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Trippy. |
Ship of Fate (2023)
by Jonathan Becker
Self-published
Levels 10–14 “plus assorted henchmen”
Hello, and
welcome to part FIVE of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in
the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As
previously, the contest focuses on excellence in old-school gaming: creativity,
craft, and table utility. It also returns to the original old school movement
in that it assumes good practices can be learned, practiced and mastered; and
there are, in fact, good and bad ways of playing. Like last year, these reviews
will assume the participants have achieved a basic level competence, and are striving
to go forward from that point. One adventure, No Art Punks by Peter
Mullen, shall be excluded since Peter is contributing cover and interior art
for my various publications. With that said and solemnly declared, Deus Vult!
Let Destiny prevail!
* * *
Michael Moorcock’s
psychedelic fantasies are the essential fodder for high-level D&D: cosmic
struggles, godlike villains, heroes wielding magic beyond comprehension, and
completely out-there set-pieces where the conventions of your usual fantasy
world no longer apply. People have been adapting Moorcock’s stories ever since
the beginning (Blackrazor is just one of the examples), and Ship of Fate follows
in the footsteps of this tradition. The call of adventure reaches the greatest
heroes of the realm to sail to another world and stop a pair of sorcerers
messing with the very fabric of the multiverse. Are they up for the challenge?
Find out in this high-level, tournament-style adventure.
Contrary to what
you might expect from the premise, the titular Ship of Fate is not the focus;
it is the vehicle that takes you there – sort of an extended briefing, although
one with charismatic NPCs and a really swanky cosmic ship that can get you from
anywhere to anywhere. Perhaps a longer, non-contest module could have something
for the journey (a few encounters and locations on the otherworldly Dunkle Zee,
no doubt populated by the perfidious windmill-men by the sound of it?), but
here, you are brought right to the shores of the island where the actual
target, a bizarre structure combining mechanical and living parts, serves as the
site of a dungeon with 36 key locations. It is a clear Agak and Gagak homage
from The Sailor on the Seas of Fate, while also drawing on the AD&D
classics: the hub-and-spokes setup of The Lost Caverns of Tsojcanth, and
the funfair ride aspects of White Plume Mountain.
This is
definitely high-stakes, high-skill AD&D which throws formidable challenges
at a pack of powerful PCs and their henchmen (three per each character).
Encountering 96 stirges, 3 ropers or 7 shadow demons, or finding a chamber whose
walls are just studded with gemstones (total value 62,500 gp) is just
the beginning. It is not just a room with a mirror of opposition; it is
a hallway with several dozen mirrors with ten mirrors of opposition, for
the ultimate mirror maze battle (very Elric). The wealth of magic items is
staggering, probably exceeding the total bounty of your usual modern “OSR”
campaign. But this is a sort of cosmic piggy bank – you are contending with the
forces of the multiverse, and you are sharing in the goods (all beyond the modest
baseline reward of 50,000 gp per character). These are the standard encounters
before things are ratcheted up for the finale. As a nice touch, the module lets
you use your stuff. There are restrictions on spell recovery and a loosely set
time limit, but no bullshit “magical detection and passwall will not work here
for reasons” nerfing. The contest of powers is not rigged.
The dungeon wears
the heavy Tsojcanth / White Plume Mountain influences on its sleeve. It follows
a structure where multiple entrances lead through gauntlet-like sequences of
setpiece rooms into the central area. The simple trick of sloping corridors
crossing above or below each other jazzes up the otherwise simple layout. It is
peak funhouse; there is little connection between individual encounter setups,
and you are sort of moving from clever bubble to clever bubble. The encounters
are often “monster in a room” style, almost Monty Haul in the original sense.
The effect is disjointed, which is not inappropriate for a weird extraplanar
funhouse.
However, the
true skill lies in the way these encounters are constructed (once again, the
strong points of S2 and S4). No two encounters are alike, and the variety of
challenges you face is very pleasing. In fact, there are no two rooms with the
same monsters in them, and the combat situations are highly different, supplied
with strong, straightforward tactical notes which put them to very good use.
There are strong elements of deception: something that looks like a particular
monster if you don’t pay good attention, cursed items mixed in with the
treasure, valuable but unreliable allies. The encounters often require quick
thinking and the judicious use of those high-level capabilities (there are no
recovery options, so resource conservation is also a concern). And it is plain
wahoo fun: a planar gateway nexus can take you anywhere from John Carter’s Mars
to Kyrinn Eis’s World of Urutsk, or you can overload the control matrix
by inputting more high-value gems than it can bear, and trigger an explosion
for 3d6*10 Hp. You can’t do that in a copper piece-standard rat dungeon.
Unlike the
surrounding dungeon texture, the central hub, the lair of the two otherworldy
sorcerers (Giz-Kala and Giz-Aga), is interconnected, and that will be the
players’ problem: two powerful antagonists with high control over their environment,
and the ability to draw in reinforcements hitting characters’ sensitive spots
from multiple directions (going from single monster type encounters to a multi-monster
combined arms affair) is going to be a brutal test of skill and luck. They also
have the best of the best in magic – a staff of power, high-level spells used for
both defence, crowd control and destruction, and a selection of defensive items
to round out the collection. Even more than the rest of the adventure, this will
require strong GMing skills to run right.
There are some presentation
issues with the module. The text is clearly and effectively written – this is how
it should be done. However, for such a complex thing drawing on a myriad monsters
from several disparate sources, the lack of a stat roster, and (if we may be impertinent,
pretty please) a Hp sheet is a major omission. With the amount of mnstrs, and
particularly the final battle, you need to keep track of this because
your attention will be otherwise occupied. There is an appendix dedicated to
lovingly detailed tournament characters (Sunstarr, King of Coins; Alejandro the
dwarf, Lucius “Lucky” Drago, King of Wands; Bladehawk, Queen of Swords, and so
on), but this is not supplied? The Scribes of Sparn – another fine purveyor of high-enery
funhouse modules – did this well. How hard would it be if you wrote the thing
and presumably already did the work? Some of the combat notes towards the end
are also scattered a little, which could be improved on. Nothing major, but you
can see it.
To sum up, Ship
of Fate is a worthy tribute to its source material. It is very specific in
what it does, and what it doesn’t do. For example, it doesn’t do connectedness
very well – it is a grab-bag of wild stuff thrown together willy-nilly. It is
also not a particularly non-linear module; for all the alternate entrances, it
is mostly a beeline through various setpieces to a climactic finale. The fascinating
planar ship setup is not explored at all. But as a funhouse ride, it is really
good. If you are something like thirteen (which I think was the case with the playtesters,
who seem to be the author’s kids and perhaps a few more guests), this will be
the coolest module you have played. In the often dour, misery-addicted, dirt-filtered
“OSR” scene, it sure stands out, and does what it sets out with enthusiasm,
imagination, and skill.
This module
credits its playtesters, too.
Rating: **** /
*****
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Agak sucks, but this module does not. |