by other creatures as so happens. Already dim in the recollection of men for decades, the vault was forgotten by all but a few learned historians.Those creatures which dwelt in it from time to time had no knowledge of the places name, purpose, or history. The place remained unexplored until a strange little man, Zeandr, a brilliant and crazed scientist infiltrated the dilapidated vault which had become an itinerant home for a tribe of Warhoon. He discovered how to operate the equipment, reactivated some of the machinery, and controlled the few mechanical men that were still in good enough repair to function. With these metal servants he chased off the Warhoon, then set about restoring the ancient laboratory and factory to manufacture new mechanical men. Zeandr could not figure out how to open K’Ral’s casket, despite many clever attempts. What he did discover though, were many ancient recordings and a scan of K’Ral’s mental faculties. Zeandr used these to wipe the brain of a slave (who bore a remarkable resemblance to K’Ral) and replace them with all of K’Ral’s memories, thoughts and attitudes. Zeandr thought for a time that he would be able to control this charismatic man and use him as a puppet. But the reborn K’Ral had other plans, with no knowledge that he was actually a fabricated copy, he proceeded to enforce his will on the mechanized men who were programmed to obey him unquestioningly. Soon he enslaved many other men and used the facilities of the vault to increase the manufacturing of mechanical men into an impressive army.
OD&D/0 edition/3LBB
Fire Ball: A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2” (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Vol. II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24”
BASIC Moldvay (B/X)
Fire Ball
Range: 240'
Duration: Instantaneous
This spell creates a missile of fire that explodes into a ball of fire 40'diameter when it strikes a target. The fire ball will cause 1-6 (1d6) points of fire damage per level of the caster to all creatures within this area. If a victim of a fire ball saves vs. Spells, the spell will only do 1/2 damage. EXAMPLE: A fire ball cast by a 6th level magic-user will explode for 6-36 (6d6) points of damage.
BASIC Mentzer (BECMI)
Fire Ball Range: 240'
Duration: Instantaneous
Effect: A spherical volume 40' across.
This spell creates a missile of fire which explodes into a ball of fire of 20' radius when it reaches the desired range or strikes a target. The Fire Ball inflicts 1-6 (1d6) points of fire damage for each level of the spell caster. Each victim within the area of effect takes full damage unless a Saving Throw vs. Spells is made. Even if the Saving Throw is successful, the victims take half the rolled damage. For example, a Fire Ball cast by a 6th level magic-user explodes for 6-36 (6d6) points of damage. If the total roll is 24, all within the area who make their Saving Throws take 12 points of fire damage.
LABYRINTH LORD
Fire Ball
Level: 3
Duration: Instant
Range: 240'
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a 20' radius. The caster points his finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a saving throw versus spells. A successful save reduces damage by half.
Sonic Weapons:
Sonic weapons are merely handles with an
activation switch. When the switch is activated, a “blade”
of concentrated sound extends to the appropriate length
(dagger: 20cm, mace: 50cm, sword: one meter). This is the
standard melee weapon of the future. Sonic weapons
require an EU clip, and expend 1 EU per attack (successful
or not).
"That's one possible consideration of the original game designers: with unlimited levels, play can extend as long as one wants (i.e. until you get bored with your character) with always "something to look forward to." I'm not sure that's what I want in the game...though probably some type of End Game is desirable, to have an "overall goal" players can attain through the life of a campaign."
“Paths to Immortality These paths will be explained in detail in the D&D Master Set, but you should know some general details at this time, so you can plan your character’s future. After reaching level 26 or greater, a character can gain Immortality by following one of four paths:
A dynast is a character who builds a great and powerful empire. The dynasty must be vast, and must stand for a long time.
A hero (or Epic Hero) is a character who represents the ultimate ideals of heroism. The character must display the traits of the classic Epic Hero in every thought and action. Among other things, the character must travel to far lands and perform great and noble deeds.
A paragon is a character who reaches the ultimate in his or her profession. The paragon must invent or discover new skills and knowledge, and must be renowned as a master professional.
A polymath is a character who learns much about everything, not only in the original profession, but in all areas. The character must give up all known skills before gaining others, and becoming a member of a mysterious and unique brotherhood.”
“Quest and Task: The Polymath must face the challenge to succeed in three additional lives as cleric, thief, and magic-user. The Polymath, during each of his three lives as another character class, must quest for and gain the same artifact. He begins each new career at first level, with no memories of his previous lives. The quests may not begin until the character reaches 5th level in each class. The first two times the artifact is gained, the Immortal reappears to the character within 10-200 days to claim it. The Immortal then reduces the character to first level and causes him to forget his past so that he may begin as the next character class. The third time the artifact is gained, the character may retain it, and the Immortal returns all past memories.”
“The Secret of the Multiverse.
Immortals have imagined much of the following, and have in fact deduced most of the truth, but have never found real evidence to support their theories. They remain uneasy, intellectually capable but unable to fully accept their own deductions. Coming from a place now lost in the mists of forgotten time and memory, the first Immortals found the multiverse; they did not create it. They found it without order, and without purpose, so they made the achievement of these things their highest goal. The many planes of existence are still being explored by the Immortals. The Outer Planes seem to be innumerable. With each passing millennium, the Immortals grow ever more awed by the apparently infinite size and variety of this vast creation. Someone must have been here before, they reason. Someone or some group, or perhaps some thing, made all of this. The Immortals call them the Old Ones – beings to whom even the power of the Immortals is but a drop in an ocean. The Immortals are correct. With such power, the Old Ones knew that the Immortals would come. They saw this as an opportunity. For despite their unimaginable abilities, the Old Ones are tragically similar to Immortals in one respect. They cannot reproduce and the only way for other beings to achieve their level of power is through a test of time, experience, and will. Just as Immortals await and desperately desire the appearance of exceptional mortals, so do the Old Ones watch and wait for the greatest and best of all the Immortals. But knowing that Immortal power could transcend all boundaries, the Old Ones set a limit to restrict the Immortals to help them concentrate their efforts. This is the Barrier. Withdrawing themselves into the sixth and higher dimensions, the Old Ones created a type of wall between themselves and the rest of existence. Whenever an Immortal tries to pass beyond the first five dimensions, he or she enters a special realm. Immortals perceive this realm as a whirlpool of infinite size. made of a watery form of ether. Some Immortals have been lost in the huge swirling mass for many years; they are known to still live, but are missing, and presumed unrecoverable. The Immortals have made many attempts to explore, penetrate, and solve the mystery of this vast whirlpool, but have never succeeded. This swirling chaos is called the Dimensional Vortex. Perhaps even worse than the existence of the barrier is the simple fact that some creatures, presumably life forces but of a type different from all others, enter and leave the Dimensional Vortex. Simply called vortex creatures by Immortals, these beings are powerful and greatly feared. The Immortals believe that the vortex creatures are servants of the Old Ones, sent to observe, correct, or destroy. In creating the barrier, the Old Ones knew that its existence would produce certain odd effects – most notably the evolution of life forms with a new dimensional viewpoint, the Nightmare creatures. They saw this as another opportunity. Immortals have begun to look at Nightmare creatures as an alternate stock from which Immortals may arise once they have reached the level of evolution of the Normal dimensional creatures. The barrier will not be removed until this great experiment of the Old Ones has reached a conclusion, for it has been successful in creating new Old Ones. Approximately one Immortal per 10,000 reaches Full Hierarch status. Most of these beings are content in this exalted post. But some very few Hierarchs have become dissatisfied with their fate. They sought even greater power, and wondered about the paradox of the great barrier. Most of these overcame their concerns and curiosity, but a few—perhaps one of each hundred or two— chose to prove their ultimate superiority, on the remote chance that some greater power might be watching. They dispersed their life essences into their Home Planes, and reincarnated themselves as mere mortal humans once again. Most of these daring individuals perished in the process, for they indeed became mere mortals, with no better chance to survive and achieve Immortality than any other mortal man. Only a handful both desired and reached Immortal status a second time. And of these, only a few reached Hierarch status a second time. And finally, of these few, only two dared once again to seek more. They saw the coming of the blackballs as their punishment and final destruction, and the other immortals still believe that this is what occurred. But unbeknownst to all, they passed beyond the barrier, and exist now with the Old Ones. One success could have been chance, but the second arrival proved that the great experiment known as the Multiverse would serve its purpose. The Old Ones continue to watch and wait for other daring Hierarchs. And someday when they are satisfied, when their unknown goals have been reached— someday the Old Ones will return.
Summary.
This set does not attempt to fully describe the Old Ones. We cannot even fully describe their servants, the Immortals, nor their vast realm of the Multiverse. And no future volume will provide details on the Old Ones, for their powers transcend the framework of any mere game. To reduce them to game terms would trivialize their power, which is of an order far greater than the Immortals'. The Old Ones are prepared to wait indefinitely, for Time has no hold over them. If any player character succeeds in the great journey, not merely achieving Hierarch status but proving his or her superiority by doing it twice – well, no higher goal can be attained, and no reward is too great. The player wins and his character vanishes. And that is the final end of this game. One fact remains for you, as Dungeon Master, to decide. Who are the Old Ones? Are they indeed the greatest and most powerful beings of all? Or perhaps, as they wait secure in their power, do even the Old Ones naively fail to see the most obvious fact of all? Can they really believe that no higher Being watches them? One who also watches... and waits…”