Friday 27 April 2018

[BLOG] The Rustic Monster Hunter Campaign (Concept)


Your bog standard podunk fantasy barony is menaced by monsters. The goblins are stealing the chickens, the werewolves are eyeing the chicks, you can’t go visit Uncle Rufus in the graveyard over the hill without him repaying the visit, orcs are plundering the merchant caravans, and there are rumours of a doom of wyverns nesting in the Raewynskill (the big dark forest to the north, a ways away). Heroes are needed to save the day! Unfortunately, the heroes are all busy saving the day for more important people, or they are just doing their stuff somewhere else. What you get instead are mercenary monster hunters. So the villagers/townsfolk grit their teeth, pool their money, and establish a common fund to finance monster hunting. Good luck, the campaign is on.

This is a low level campaign framework inspired by a discussion on LFG.HU (link in Hungarian), David Pignedoli’s Black Dogs fanzine (also about a monster hunting company, but more gritty and mediaeval), the DCC funnel, my old domain management campaigns, and of course the wilderness clearing concepts from various versions of D&D. It is basically low-level D&D where you grow a character pool instead of one or two main PCs. Here is how it works.

The GM creates a small wilderness sandbox, and seeds it very liberally with monsters and small adventure sites. Go over the top with low-level monsters, they should be lurking behind every tree. You could use any generic fantasy setting to run the campaign. Perhaps it even needs to be utterly generic, you just need a home base village (or small town), and a bunch of interesting terrain and landmarks around it. Something like 4e’s Nentir Vale would do – why not? (Or you can use The Stoneheart Valley, the classic Necromancer Games wilderness romp. Or you can easily make your own.) Then, monster lairs – the kind of not terribly ambitious mini-dungeons you can find on the net by the dozens, or just make up on your own. Be generous. Keep it deadly for low-level groups.

The Nentir Vale
The big limitation is on the character side. This is a low-scale campaign. Not even E6-style. You will each be playing low-level fighters rolled with the 3d6 in order method, or more like a growing roster of them. Every player starts with one 1st level guy (or gal – the villagers don’t really care) down on his luck, and these guys can band together to go on expeditions to claim bounties posted on the tavern wall, or announced by the town crier. Your first character – and replacements – are free. You must hire the rest out of the gp budget you raise by killing monsters, and you must also pay to train up your guys to higher levels. It is a bit like a pyramid scheme for adventurers. Adventures take place on a weekly basis, the rest being spent carousing, wooing lasses, making a fool of yourself and getting into local trouble.

For example: Claude, Jehan and Karl go on an expedition against the orcs. They plunder a small tower which is an advance orc outpost, but they are beset by giant spiders in the cellar, and Karl goes down, stone cold dead. However, the other two survive, and now they have enough money to pay for a month’s upkeep and hire a few more first-level guys to go out with. Next week, Player A keeps Claude, and hires Sarah and Fred. Player B makes Jehan stay at home (he has good stats, and he’d rather not lose them) while he hires Lefty, Hank and Little Tim. Player C is stuck with a new entry-level guy he names Bullfrog Bill. They head out for the orcish keep.

Finally, a use for all those maps
Remember, it is the bounties that matter. If you just kill something randomly, the villagers may or may not care (you could give it a 1:6 probability of a halved “pity fee”). Everyone is interested in The Orc Problem, and The Giant Rats Down the Cellar (you thought you would be rid of them by now? Think again!), while the Raewynskill wyverns and Sir Otto’s Undead Keep are probably distant concerns, for now (as long as the wyverns only carry off the odd cow, and not the mayor’s niece).

You are not running real adventurers, more like a growing band of disposable miscreants. Beyond the funds for training, you need to keep up a number of troops to support higher-level characters. You first have to raise a stable of ten mercenaries before you can promote one to second level status, and at least 50 to raise an elite leader (4th level, this could be a party-based limit). Perhaps you can only have one of those guys. Perhaps special classes (in this case, non-fighters) are also available, but proportionally more expensive. You need twice as much for a ranger or a thief, and three times as much for a cleric (magic-users are all NPCs in this campaign… although you could persuade one to join your team on a special errand). You need to keep the mercenary ecosystem going or your guys will just pack up and look for trouble elsewhere in the kingdom, or marry the innkeeper’s daughter and settle down.

Another fine map by Mike Schley
Gradually, you work your way up to try larger targets with a whole bunch of disposable mercenaries led by your precious few 2nd and 3rd level guys (who are almost heroes by now). There can be all kinds of complications: a bunch of do-gooders show up to ruin your business by killing monsters for free. A sinister merchant offers to rent some monsters which are trained to run away for you and let you triumph easily… for a small price. There is a fair and you can use those jousting rules from Chainmail. Some of the monsters finally have enough and band together to protect themselves from The Mercenary Problem. The local landlord decides that what the villagers do with their money is their business, but treasures found in his lands should be subject to proper taxation. And so on.

You could actually also use this structure to play out a peasant uprising, except with the bourgeoisie corrupt landlords and evil barons instead of the monsters, Robin Hood and company style.

Tuesday 17 April 2018

[REVIEW] The Red Prophet Rises


The Red Prophet Rises (2018)
by Aaron Fairbrook (Malrex) and Prince of Nothing
Published by The Merciless Merchants
3rd to 5th level

The Red Prophet Rises
There are probably more good sword&sorcery rulesets than there are good sword&sorcery adventure modules. You can try it yourself, and the list in the left column will be longer than the one in the right. After a lot of hullaballoo about D&D’s pulp fantasy roots, and the importance of reading the “Appendix N” books to truly understand where Gary and friends were coming from, we still get more lip service in this area than the actual good stuff. S&S-style modules either miss something essential from the genre ingredients (most of them are just regular ol’ D&D with a thin S&S veneer), or – almost as often – they work better as stories than complex, open-ended game scenarios. It is a sad state of affairs. This review is about an exception.

The big thing about The Red Prophet Rises is that it does three things very well. It taps into the earnest violence of the genre, it presents an interesting situation offering a variety of in-game approaches in a complex, dynamic environment, and it is written in a way that combines functionality with flavour (proving once and for all that the two can be reconciled). Here is why it is great.

This is a module that takes one of the things sword&sorcery is famous for – unflinching brutality in barren, hostile natural environments – and sticks to its theme with both talent and consistency. Now, this is not “all” S&S is about, but it is S&S at its most recognisable – Frazetta, Brom, Conan (the movie version), buff people in S&M gear with horned helmets, butchery and raw violence. The module is set in a series of canyons in the middle of a rocky wasteland, as well as a series of caverns off to the sides. This unpleasant place is currently inhabited by a crazed cult of plainsmen engaged in a frenzy of killing, feasting and drugged orgies, awaiting the opening of their new paradise foretold by Khazra, their new prophet. It is the good stuff, and where the D&Disms creep in, they are handled in a way that doesn’t diminish the vision of this bloody spectacle.

There is a visceral quality to the writing which creates a great sense of place. You can smell the fires and smoke, hear the nomads carousing as they gorge themselves on charred rabbit by their fire pits, hear the brutal overseers bellow with whips in their hands, and feel the chaos as livestock runs wild among the plainsmen. There is blood, dust, an arena of death with a great throne above it, something called The Pit of Despair (hell yes!), a temple of blood, and living quarters carved into the rocks.  There is something feverish about the bacchanalian festivities in this wasteland hellhole, part the drugged orgy of the snake-cult from Conan the Barbarian, part the raiders from Mad Max 2 (Khazra and his underlings are basically Lord Humungus and his psycho bikers). This kind of thing hasn’t really been done before in old-school D&D modules.

Best of all, The Red Prophet Rises is an actually well-designed adventure scenario. The canyons and the surrounding caverns serve as a complex, dynamic environment which operates under its own logic and rules. As a dungeon (it is a dungeon kind of the same way Steading of the Hill Giant Chief is a dungeon), it is a dangerous cul-de-sac where it is much easier to get in than to get out, not to mention it is packed to the gills with frenzied marauders out for blood, run by two distracted but fairly wily leaders. However, it is also a sufficiently chaotic and busy place that a party of adventurers can come up with any number of plans to infiltrate it and accomplish whatever they came for (by default, the module was written for a paladin to find his special mount). There are great opportunities for strategy, underpinned by a fairly simple, yet reasonably believable timetable to determine what the cultists are doing any specific time of the day, robust encounter tables to complicate things (lots of hidden agendas and odd personalities in this camp of misfits), and notes on tactics to determine the inhabitants’ reactions when the party inevitably mess up.

The care also shows in the encounter design. Most locations on the key have their own, small-scale encounter dynamic or conflict going on, which can impact the way the scenario unfolds in multiple ways. There are hard decisions, surprises that call for quick thinking and improvisation, and there are also opportunities to seize, allies to find and hidden enmities to exploit. Getting into parts of the canyon system through social engineering, stealth, disguise, or a (potentially suicidal, although surely awesome) frontal assault can be a challenge by itself. The design really rewards groups who can think on their feet and move with the flow – there may even be ways to keep the action moving if the party’s cover is blown and they find themselves surrounded by a small army of armed killers. There is also good exploration, which puts the focus on being observant and imaginative rather than repeating rote dungeon routines (this is also the case for finding the magic items, which are almost all interesting new items with non-standard capabilities).

There is a second level to the module, in the same way In Search of Unknown has a second level – of course it does, but you tend to gloss over it because while it is not bad, it is superfluous. It does not really add to the experience, and it might even distract from the brutal revelry of the barbarian camp one level higher. The infiltration of an unholy yet living place gives way to more straightforward dungeon fare in a mostly abandoned environment, one that is altogether more in the vein of high-level D&D than the grim chaos of the canyon encampment. There is less to do, there are fewer ways to do it, and it is fairly disconnected from the things going up above ground (even in the physical sense). Finally, this dungeon level ends up revealing some of the mysteries behind the canyon and its holy site, and as it so often happens, we are better off not knowing – something raw and powerful is lost once things are made too literal, and we have an explanation instead of a hunch. I would just cut the whole thing (including area 27 on level 1) and reuse it elsewhere – it would work as a standalone mini-dungeon with some fairly cool obsidian-centric monsters and traps.

The Red Prophet Rises features good, effective writing, the kind I would like to see more often in game products. It is economic, and written to help the GM, but it is not a dry, soulless technical text. It is expressive without wasting words, giving you just the right kind of impressions to get the idea. “A brute with arms covered in ritual scars whips and brutalizes a bleeding and injured man kneeling on the ground”, or “The walls of the cavern are decorated with a variety of weapons, shields, and tapestries depicting lurid scenes of sacrifice, murder and war. Red curtains frame a throne of carved stone (…)”. Location information is broken down into a bullet point list, giving you more specific details after establishing the general scene. Helpful tables and side bars contain additional information. The booklet is well-edited; the information you need is placed at your fingertips, or you receive helpful references to help running the game. This is the kind of polish you don’t tend to notice consciously, but it makes a difference at the table. There is a monster cheat sheet.

The Red Prophet Rises is one of the pleasant surprises of the year. It holds up well any way I look at it, and achieves such a high level of overall polish that it sets a good standard to look up to and learn from. Furthermore, it is one of the rare sword&sorcery modules which combines a great understanding of the genre with the considerations of a fantasy RPG. As I argued above, the module does not really need its second level, and I would recommend just omitting it in play. Sure, you’d miss nine pages of fairly good stuff (in the three or lower four star range), but you are left with about 20 or so pages of pitch-perfect material, and that’s the real treasure.

No playtesters have been listed for this publication, but multiple signs point at it having been playtested.

Rating: ***** / *****

Tuesday 3 April 2018

[REVIEW] City Backdrop: Languard


City Backdrop: Languard (2018)
by Creighton Broadhurst
Published by Raging Swan Press
City supplement

Yes, that's the cover
Languard is one in a long series of system-neutral supplements released by Raging Swan Press. The 24-page booklet contains no game statistics except NPC alignment and class and level designations, but the content is obviously meant for use with D&D and its various offshoots – the main audience seems to be 5th edition players.

Here is a coastal city with its aristocracy, merchants, gates and wharves; realistic in tone with many shades of grey. It is right there in the middle between idealised fantasy feudalism and the grim urban hellholes where you will get mugged going out for a beer, twice. The streets are muddy and the city’s enemies are displayed on the parapets of Traitor’s Gate, but it is not a bad place to visit. The feeling is distinctly North European (most everyone has a Finnish name), with maybe a little bit of London thrown in. It is fairly lawful and organised, except for the Shambles, the run-down part where the poor live; the Fishshambles, which is the same but on the waterfront, and the Wrecks, a maze of rotting boats moored along the river, which has its own pariah group, the slightly fishy Takolen.

The guidebook first describes the city in the general, then location by location. It is potentially useful information – you learn how to get into and out of the city, who are the main power groups and religions, and there are a lot of adventure hooks, rumours and minor event tables along the way. The important locations are summed up across the map on a one-page spread, and there are text boxes throughout the supplement to help you with useful references. There are two maps, one keyed for the GM and one unlabelled for the players.

Languard does not go too deep into the fantastic, although it has its thieves, assassins and evil cults. Depending on what you value in your games, this can make it appealing or uninteresting. It gives you an internally consistent place with its own power dynamics, and the feel of an up-and-coming mercantile city. But it is mostly about the regular things, the society with its power dynamics and stock characters, not the strange edge cases. That is, you can meet your favourite “nondescript men in cloaks” on the waterfront, get in trouble with the Duke’s men, and hear rumours about a haunted building, but it is the kind of fantasy you expect to be there, not the kind that makes you jump. It would be more surprising if there was no murderous cult and Low Market wasn’t a den of thievery. The Duke, he is not the Duke of New York. Likewise, sometimes it feels too much like window dressing and not like material for adventures. Some of the random events are things like the sounds of an argument, or a weary peasant in a crowd carrying a sack over his shoulder. Part of the city experience? Absolutely. Useful for creating adventures? Only if you imbue them with your own meaning.

There are no surprises here, although all the middle-of-the-road stuff is well executed. It is not overwritten, and it serves its purpose. It is perhaps too low-key for its own good. Could Languard be the most True Neutral RPG supplement?

No playtesters have been listed for this publication.

Rating: *** / *****

Sunday 1 April 2018

[MODULE] New Module Announcement and Preview



Original Module Cover


At long last, under special arrangements from TSR, Inc. and rights owner Lorraine Williams, E.M.D.T., Inc. is proud to present the newest addition to our growing product family: the republication of a “lost” TSR, Inc. module! The legendary, rarely discussed and even more rarely seen Velour Palace of the Disco Emperor™ was produced under license for MoodCon 1980, but after the scandalous events at the venue, and increasingly hostile press coverage about what was going on in Official Advanced Dungeons & Dragons™ tournament games, the module never saw general release. In fact, remaining copies were shortly withdrawn from the TSR, Inc. design room, and they were pulped shortly thereafter. Even collectors thought all copies had been lost forever. They thought wrong.

Lovingly scanned and remastered based on a weather-beaten and rather suspiciously stained copy which had seen much use, and been found in a garage among stacks of vintage “magazines”, Velour Palace of the Disco Emperor™ can be yours at a special introductory price on this very special day.

Velour Palace of the Disco Emperor™ is currently available in two editions:
  • A regular edition featuring a full reprint of the real deal, including the remaining parts of the illustration booklet (see Fig 2). $19.95 + S&H
  • A very special collector’s edition featuring the real deal, a reconstruction of the original centrefold featuring Pam Grier in all her glory, as well as a real ziplock baggie of the special stuff that had delighted gamers, and even “Big Ernesto G” in those halcyon days of yore, all lovingly wrapped in Original Shrinkwrap™ (Original Shrinkwrap™ also available separately at $49.95 a huff). $79.95 + S&H
Fig 2: The Disco Emperor (presumably)