Wednesday, July 23, 2008

Linkfest 6

Well, I've had a pretty intense last few weeks, between the whole Airport fiasco and moving up to NC for grad school, so take this as a teaser, with a full update hopefully coming soon.

I found this site with some free wargame rules, and plenty of battle reports. Well written and quite interesting, so go ahead and check out Damned Human Race - Miniature War Gaming

Here's an unrelated but possibly quite useful tool. Stun your audience, players, or victims by knowing the impact effects of a meteor or asteroid hitting the Earth. Cataclysm or romantic night out? Will we fall into a hundred year winter, or will the planet simply go kablooey? Well, in much more technical terms than that of course, but....

Also, I feel a need to share the wealth. Have you read any Zelazny yet? If not, then go ahead and try out the first book of his epic Amber series, Roger Zelazny. Nine Princes In Amber.

Now here's something that you might not have seen, or even known, that Robert E. Howard, best known as the creator of classic pulp characters such as Conan, Solomon Kane, and Bran Mak Morn, was also a prolific poet. Actually Howard scholars will know this, but for the rest of you, I would like to give you a little taste of what he had to offer, so here's a link to a website that has many of his poems for you to enjoy.

While we're in a artistic and musical mode here, Zooey Deschanel stars and sings in the new music video by She and Him, "Why do you let me stay here".

For you BSG fans....we have a trailer for Caprica! Wooooo! Hopefully that'll keep us from going into total withdrawl when BSG ends.

And simply because this is so totally awesome, I just have to link this. A little late, I know, but it's there. The Great Office War.

Also, here's a nice little tidbit written by a friend of mine on how to Mod Firefox. Useful for the less tech savvy of us.

Finally, something I should have done already. I'm adding in Gunnerkrigg Court to the webcomics list. I'm also thinking of taking several off due to inactivity. Does anyone have an opinion on whether I should leave them on for sentimental reasons or take them off to reduce clutter?

Monday, July 14, 2008

The Flying Dutchman. Or: How I learned to stop the yawn.

This is a bit of a personal post, but given that I haven't done much on here I thought I would give you all a bit of an explanation.

You may not know, but I went up to visit a friend in rural Harbor Beach Michigan over the weekend. Getting up there I was delayed two hours, but nothing compared to getting back. First off, Harbor Beach is a good 2-3 hours from the Flint airport, with a flight scheduled to leave at 5ish, and needing to get something to eat, I left at 1pm. That's when the travel time clock started.

Arrive at the airport to see that the flight has been delayed until 11pm. Fortunately there is another, earlier flight, the 3pm flight(it's now 4pm with it scheduled for 6). Get on that flight and wait, and wait, as it gets delayed, and delayed. As it is delayed past 8pm, I change tickets for my connecting flight. As it gets delayed past 9pm, I change tickets again for the last flight to Ft. Lauderdale out of Atlanta. As it is delayed past 10:30pm, I realize that it is impossible to make that and change the ticket once again to Miami.

Two hours of flying time so far for 10 hours of travel time. The plane actually leaves at 10:50pm. Enter, Atlanta. After an hour sitting on the tarmac waiting for a gate to open up, I learn the Miami flight is canceled. As all the flights have been delayed the terminal is packed, standing room only, and there is a line of about 200-300 people for the customer service.

I estimate about 2 hours of wait....I was wrong, it was more like 4.5 hours. I got in the line at 1:30, I got out of the line at 5:30am. They were able to put me on standby for the next 3 flights out to Ft. Lauderdale, unfortunately the only flight they could confirm me on was the next day, about 28 hours away.

The 8:10am to Ft. Laud leaves without me on it. But I did luck out and get a emergency row seat on the 9:10am. Finally getting me in at around 11:30 or so due to delays. Finally get home around noon.

So, all in all, 23 hours of travel time. Yeah, for all of 4 hours of flights.

Not that I was the worst off, by no means, there were people who had been waiting just at Atlanta for 20 hours or more. Highlights include a group of 20-30 people who banded together to charter a bus to Ohio. An elderly lady with 1 day of medication left being given a ride across two states by the sister of a person she met while in the line for customer service. A man with a medical problem told that the only medical station was in another building, unfortunately he wouldn't be able to get there because he didn't have a boarding pass for that terminal. A family separated as the husband goes out to look for a rental car(none were to be had), only to find they could not get back into the gate area because their ticket was from the day before(about 3 hours), and that there was no way to get a new ticket until the counters opened(another 3 hours). Which was in vain anyways as there were no rental cars or hotel rooms to be had for blood or money, and no shuttles to take you anywhere. And a family with toddlers who learned that the entire terminal was sold out of drinks, it took a gate agent who was going off shift to bring back a little carton for them.

All in all I got two impressions from this. First, that the agents of the airline that were there were helpful despite the pressures, with high level of patience. I complemented the gate crew at Flint on juggling me from one flight to another until the last second. Second, there was no organization. The line was never addressed or separated, services were not provided for those who needed them, especially concern for medical problems. There was no effort made to make our wait more pleasant, even a small gesture would have counted for much, a free water bottle while you waited or blankets. In fact, I don't think it unreasonable to have opened up extra counters at the empty gates and to direct portions of the line to be serviced there. However none of these things were addressed. For our troubles, what we got, if we asked, was a hotel discount voucher, good for a reduced rate at a hotel....of which all were filled to capacity long ago.

Anyways, I may be ranting, and I know there is nothing that one can do about the weather, but the weather was only a small part of making that return flight the trip from hell. I've been on longer flights, waited longer times, but never with such conditions that the elderly, families with children, and medically endangered were not seen to.

Thursday, July 3, 2008

The Dragon Never Sleeps


The Dragon Never Sleeps - Glen Cook



Canon space has been ruled for thousands of years, overseen by immortal Guardships, ready to dispense justice and restore order with extreme prejudice. But the years have taken their toll, and for the crews, constantly undergoing a rebirth cycle to rival any karmic wheel, and the nascent AIs, things are not what they once were. Whole ships have gone silent, prowling about the uncharted rim, seeking the mysteries of the web, and worse, some have gone insane. Some are no more than ghost crewed flying dutchmen, while others have turned into dictatorial fiefdoms, and even the other ships fear their presence. Canon space has changed as well, what was once a human empire is a decaying husk, aliens, clones, and artificial constructs battle with rebel agitators and trade families to carve out their own pound of flesh.

Only one race challenged the Guardships for supremacy, and they have entered into the realm of myths and legends. The Ku recreated themselves into perfect soldiers and tacticians, adapting their race for one thing, the war, and even they were wiped out, except for one. After a hundred generations of rebellions rising and falling, the Ku's last and greatest general has resurfaced, and the time for vengeance has arrived.

But there are other things out there, things more horrible and strange than even the insane AIs of the Guardships. Aliens from beyond the Rim, and they look with hungry eyes on the bloated jewel of order known as Canon Space.

Let me first say, I am a fan of Glen Cook, from his Black Company to Garrett PI books, I've devoured them. And this one is no different, I would compare it to his Dread Empire books, with intricate plots and powerful, sometimes mysterious and unexplained forces pushing schemes within schemes. That said, I've only given the bare outlines of the plot above, but believe me, I couldn't explain it all without reams of pages, not to mention spoilers galore, best is to simply read the book.

As for the book itself, some of the description is a bit sparse, but Cook is able to do quite a bit with a few words, creating the atmosphere of a scene so palpable that you can feel the bulkheads. This is Space Opera at it's best, while still being somewhat believable. There aren't any immortal heroes(resurrected, yes, immortal, no) that right the wrongs of the universe, like the Black Company books, the Guardships have definitely drifted into the gray area of morality. With believable, if somewhat insane, characters, and a twisting plot, this is one of the few books that I can say that I didn't have a clue what would happen even as I turned the page. When I was finished there was that "oh wow" feeling that one gets after reading mindblowing literature, but also a hunger, that there could have been more, especially in the last few pages. But still, this one gets my full recommendation.

Saturday, June 14, 2008

BSG: 410 Revelations

"All of this has happened before-"
"But it doesn't have to happen again."

Wow! Just....wow. If you haven't already guessed, this is SPOILER TERRITORY to beware!



First off, we have some stunning acting by, well, everyone. Secondly, there was so much plot and story there that it almost felt like I had just watched two episodes, at least. The parts with Saul Tigh waiting to be flushed out the airlock and yelling at Lee Adama to get the balls to push the button really cemented his character. Vulgar, proud, and always ready to do his duty. The reaction by Admiral Adama after Saul's revelation, just as priceless.

Although the "Run Starbuck, Run!" sequence seemed a bit forced to me, they've got telephones for a reason dammit!

Beautiful shots of everyone, the couples with their cylon hybrid children(still a loose plot end in my opinion), and it's amazing how much they squeezed in with only an hours worth of screen time. Also, poor Gaeta, at least Dee is being nice to him. But this is not the time for me to go into a Gaeta/Dee OTP rant, so lets move on.

As for the end, I think my friend said it best. "MY HEAD IS ABOUT TO EXPLODE!" (check out her nonfiction writing by the way over at hubpages by the way) My personal opinion on their touchdown site is New York, anyone else have any ideas? Since the skyline isn't exactly, uhm...helpful. Anyways, I think it's a well deserved WHAT THE FRAK moment, but in a good way.

Wednesday, June 11, 2008

The Myth Hunters





The first in the Veil series by Christopher Golden, the Myth Hunters evokes images of Gaiman's American Gods or
China Mieville's King Rat, with fantastic myths and legends living in a mirrored world of fantasy. The book follows some pretty classic fantasy tropes with the reluctant and somewhat bewildered hero thrust into a land of gods and fantasy. But these aren't always the myths we remember, more often than not they're the ones that originated in the bloody past, primeval things, uncaring for mortal lives.

The protagonist, Oliver Bascombe, is torn from his everyday life by a near death Jack Frost. Accompanied by Frost and the enigmatic and exotic Kitsune, they set out to find what has been targeting the Borderkind, those personifications of myth that can cross freely between the worlds. While on the other side of the veil, his sister and fiancee search desperately for him. Once the Sandman is freed however, the ante is upped, with his sister imprisoned in a dungeon of sand and his fiancee and a detective on the trail of a serial killer with a disturbing pattern.

Anyways, that's enough of an overview without revealing too much of the plot. First off, the writing is excellent, pulling one into the scenes and portraying the characters in a very believable manner. Which is quite a difficult thing to do indeed when one is encountering mad gods and legends. The only trouble I had with the novel was that there was a definite change in tone as the story switched between the various characters. So while at some points it felt almost like fantasy, other portions could be horror or mystery themed. However, I found the effect worked out in the end, as the separate plot threads weaved their way closer together. Overall, an excellent work, with good pacing and wonderful characters. If you have a taste for the myth as reality genre then this is a book for you.

Tuesday, June 3, 2008

Power of Good Dialog

Often Inspired is hosting a short story competition. The Power of Good Dialog.
From the rules
"Register in the forum.

You have to write at least a thousand words of dialog - and have a beginning, middle, and an end.

You're allowed a title, and a byline. The rest has to be dialog only."

Anyways, check it out, if there are enough people participating the winning entry gets a cash prize. Further rules are there on the forum, so go, go and write!

Wednesday, May 21, 2008

Linkfest 5

There's a thin line between embarrassment and nostalgia, especially if you grew up in the 80's/90's. This site celebrates that, from an adequately distant perspective. A look back at all that Retro Junk.

Speaking of reliving one's childhood. Or at least the cartoons, this was one of my personal favorites, click and listen to the Sky Pirate Song from Tailspin. I have to say, Don Karnage was as much a hero to my formative years as anyone.

Anyways, my last post was on the Modern Ops rules, but let's not forget that there are plenty out there, and many of them are free. Freewargames rules is a pretty good starting place if you want to test some out and see what strikes your fancy.

This link is one that will either have facepalm and groan over all the puns, or giggling uncontrollably. Yuri The Only One For Me.

And finally, Often Inspired has a shiny new design and contest for dialog writing up, so that should be fun to check out.

Edit: It always happens that just after you post, you find more neat stuff that should have gone in there. Well a day late, but it's too neat to leave off for next time. The Retropolis Transit Authority, for all your retro future t-shirt needs. I particularly like the Certifiable Mad Genius one.

Sunday, May 18, 2008

Moderns Ops Review and AAR




Modern Ops by Pinnacle Entertainment Group
is a skirmish level wargame based on the Savage Worlds ruleset. It uses the abbreviated version known as the Showdown rules as well as its own setting rules.

Now for anyone familiar with the Savage World rules, the Showdown set is essentially what happens when you strip off most of the RPG elements and excess fat away to turn it into a lean mean fighting machine. The result is a highly intuitive set of rules that can move fast even if one has little experience with them.

I'm not going to go into the core system, since that's a bit beyond the scope of this post. On the plus side, it lived up to the expectation of Fast, Furious, Fun. Highlights included the unit cards that are available for free, these kept bookkeeping down to a minimum, essentially all we had to recall was how many bennies we had left, and some of the expendable ammo(grenades and RPGs). The pace never bogged down, even though the units might have from enemy fire, and the setting rules made it appropriately deadly for the genre.

On the down side, there were portions of the rules that were either vestigial or lacking. Close Combat rules and mount rules were included, but there was no real follow up on either. There weren't any living mounts statted out, and there was no section for hand to hand weapons in the armory. At best one could look at the batons that the swat teams wielded, but I felt that given how they emphasized how important Ganging Up bonuses were, especially to untrained troops, that they should have at least included a few. Even if they just had the point values for the baton, a bayonet and knife/sword it would have been enough. Also the militia units refer to not being able to use the aim action, but from what I can see, that was one of the actions cut out from the rules. Suppressed weapons were another item that didn't really have an explanation aside from the obvious. Finally, nowhere could I find the point values associated with the various abilities and edges.

I would also have liked some more Savage Tales to have come with this product, but perhaps that's just me being spoiled, as some games only come with a single or no scenarios. But on to the AAR.

We rolled up a meeting engagement, and decided on a 1000 point target, we both ended up relatively close to the number. I took the role of the Taliban commander and my opponent taking over as the German commander. We put together a few ruined city blocks for them to fight over. For this game we played a bit loose on the Loyal rules, as he wasn't happy about having to retrieve corpses, and in turn I was able to play loose with my morale checks, which would occur whenever 25% of a team is lost. Which, in a 4 man team means that I would be checking for every casualty, so I said it would trigger when >25% was lost in a single turn.

German Forces
Panzergrenadiere Gruppe(644 points)
-1 NCO with G36
-5 Riflemen with G36
-2 Soldiers with MG3
Sniper Fireteam(388 points)
-2 Snipers with G3-SD1
-2 Soldiers with MG3
=1032 points

Taliban Forces
Taliban Command Fireteam(353 points)
-1 Taliban Warlord Leader with AK-47(Wild Card)
-1 Soldier with RPG-7
-1 Machinegunner with RPK
-1 Soldier with AK-47
Taliban Fireteam(2x)(253 points each)
-1 Soldier with RPG-7
-3 Soldiers with AK-47
Taliban Sniper (166 points)
-1 Sniper with Dragunov SVD(Wild Card)
=1025 points

I'll be referring to the placement of units by my perspective at the Taliban edge of our 2x6 table. The Command Fireteam set up along the far left, with one fireteam in the middle and one on the right, the sniper set up along the right hand side as well. The German forces mirrored mine, their 8 man team on the left and their sniper team on the right.

The first turns were mostly feeling each other out, but some skilled sniper fire by the Germans pinned down my rightmost fireteam, shaking the RPG man. My own sniper returned fire from the second floor of a building, but had little success. It was not an even matchup. I outranged them, their guns considered my sniper as in medium range, while mine could reach them as close range. However this was evened up by the fact that my sniper only had a D10 in shooting while the German snipers were sitting pretty with D12s. I quickly learned that their body armor(giving them a toughness of 11! Most of my soldiers had a 5 or 6) kept them relatively impervious to small arms fire.

Along the left side of the board both sides inched towards each other. I started things off with a volley of RPG shots, which quickly took out one of the sniper team. After that my opponent kept all his units relatively spread out, which helped reduce casualties, but kept him from a concentrated assault as my command team moved into position.

Midgame was when I learned the importance of not bunching up as well. The German soldiers were keeping their heads down due to my command team, I believe that one rifleman and one machinegunner had been killed by my MG or RPGs, my AK-47 armed soldiers were having trouble hitting or damaging his(although that might have been due to the dice more than the mechanics), again due to the body armor. His snipers had concentrated on my RPG soldiers, taking out the one in my command team and in my right hand side fireteam. My middle fireteam had bunched up, minus the RPGman who had been shaken by sniper fire and had not caught up with the man bunch, but a well placed grenade took out three of them in one hit. What was amazing was that the RPGman was able to make his morale check, acing it and continuing on. Meanwhile, every German soldier that was getting close enough to toss a grenade was being taken out with accurate MG fire.

The endgame was a continued attempt to flush out my command team with grenades, and accurate sniper fire chipping away at the remainder of my forces. By the time we ended due to hunger the tally was pretty close. I had lost 7 of my 13 men, including my leader, while he had lost 7 of his 12. 6 of those were from his Panzergrenadieres, leaving only his leader and a MG man from that squad. The remaining casualty was from his sniper team, which really didn't move all that much throughout the game.

I was actually rather surprised at how well the Taliban forces did given that of my 13 soldiers, 9 of them had weapons that barely scratched the body armor of the German troops. My opponent's major complaint was that the German squads were too big, in order to avoid a grenade or RPG landing in the middle and taking multiple soldiers out, he was forced to essentially move his forces in a chain, which limited firepower at a point. Also he felt that the two MG men with his sniper team would be better served near the front, as opposed to with his sniper on overwatch. Actually that whole team could have moved up and flanked my forces, given that my own sniper was having trouble doing any damage other than perhaps shaking a unit for a turn or two.

My own problems included, of course, the fact that the body armor made most of my shots harmless, it was only due to the luck of my MG(acing damage repeatedly) that I was able to do as much damage as I did. In general I felt that there was a little trouble with interrupting actions, as we had two ties before resolving an interrupt, I think the one on hold should win ties personally, so I might houserule that. My leader's fireteam was waiting for them to move into the open, but lost the interrupt and got a grenade down their throat for their trouble.

All in all, a really fun game that played fast and was suitably deadly. Unlike the Chain Reaction ruleset, this game doesn't almost run itself, but the Modern Ops ruleset is very intuitive, and most likely second nature to anyone who has Savage Worlds. So, aside from the above gripes I'm quite happy with it. It could have been executed better, so it's not perfect, but it gets done what it set out to do.

Wednesday, May 7, 2008

Magic Burns - Ilona Andrews



"Bring your army little god! My sword is hungry!"

Magic Burns by Ilona Andrews is the second in her Kate Daniels series, set in a world where Magic came back, ending, or at least highly disrupting the reign of technology. However it comes and goes, ebbing and flowing like the tides as the magic returns into the world. Not only does the magic bring power, but it transforms the world with its abilities, and when the magic is in control, everything from phones to cars shuts down, not to mention skyscrapers.

The heroine Kate Daniels is a mercenary working for a modern day version of the Knights Templar(called the Order), toting a flesh melting sword and a take-no-shit attitude. Which has all the makings of a good Urban Fantasy story. World shattering danger? Check. Summoning of elder gods or in general things MAN WAS NOT MEANT TO KNOW? Check. Vampires and Werewolves? Check. Magic? Check. Sword slinging violence? Check. Sexy situations? Double check.

The world itself makes for some interesting twists on what you usually see with your urban fantasy. Instead of the "Magic was hiding" or "It was there all along" types that you usually see, often accompanied by all sorts of 'don't tell the normals' rules and regulations, we have magic and tech as a pendulum, swinging back and forth(Actually, the first thing I thought about was an association with global warming and cooling periods and solar cycles, but I don't think that's exactly what she had in mind).

Secondly, the coming of magic wasn't something that just shocked the world, it shattered it. The most obvious example being the Atlanta skyline, full of ruined towers and fallen buildings, not quite post apocalyptic, but you get the feeling that it felt pretty close. Although it does have what seems to be the trend in having scientific viral explanations behind the main monster staples(vamps and weres), the Vampires are not the sexy seducers you find in most urban fantasy. Mindless, putrefying, and bloodthirsty, and hopefully under the mental control of necromancers, who are in return hopefully under control of the law. There was a hilarious line about how to make a Vampire being a dozen forms and a stack of applications.

The heroine is instantly likable. Ready to kick ass and take names, with practicality and doing right at the top of her list. And unlike some female heroines in urban fantasy, doesn't get sidetracked by sex. There are steamy situations, and it almost seems that for all her protestations about not getting any, every other person is ready to jump into her pants. However the sexual aspects don't ever become the focus of the story-something which always tends to turn me off a bit to a book. Not to mention quoting lines of cheesy movies, and despite death everywhere she doesn't become flooded with existential angst, another danger of the genre.

The other characters are also interesting. I just have to give props to the heroine's coworker Andrea at the Order for excellent pistol choice(she carries SIG226s if you're wondering). Sorry, inner gun nut coming out, anyways, every one of them have at least an interesting quirk that make them stick in your mind. However it felt very uneven in how they were covered. Perhaps it's just because of the long time it's been since I read the first book in the series(Magic Bites), but some of them don't appear long enough to get more than that single quirk. For instance, Saiman appears for a single scene, and later is referenced to another character simply for that trait(wanting to bed the protagonist). They come on stage and then disappear just as quick. Now if you know them from the first book, then you won't need any explanation, but I could easily see losing track if you didn't have at least some foreknowledge.

One of them really stood out for me, Bran, a warrior from another age who made the unwise choice of making a bargain with Morrigan. I'm trying not to give too much of the plot away, but suffice to say, it was like seeing a character Robert E. Howard or David Gemmell could have written about, but all barbarian, no heroism.

Now I have to admit, I'm a sucker for good Urban Fantasy, and that is what this is. Between getting in into my grubby little hands and turning the final page I doubt more than 4 hours passed, including the ride back from the bookstore. So it quite definitely has my recommendation, with the reservation that you really should read the first book of the series before this one. As I mentioned, some recurring characters really should be known about beforehand, and some of the explanations of the world are only glanced at during this book, whereas they're more fully explained in the first. Also, it tends to jump around, the fact pacing and quick action sometimes left me feeling like some scenes were cut short where they could have lingered a bit longer.

Anyways, the Kate Daniels series by Ilona Andrews is top notch urban fantasy, right up there with the Dresden Files series by Jim Butcher or the Kitty series by Carrie Vaughn, and you would do well to jump in while it's still early in the run.

Thursday, April 17, 2008

Savage Archaeology

So, inspired by articles like this:
What Real-Life Dungeon Exploration Might Look Like, Graduate Students in Tow
And this
Back From Yet Another Globetrotting Adventure, Indiana Jones checks his mail and discovers that his bid for tenure has been denied

I wanted to do a lighthearted subversion of the typical dungeon crawl. I'm using the Savage Worlds system, which is by Pinnacle Entertainment Group. I've mentioned it before in my reviews of Solomon Kane and Rippers, but it really is a fast system that you won't feel that you're bogged down with, and if you don't have it, they've got a free Test Drive with most of the basic rules to play. The only exception for this little adventure is the Big Events, but there's a list of monsters so just use something similar if possible.

Anyways, opinions are needed, this was scrapped together in a few hours of manic inspiration, also if you want to try a playtest for this minigame, lol. But really this is more or less an amusing diversion as a solo dungeon crawl turned on its head.

Savage Archaeology

Congratulations Professor! You have just received funding to excavate an underground site suspected to be the ruins of an ancient civilization. To this end we have laid in an adequate supply of index cards and graduate students to carefully complete an initial survey and mapping of the site. The University is expecting great things, and respectfully reminds you that you have not published recently. In order to remain of the highest standards, regular publication in a peer reviewed journal is expected, and we hope that this trip will offer you the opportunity which you have been lobbying the finance department for, to gather field data .

Armed with notebooks, index cards, pencils, and a variety of small brushes you and your sad lot of graduate students arrive in a foreign land. Record and map the culturally significant features of the site, preferably without destroying the contextual evidence of the site matrix.

Each grad student must spend 2 turns studying the object of their specialty to record it, passing an appropriate Knowledge check. The Professor may do the same, but is not limited to any one type of item. (If the Knowledge check is failed then another with the appropriate skill can attempt to identify it)
Anyone who enters a previously unknown room must make a notice roll, those that fail are subject to any traps in the room(roll randomly to see who the trap targets), and on a natural 1 has a 50% chance of ruining the artifact(stepping on, breaking, using as a rest stop, or in the case of living creatures, insulting their ancestry through their actions). After the turn a room is entered it is assumed to be "discovered."
Traps may be disarmed, though in doing so they are no longer valuable to fulfill the Engineer's requirement. Or simply bypassed by an agility roll.
If an object is removed from the site matrix or damaged, it cannot count towards the items recorded. For biologicals, they must be studied while still alive.
If indigenous peoples are encountered(not from the big events table) then one can make a persuasion roll for them not to attack. A raise means that they offer to trade(likely a spear, bow and arrows, or sling for one of your grad student's shiny digital watch and a few candy bars).
After 10 rooms have been mapped then roll on the Big Events table as well.

Professor – Wild Card
Agility D4, Strength D4, Smarts D10, Spirit D10, Vigor D6
Skills: Guts D8, Investigation D8, Notice D8, Knowledge D8 in Engineering, Anthropology, Linguistics, and Zoology/Botany
Hindrances: Bad Eyes(minor), Curious(major)
Edges: Command, Inspire, Scholar(your choice)


Grad Student Types
Agility D6, Strength D6, Smarts D8, Spirit D6, Vigor D6
Skills: Fighting D4, Guts D8, Knowledge(Appropriate D8), Notice D6, Driving D4, Taunt D6
Engineer – Lockpicking D6, can be used to disarm traps
Anthropologist – Persuasion D6
Biologist – Survival D8, Tracking D6
Linguist – Can translate and identify writing,
Med Student – Healing D8, Healer


Roll 1d4 to choose hindrance/edge for any Slacker/Thug/Jock
Doubting Thomas, Greedy(may make an attempt at stealing artifacts if possible), Brawny, Clueless

Slacker – Notice D8, Persuasion D4, Guts D4, Lockpicking D4
Thug – Fighting D8, Shooting D6, Intimidation D6, Streetwise D6, Guts D6. Comes with knife
Jock – Throwing D8, Fighting D6, Climb D6, Intimidation D6, Guts D6. Comes with 6pack of empty bottles

(Beer Bottles – 3/6/12, Str+D4, -1 to attack, after a hit it shatters and becomes unusable)

Native Beaters/Guides(Does not wish to enter into the site at this time, but will provide protection for any researchers who escape from the site)
Agility D8, Smarts D6, Spirit D6, Strength D6, Vigor D6
Skills: Fighting D8, Guts D4, Notice D8, Shooting D8, Stealth D8, Survival D6, Tracking D6

Map Creation

Room Creation(Note, if you already have a dungeon generated, feel free to use that, and overlay it with the room features and events)
D10
1-3 Continues on after this room
4-5 – Turns Left
6-7 – Turns Right
8 – Tunnel Up
9- Tunnel Down
10 – Roll again twice

D20
Room Features (A=Anthropologist, E=Engineer, B=Biologist, L=Linguist)
1 An underground river flows through it
2 This room is mostly empty
3 Dust, and more dust
4 Lava pit

5 Old potsherds litter the floor(A)
6 A statue of an unknown god or goddess dominates the room(A)
7 Old burial jars and human remains litter the floor(A)
8 Simple tools and stone artifacts are evident(roll on weapons table). (A)

9 Ancient writing covers one of the walls(L)
10 Hieroglyphics depict the dangers of the next room (L)
11 Ancient clay tablets rest upon an alter, possibly describing 10 suggestions(L)

12 A rare species of insect thrives here(B)
13 A luminescent fungus is growing throughout the room(B)
14 This room is filled with bats(B)
15 Fossils of prehistoric beasts litter the floor(B)

16 An exquisitely arched ceiling with a hole in it (E)
17 A Natural underground cavern has been integrated into the structure(E)
18 Evidence of pipes and plumbing systems(E)

19 – Empty room
20 - Roll twice


Events D20
1 - A pit trap(one time use)
2 - A swinging blade trap(first person into the room is effected)
3 - A poisoned dart trap(line from one side of room to the other)
4 - A boulder trap(comes rolling down next hallway if applicable, or in line with previous hallway)(one time use)
5 - Encounter with a wild dog
6 - A big cat has made this site its home
7 - A hunting party of indigenous peoples
8 - A silver dagger rests upon a sacrificial alter
9 - Strange chanting can be heard
10 - Holy man or hermit lives here
11 - Unstable foundations give way(treat as pit trap)
12 – 19 No event
20 Roll twice

Big Events D12
1- Crocodiles, 1d3 of them
2- Pygmy Cannibals, 1d6 per turn
3- Morlocks, 1d4 per turn
4- Minotaur
5- Zombies! 1d4 per turn
6- MacGuffin! Grab it and Run
7- Rumble, Rumble, the site begins to collapse, 1 room per turn starting at outermost areas
8-12 Nothing so far


Scoring
First, make up a suitable name for your paper, some examples being, "Pre-Sauron Architecture in Subterranean Mordor." "Hyborian Hieroglyphics in Stygian Burial Mounds." "Early Paleolithic Trap Making of the Cannibalistic Shoggoth Worshippers" or something along that vein, make it snappy!

Each item recorded : 200
Recorded at least 2 of each: 200
Recorded less than 2 of each: -200
MacGuffin recovered : 400 (Though you get a stern talking to about inappropriate recovery methods by your head of department)
Each Grad Student Killed : -100
Each artifact/site/trap damaged or removed : -50
Each indigenous creature/plant harmed: -25
Each sentient native killed : -75
Each Turn taken : -10

Scores under 1000, unable to acquire funding(or willing grad students) for next year's trip. Tenure revoked!
Scores over 1000, translate into cash for the next trip. Survivors are assumed to return next year. For 200 you can get a student of your choice, for 100 you get to roll randomly among the slackers, thugs, and jocks. It can also go towards buying supplies. Two notes of supplies, 1. It's hard to justify guns as an expense(for some reason the dean doesn't think they're necessary), though you can get them on the black market for 2x listed price. And 2. If you have a video camera along, the student equipped only needs to take 1 turn to record their find.