![]() It now lies in ruin.” That’s a meaningless couple of sentences, especially to start with. There is, though, padding: “The Ruined Temple of Thaneduhr: This rough- hewn temple to Thaneduhr All-Father was defaced and defiled by the orcs. There are no real evocative descriptions anywhere in this. Sure, there’s some rooms that have more text. It’s just a hair above a minimalistic keying style. Under a stone in the floor, under his bed of dirty furs, is a Huge Broken Pale Green Variscite (20gp), a Large Transparent Green Augelite (24gp), and a Small Deep Blue Azurite (20gp).” “The Orc Rat-Master AL: CE, AC: 6 (Studded and mShield), HD: 1, HP: 5, #AT: 1, Weapon: Whip (1d4), Scimitar (1d6), and Dagger (1d4), Treasure: 5gp, 8ep, 9sp, 2cp, uses this room as his quarters. Laying on the floor! Burning with malice for the living! Have you ever read such majesty before on the written page?! Does your heart not leap with joy at the prospects of running this room?! Are you not entertained?! No? You’re not? Ah, then how about this little gem of a room: One has a pouch with 3d6gp and another has a Seax Knife +1.” “Four Dwarven Skeletal Guards AL: CE, AC: 4, HD: 1, HP: 8, 7, 5, 4, #AT: 1, DMG: 1d6, lay on the floor here. Let’s just look at the value we’re getting for our $35 for those thirteen areas. (with a notable exception in the ruined tower on the mountain peak that has a dragon.) Let’s just review that, shall we? After all, I don’t really care how much something costs, or background shit or any of that. This is six entrance areas and seven other location sites, most of which have 100 or so rooms, or more. Let’s instead review the maps/keys/areas that are presented. Let us, instead, forget all about the procedural generation thing. Ok, so, no, some of you are not going to be happy with that analysis. Besides, the Fellowship Moria thing was just a trip through it, not a delve. Why, exactly, do you need this booklet? “But Bryce, how else can you do Moria?” Well, maybe, don’t do fucking Moria if you can’t figure it out. ![]() Just grab the old Moria supplement and the DMG and crank some shit out. ![]() I’m buying an adventure so I DON’T have to do that. I’m not buying an adventure to create it from scratch, procedurally. If I wanted to do that I’d write my own from scratch. So, you get some DMG like tables and then, the last step, step 15, is “Interpret the Results.” Great. Moria is too big to key so you get a hex crawl map to get you from location to location, ala D1, and then some rules for using provided geomorphs to create levels and deeps, and some rules on how to populate them. I am, clearly, not having this shit anymore. Do you want that slightly generic feel? Are you willing to put up with doing your own maps (using geomorphs) and keying them and having a generic-ish vibe? Great, then this is for you. It has specific keys, using about half its page count, for about thirteen different areas, and then some D1 hexcrawl & procedural generation for other Moria locations. This 336 adventure attempts, once again, to do Moria. Are you brave (or fooloish) enough to enter Dwarrowdeep? In recent days, the high dwarven clerics cast their runestones and read the portents: the time has come to retake Gundgathol. Since that time, orcs and worse have defiled their sacred halls. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. Mark happily lives in Wisconsin, USA where he is surrounded by cheese and cows.Gundgathol lies in ruin. When Mark is not immersed in retro gaming, he enjoys traveling and mountain hiking. His interest in programming, gaming, and the Apple II began at age five when his family purchased an Apple Il+. With a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider’s account of the creation of a modern game on a classic computer platform.Ībout the author: Mark Lemmert is a Finance & Business Management consultant who began developing retro computer games in 2015. Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release. Cat, Burger Becky, and Steve Wozniak (Woz). Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Mark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple’s quirky graphics system, and getting decent audio out of a one-bit speaker. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set. ![]() In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. ![]()
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