tag:blogger.com,1999:blog-61881198517309223972024-03-18T09:37:53.059+01:00Beyond FomalhautMelanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.comBlogger264125tag:blogger.com,1999:blog-6188119851730922397.post-25047998723536582762024-01-26T18:14:00.001+01:002024-01-26T18:17:53.413+01:00[MODULE] The Webs of Past and Present & Cloister of the Frog-God (NOW AVAILABLE!)<div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-dp7yHCWhtnD9oM2hgKtDq20TfzZ7MI7Mt06RuF2WbRvxB4fLjo2bSiT0LktJ6g202wbrF0xoucb2QaVtydVGTZfTbCyWi-IApxu0lWWyTa9_QIcFBgY5MyNIeTF8TnwtRR_aWIFb13vCqWpQXYmB4ASnjMmNsAGvtpbujqGxo32r3SjL_njsrRGrP_c/s2000/EMDT90-91_cover_SML.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-dp7yHCWhtnD9oM2hgKtDq20TfzZ7MI7Mt06RuF2WbRvxB4fLjo2bSiT0LktJ6g202wbrF0xoucb2QaVtydVGTZfTbCyWi-IApxu0lWWyTa9_QIcFBgY5MyNIeTF8TnwtRR_aWIFb13vCqWpQXYmB4ASnjMmNsAGvtpbujqGxo32r3SjL_njsrRGrP_c/w400-h300/EMDT90-91_cover_SML.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Can you have enough frog-themed modules?</td></tr></tbody></table><span style="font-family: arial;"><br /></span></div><div style="text-align: justify;"><span style="font-family: arial;">I am pleased to announce the publication of two adventure modules, </span><b style="font-family: arial;">The Webs of Past and Present </b><span style="font-family: arial;">and </span><b style="font-family: arial;">Cloister of the Frog-God</b><span style="font-family: arial;">.</span></div><span style="font-family: arial;"><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><b><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj73rKTiihV7wPpQOpfeAqo4c4g-TAVIs-ROVkcd_E0JpK9J8X_Bzex0-nmQHAsd_KwwR72PlvSfH8xRvSStbUZ9-ZUzRFpTAIpv18mvrfnMded5vPehTF0ZCMjDebBhb-RxRXdbcZre_RwJQn4TiZkc48GpjAwrtV2M_cnwEsICEl6ssMpgQ7p1Lh_3Ds/s1800/EMDT90_cover_SML.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="1244" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj73rKTiihV7wPpQOpfeAqo4c4g-TAVIs-ROVkcd_E0JpK9J8X_Bzex0-nmQHAsd_KwwR72PlvSfH8xRvSStbUZ9-ZUzRFpTAIpv18mvrfnMded5vPehTF0ZCMjDebBhb-RxRXdbcZre_RwJQn4TiZkc48GpjAwrtV2M_cnwEsICEl6ssMpgQ7p1Lh_3Ds/s320/EMDT90_cover_SML.png" width="221" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Buxom Elven Wenches<br />May Be Included</td></tr></tbody></table>The Webs of Past and Present </b>is a 28-page dungeon module by Gabor Csomos for 4th to 5th level characters, with 39 keyed areas. The module features cover art by Graphite Prime, and interior illustrations by Ferenc Fabian, Cameron Hawkey, the Dead Victorians, and the Robot Overlords. It takes adventurers to the decaying elven pleasure-palace of Túr Eridenal, now a monster-haunted ruin still clinging to its past glories. Exploration-oriented gameplay in an open-ended environment is combined with complex puzzle-solving, a ticking clock, and evil flying elven heads. The booklet comes with a fold-out GM’s map of Túr Eridenal. This adventure was the winner of the 2021 No Artpunk Contest, a mighty accomplishment.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>“A group of adventurers took a job they were unable to finish. They went into the ruins of Túr Eridenal, an abandoned elven palace of some kind, and never returned. The characters’ mission is to find out what happened to them, rescue the survivors, and – if possible – finish the job they started. Besides the predatory creature the adventurers were hunting, the ruins are overrun with all kinds of monsters, and corrupted by a sinister curse. There are survivors, however, whom the party may rescue if they are smart... even more than just some lost adventurers. All shall be caught in… <b>The Webs of Past and Present!</b>”</i></div><div style="text-align: justify;"><br /></div><div style="text-align: center;">* * *</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio8xzIGlSEat0o6UtCbGXuG-K1Dy_NZddu9_EGWd4aLTnhLyIHE-nCMldt3OZkuMIPSgluAjMZNSL-1gLe0PplG0UcB31yICIiY39LeUBjEPKR7PbQBkeMnI5g-rOdAHE81kF6R9K-TVqIeekvc4z5siojFm-fBDrs4iZA9MkAFszgJYq2OPGhtpmcOFk/s1800/EMDT91_cover_SML.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="1256" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio8xzIGlSEat0o6UtCbGXuG-K1Dy_NZddu9_EGWd4aLTnhLyIHE-nCMldt3OZkuMIPSgluAjMZNSL-1gLe0PplG0UcB31yICIiY39LeUBjEPKR7PbQBkeMnI5g-rOdAHE81kF6R9K-TVqIeekvc4z5siojFm-fBDrs4iZA9MkAFszgJYq2OPGhtpmcOFk/s320/EMDT91_cover_SML.png" width="223" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Death Frog Doom</td></tr></tbody></table>I am also pleased to announce the publication of <b>Cloister of the Frog-God</b>, a 40-page wilderness and dungeon module for 4th to 6th level characters, with 15 + 77 keyed areas and more frogs than you can shake a stick at. The module features cover art by Denis McCarthy (who also did a bunch of the interiors), and interior illustrations by Andrew Walter, Matthew Ray, Stefan Poag, the Dead Victorians, and the Robot Overlords. The module’s wilderness section describes the Marshlands, a labyrinth of waterways, strange denizens, and swamp monsters. However, it is the frog-cultists who truly rule the land from a half-ruined cloister complex, sitting on top of ancient catacombs that reach far down – and just as far back in time, before the coming of Man. The cloister is a large, interconnected dungeon environment with multiple access points, different sub-sections, and challenges to test both the cautious and the daring. The booklet comes with a fold-out GM’s map of the Marshlands, as well as the Cloister complex.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>“The cloister has stood on a desolate ridge overlooking vast swamps since time immemorial. Dedicated to the great and terrible Tsathoggus, this edifice of evil was destroyed again and again through history, only to re-emerge from its slumber once the forces of Law grew lax and the terrible deeds of the frog-cultists became forgotten. Now a new order rises among the old walls, while older evils stir in stone grottoes and underground sanctuaries. Spies visit the settlements of the marshlands, and offerings make their way to the cloister where the monks hold their vigils as their ancestors have, guarding a nightmare that refuses to die.”</i></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">NOTE: This is a scenario whose two parts have been released before, and are now combined into a single adventure. The Cloister dungeons were published as a chapter in Frog God Games’ <b>Rappan Athuk</b> (and are reprinted with permission), while the Marshlands were published in <b>Echoes From Fomalhaut #04</b>. The current edition has been re-edited for greater accessibility.</div><div style="text-align: justify;"><br /></div><div style="text-align: center;">* * *</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The print versions of the modules are available from my <a href="https://emdt.bigcartel.com/"><b>Bigcartel store</b></a>; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.</div></span>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com11tag:blogger.com,1999:blog-6188119851730922397.post-85877821506869452292024-01-21T11:53:00.000+01:002024-01-21T11:53:22.311+01:00[REVIEW] Benighted Betrothal<p><b><span lang="EN-GB"></span></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7wy913eRua-pA5CFWpGuHKstrAXnAqS3ZvtctgtYFGmLG9I3BkcWlmCVrm-WLMdXCwI1Y84wz20Ldb5JGTzael61rROD18LniJcBT91Rbo4KDylsePMDZYl1k10AYB3M8apWSRuloupXzScrowHICKBQQu08ihpYenRE0PGmGzUE0Ub088jvbFhuWeEw/s1200/benighted_betrothal_cover.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="853" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7wy913eRua-pA5CFWpGuHKstrAXnAqS3ZvtctgtYFGmLG9I3BkcWlmCVrm-WLMdXCwI1Y84wz20Ldb5JGTzael61rROD18LniJcBT91Rbo4KDylsePMDZYl1k10AYB3M8apWSRuloupXzScrowHICKBQQu08ihpYenRE0PGmGzUE0Ub088jvbFhuWeEw/s320/benighted_betrothal_cover.png" width="227" /></a></b></div><b>Benighted Betrothal (2023)</b><p></p>
<p class="MsoNormal"><span lang="EN-GB">by Sandor Gebei<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Published by the Melsonian Arts Council<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Level 3</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Dubbed “a viking
soap opera”, this is a small sandbox adventure describing the general area of a
small northern village beset by inner conflicts, ancient curses, and mysterious
locales in the wilderness. A wedding is being planned to unite to rival viking
clans, others (potentially including the player characters) are planning to
disrupt it, and things are set up to go astray in a dozen interesting ways. The
module is mainly a toolkit to run these calamities: the soap opera aspect comes
from the complicated web of personal enmities, obligations, and relationships which
make the situation so unstable.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This is a slim, small
40-page hardcover with generous production values and just as generous empty
space. References and summaries are provided, stretched to take up multiple
pages with illustrations. For instance, there is a one-page location summary
with a facing player map, then the same map is reproduced again for the GM on
two more pages with just about the same content. That, in turn, means, the
written content is rather slim; I would estimate this is around the size of a 20-page
pamphlet using conventional layout techniques and the usual amount of interior
art. It is effectively written; words are not wasted, and the module should be
easy to use in play. But in the end, it is still <span style="mso-spacerun: yes;"> </span>lighter than it should properly be.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The focus of the
module is on open-ended problem-solving, and you receive useful components for
that. The tiny town of Gnupr is mainly presented not so much as a location
(this section is a bullet-point list of items like <i>“Longhouses – 20’×60’
longhouses; half wood, half turf”</i>, or <i>“Smithy – source of constant noise”</i>)
as a network of social relationships and hidden agendas. Common knowledge,
rumours, key NPCs, and a table of hired swords are used as the moving parts of
the sandbox. Written with brevity, they are rich with potential to instigate
exploration and conflict. For instance, rumours may be things like <i>“Even our
mortal blood has magic. It opens portals, they say”</i>, or <i>“Have you
noticed how Thorwald acts all weird ‘round Helvi?” </i>An NPC, such as the
bride’s mother, might be described as <i>“Not young anymore but still
beautiful. Does everything to stop the marriage between Ingrid and Varghöss due
to the terrible truth that [they] are half-siblings. She will not share this
information with anyone willingly”</i>. This is good an effective, although the
book’s empty space might have been used better for a default progression of
events, the description of a few possible developments or plans that may come
to pass, or other sorts of useful information (it might be a natural idea to
steal the bride-price for a combination of personal gain and to prevent the
marriage, but where it may be kept and what form it may take is not provided). You mainly
get the raw building blocks and get to assemble them yourself, or use random
rolls to do so.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpdG-_LXLX9iDosaZ4ss61gIqACwMDf5XBShl6OPOw5ZYYBLe5Jx1h90MsDIlbOOFgZ_4UE2TT9N54sdPcexlIkiTsyCcybTRIfeEIC4xy-9yLbchMPnibAR4UFmWoKaskV8oEbVDAhq6kbAYvz8dlES-Urz-PzKmCCrRAshMPUGC3XFVV3twgQbMf7Cw/s1023/benighted_betrothal_tiny.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1023" data-original-width="700" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpdG-_LXLX9iDosaZ4ss61gIqACwMDf5XBShl6OPOw5ZYYBLe5Jx1h90MsDIlbOOFgZ_4UE2TT9N54sdPcexlIkiTsyCcybTRIfeEIC4xy-9yLbchMPnibAR4UFmWoKaskV8oEbVDAhq6kbAYvz8dlES-Urz-PzKmCCrRAshMPUGC3XFVV3twgQbMf7Cw/s320/benighted_betrothal_tiny.png" width="219" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Very Tiny Sandbox</td></tr></tbody></table>The module’s
other section is focused on the surrounding wilderness. The emphasis here is on
ancient, mythical secrets which are the source of Gnupr’s present troubles: undead
infestation, witchery, a dragon, and more are involved. They draw on the
stranger aspects of Nordic legends (or might have been made up by the author,
but if so, the fit is excellent). However, the wilderness section is much more
sketchy and underdeveloped. There is a chart of 12 random encounters which are usually
more complex than a simple monster fight – more like open-ended situations to
build on and integrate into the action. A group of manhunters are seeking a
fugitive (related to multiple denizens in Gnupr), a group of kindly nomads are
herding their goats, which walk on two legs at night and are breastfed by their
women; a swarm of crows coalesce into an ominous seer. This is the stronger part.
The five wilderness locations (four monster lairs and an enigma) are honestly
not much. There are interesting NPC antagonists, including a young dragon and
the hag behind some of the village conflicts, but they are small in both scope
and number. The wilderness feels tiny. This is partly intentional, as part of
an inwards-focused situation-based setup. Most links lead back to the central
conflicts. But unrelated elements also serve a role; and they are not present.
It is also the case that even the largest of the locations, the hag lair, is
essentially a three-room dungeon with three paths each terminating in a cave. The
rest are even more aspatial. Not everything needs to be a dungeon crawl, or a
pointcrawl, or another sort of crawl, and yet…</span></p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">Benighted
Betrothal </span></b><span lang="EN-GB">is a decent, functional scenario whose
primary value lies in its intricate social conflicts, and presenting them in an
open-ended way that makes it adaptable to different needs, accommodating different
styles of player problem-solving. Where it is weaker is in two areas. The
location-based components are underdeveloped, and the wilderness adventure
sites are just minor lairs. Ultimately, it is nice, but you come away with the
impression this is a case where more would have been more. The “tiny hardcover”
format perhaps drives this home more than a more conservative presentation
would have, but the issues are there.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This module credits
its playtesters.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: *** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com0tag:blogger.com,1999:blog-6188119851730922397.post-74018780948430373812023-12-27T22:04:00.003+01:002023-12-27T22:04:59.820+01:00[REVIEW] Shrine of the Demon Goddess<p><b><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDJwHdqy9dQp87ecbpTMhW-EL8GoKpqL13M4NMAdD8N1gzlvSPu3oPnGn-Mm4OXYEnDsksggt3wlhVcAMGBMUMWIz_CjPw9jSy4hRkehnY1Tndq48HJtR6ZI88l1FTWzzxvgPzoW4z6SLVWEJuXHlejXiHHqb2GVUWyu52SrZhLIUoZwLEtylgMgjtWgM/s1239/shrineofthedemongoddess_block.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="850" data-original-width="1239" height="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDJwHdqy9dQp87ecbpTMhW-EL8GoKpqL13M4NMAdD8N1gzlvSPu3oPnGn-Mm4OXYEnDsksggt3wlhVcAMGBMUMWIz_CjPw9jSy4hRkehnY1Tndq48HJtR6ZI88l1FTWzzxvgPzoW4z6SLVWEJuXHlejXiHHqb2GVUWyu52SrZhLIUoZwLEtylgMgjtWgM/w400-h275/shrineofthedemongoddess_block.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">There Goes the Neighbourhood</td></tr></tbody></table></b></p><p><b><span lang="EN-GB">Shrine of the Demon Goddess (2023)</span></b></p>
<p class="MsoNormal"><span lang="EN-GB">by Jonathan Becker<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Self-Published<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Levels 7–9<o:p></o:p></span></p>
<p class="MsoNormal"><span style="text-align: justify;">Bored with weird
ingredients and stamp-sized portions? Jaded with molecular gastronomy? The
nightingale tongue pâté and the jellyfish confit no longer do anything? Is it
all fated to be filled with ennui? If so, you might try wholesome home cooking.
It may not be fancy, but it is based on the tried and true, and the wisdom of
generations. </span><b style="text-align: justify;">Shrine of Demon Goddess </b><span style="text-align: justify;">is that sort of module. The final stage
in the three-part </span><b style="text-align: justify;">Storming the Forbidden City </b><span style="text-align: justify;">series run on </span><a href="https://beyondfomalhaut.blogspot.com/2023/11/blog-sinister-secret-of-schlo-hohenroda.html" style="text-align: justify;">Cauldron
Con</a><span style="text-align: justify;"> (which would probably give it the C3 module code), it is now freely available
on </span><a href="https://bxblackrazor.blogspot.com/2023/12/shrine-of-demon-goddess.html" style="text-align: justify;">the
author’s blog</a><span style="text-align: justify;"> as a free download. Let’s be clear: this is the PDF
conversion of a very simple Word file, the first two parts of which (the first
two tournament rounds) do not even have a map. The text is a simple series of
bullet point entries without art or any further layout. The text is not even
justified. We did not come for the production values.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Without a map for
the first two scenarios, <b>To Rescue a Prince </b>and <b>The House of Horan</b>
(which are also more bare-bones), we will only focus on the third. <b>Shrine of
Demon Goddess </b>is an add-on to TSR’s <b>Dwellers of the Forbidden City</b>.
Much of the ruined city was never detailed in the module, so Jonathan Becker
took one of the random city blocks, and turned it into a scenario. The scope of
the adventure is about one or two sessions of play (if the players decide to
explore the whole of it), featuring a three-level dungeon with a total of 27
keyed areas. Each level follows Dwellers’ Meso-American theme, but each is
subtly different: the surface area has a weirdly shaped five-sided pyramid
temple; the first underground level is catacomb exploration and tomb-robbing;
and the third is a cave system with setpiece encounters in the titular shrine.
The levels are interconnected, making for about an expedition each – we mostly
focused on the second, while a different playtest group hit the third.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">We now come back
to the home cooking analogy. There is nothing here that causes a complete
surprise, or tries to dazzle you with wild ideas (<b><a href="https://beyondfomalhaut.blogspot.com/2023/08/review-ship-of-fate.html">Ship
of Fate</a> </b>has you covered there), it is just solid, competent material,
the sort of thing a skilled DM creates in a few evenings for a weekend game
session. It all hangs together, and there is a pleasing smoothness to it all. The
encounters are built on D&D standards, employed and combined skilfully, and
adapted to the module theme. You infiltrate a compound that seems deserted, but
suspiciously so. You explore a gridlike catacomb system, trying to find the “special”
rooms. A subterranean chamber has four statues depicting three-headed eagles,
three in a sad state, one pristine (if you immediately go “I chuck a stone at
the mimic”, you are a better player than us). A hard-to-access room is “dominated
by an ancient well, intricately carved with eagles and serpents” (observe the emerging
theme, as well as the Mexican flag homage), inhabited by a pack of water
weirds, and blocking a passage with treasures. It is all familiar concepts, but
constructed well. The Forbidden City theme is heavily exploited; elements of
decaying and dangerous architecture, Meso-American weirdness, and the feel of National
Geographic-approved funerary complexes are gamified.<o:p></o:p></span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuDxO0uAAb_ktByozLBSUaaAc4xO4Kt_fqOrAS9Aa2Kas-iWHBqKHO2Kj_zC8uxYMOsEVNwTiR6IYRNAoXALv-ek0kZUI_JGQMnrEo2Hhi7l20lj_1ouBnHr5ZkuxhmBodLATspb5Yot10Hiixa1E7w5EeNqzzfVgJrxdK3HMgj4KPERqOXQkDmdTPvOA/s1021/shrineofthedemongoddess_map.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="853" data-original-width="1021" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuDxO0uAAb_ktByozLBSUaaAc4xO4Kt_fqOrAS9Aa2Kas-iWHBqKHO2Kj_zC8uxYMOsEVNwTiR6IYRNAoXALv-ek0kZUI_JGQMnrEo2Hhi7l20lj_1ouBnHr5ZkuxhmBodLATspb5Yot10Hiixa1E7w5EeNqzzfVgJrxdK3HMgj4KPERqOXQkDmdTPvOA/w400-h334/shrineofthedemongoddess_map.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">On Grid</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;">The skill of the
design also crops up in the structure and smaller details. The treasure
distribution is built on the “large, well-defended treasure caches” idea
instead of a more even trickle with the occasional spike (which tends to be closer
to my approach). You are moving through the environment to hit one of the scores,
and there is not much small-scale stuff. When you win, it is a big one, like
10,000 platinum with extra gems/jewelry and a few high-quality magic items.
Likewise, the monster encounters are not just random assignments plopped down
in rooms, they are placed in situations where they represent a challenge. A yuan-ti
jailer is weak on his own in single combat, but has the ability to sneak up on
the party and cause mayhem. The water weirds are blocking treasure, and are
vulnerable to the Cleric’s spell… unless he is the first to get dragged
underwater (as it happened with us). A cavern filled with 92 snakes in all
sizes and varieties and blocking your path presents a conundrum – do we go
around silently and risk an attack? Nuke them and waste a fireball, or even alert
the rest of the complex? Do something else? This is a module filled with
interesting choices and strong opponents, even for a level 7–9 party.</p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">Shrine of
Demon Goddess </span></b><span lang="EN-GB">looks unassuming on a first look, but
then establishes a strong, functional baseline, which it sticks to. It is well
made. One reason you aren’t paying good money for modules like this is that they
are not for sale, and what you get instead is fare that invariably tends to be
higher concept but lower quality (often considerably so). A bunch of releases
you see in the wild have the production values and wahoo ideas, and all they
lack is skill. This module is just skill. You will find it useful if you ever
need something Meso-American – if only standard stuff was exactly as good. The
rating is a high ***; the award-winning GMing added the extra * in play.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This module does
not credit its playtesters, but I hereby witness having played and survived it.
We took losses and carried away fabulous treasures, as is proper.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: *** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com2tag:blogger.com,1999:blog-6188119851730922397.post-68753563197971913082023-12-21T12:02:00.000+01:002023-12-21T12:02:10.410+01:00[REVIEW] Skalbak Sneer: The Stronghold of Snow<p><b><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXCFRSfC6Ok4mgGN8cdL8oqtwp1VZyacXvheKvB4eZJtqznEZ5jcseLH7bGM52m5037DivZx9w5n5mr-hPJwInRugiJ-7L67D8nsXBneN5nhig4qw05T0hdsHHTVbLf2xmMC4myHp7bWOuVze-hjmLyQnUPSQc6wASbGn3fZpnVn_cKc4Bpz00OYNfkiI/s1077/skalbak_sneer_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1077" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXCFRSfC6Ok4mgGN8cdL8oqtwp1VZyacXvheKvB4eZJtqznEZ5jcseLH7bGM52m5037DivZx9w5n5mr-hPJwInRugiJ-7L67D8nsXBneN5nhig4qw05T0hdsHHTVbLf2xmMC4myHp7bWOuVze-hjmLyQnUPSQc6wASbGn3fZpnVn_cKc4Bpz00OYNfkiI/s320/skalbak_sneer_cover.png" width="246" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Skalbak Sneer</td></tr></tbody></table>[REVIEW]
Skalbak Sneer: The Stronghold of Snow (2023)</span></b></p>
<p class="MsoNormal"><span lang="EN-GB">by J. Blasso-Gieseke<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Published by 21st Centaury Games.<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Levels 5–7</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Hello, and
welcome to part EIGHT of **THE RECONQUISTA**, wherein entries of the scandalous
<a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">* * *</span></p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">Tomb of
Horrors </span></b><span lang="EN-GB">is one of those modules which, before it
was inevitably reduced to a safe geek in-joke, had its black legend, a
reputation for pitiless cruelty and character destruction. <b>Skalbak Sneer </b>is
<b>Tomb of Horrors </b>for combat-centric scenarios, billed “a tactical
deathtrap dungeon”, and living up to every letter of that promise. This is an
adventure that, if run correctly, will make a bitter almost-TPK feel like
well-earned victory, and could be properly titled <b>Death Frost Doom </b>if that
was not already taken by the LotFP classic.</span></p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">Skalbak Sneer
</span></b><span lang="EN-GB">is what you get when a clan of snow dwarves, given centuries
of time and work, has dedicated its efforts to building the perfect,
unassailable fortress on a frosty mountain peak, with multiple lines of
defences to draw in, then grind down and destroy potential invaders. They have
been at it for a long time, they have developed battle plans and contingencies,
and they expect visitors. If they can stick to their plans, the invaders will
die, or be driven off with heavy losses. If the invaders can find ways to break
the pattern, they might win (the dwarves’ limited reconnaissance abilities may
be an edge, and leveraging pre-adventure information gathering another). The
dwarves are limited in numbers with 24 defenders including some named NPCs, but
they have resources, trained monsters, and an environment designed to their
advantages. It uses psychological tricks to lead besiegers into a doom loop
which allows them to be whittled down and dealt a killing blow without actually
breaching the fortresses’ vulnerable interior. If the players follow this
subtle railroad, it will lead them into an ignominious end. Similar designs
have been attempted previously. The 2e supermodule <b>Dragon Mountain </b>did
it with kobolds, although it relied on gimmicks and unfair rulings to make it
work. <b>Skalbak Sneer </b>plays fair, it just plays to win, and does so
effectively.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtelrqbT6b-I9L7ZkX96cWjktuc7v0sQfJecbxuCmJGACmR6_-8XTMHymUhEeew8Pi7Pj7Rl5eKTXPlpPEhV8b8ZmfbVC2-vkIjkbcqwrZdGmPQBjJyA8zNmiVLeOtuGCplLhrCARetT7dOH6CQCwW8zTcE6GdrOfxTrFCmRWXEIozvbQxKUoI2TUd6XE/s537/skalbak_sneer_deathmachine.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="493" data-original-width="537" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtelrqbT6b-I9L7ZkX96cWjktuc7v0sQfJecbxuCmJGACmR6_-8XTMHymUhEeew8Pi7Pj7Rl5eKTXPlpPEhV8b8ZmfbVC2-vkIjkbcqwrZdGmPQBjJyA8zNmiVLeOtuGCplLhrCARetT7dOH6CQCwW8zTcE6GdrOfxTrFCmRWXEIozvbQxKUoI2TUd6XE/s320/skalbak_sneer_deathmachine.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Welcome to My Death Machine!</td></tr></tbody></table>The module is
basically a very tough tactical assault scenario set in a hostile environment,
with dug-in opposition and formidable defences, Operation Overdwarf-style. Even
the approach, a great winding stairway spiralling around the snowstorm-buffeted
mountain peak, is a hostile place of natural hazards, and it gets worse from
there. It is a hard scenario on both sides of the table. It will be tough for
any party attempting it, but it also places heavy demands on the GM, who must
understand how the snow dwarves’ deathtrap operates on multiple layers, then
keep it in motion during play while adapting to the dynamics of play. You have
fortifications, defenders, trained monsters, traps and other moving parts on
top of each other, connected like a well-greased death machine. There is a lot
of depth here on a complex map, which requires careful study. The presentation
is very helpful – multiple colour-coded maps and alternate battle plans for
alerted/surprised defenders are provided along with effective prose – but it is
a lot. I don’t think it could be run practically on anything except a VTT.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">In addition to the
tactical play, the module has its strong, effective aesthetic. Much of the
writing is very functional, with OSE-style barks like <i>“<b>Switchback: </b>Designed
to force the party past the barred doors and vicious claws of the tundra troll,
yeti, and polar bear.”</i> or <i>“<b>Spear-bolt holes: </b>Allows Lieutenant
Snull and the three Defenders in Attack Position 1 13 to attack through the
walls.”</i> Interspersed with this are bits of effective prose which give you
an idea of a formidable, hostile place born of dwarven paranoia and madness, feeling
more like a prepared grave for a death-obsessed clan than a place filled with
life. It is cool, in multiple ways. <i>“An arch of white icicles hang down like
the fangs of some abominable hibernal beast. Beyond them, a yawning black
gullet of Cimmerian darkness.</i>” Or: <i>“On each of the six sections of wall,
a <b>headless body, </b>human, elf, orc, bugbear, hobgoblin and gnoll, <b>hangs
from chains in the shape of a Y. </b>Between upraised arms, red stumps gape
with frozen gore.” </i>Or even: <i>“A warm pipe running around the mountainside
melts the surrounding snow. The musical sound of dripping water fills the air.”
</i>It is strong with expressive detail, Nibelungen-style tragic grandeur, and invocations
of dwarven doom.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The rewards, if
you gain them, are kingly. It is not sparse change, but enormous silver statues
of stern dwarven warlords worth 10,000 gp each (and weighing 2,500 lbs too). The
armoury of captured weapons, visible through arrow slits just beyond the
entrance, is not just a few weapon racks: it is a room filled with a 3’ deep
layer of war bounty from every conceivable destroyed invader, a grim warning to
break the spirit of the attackers. The cooks and brewmasters, as much the
masters of their craft as the garrison, shall die defending their precious trade
secrets with their last breath. There is no quarter asked or given, only
wintery death.</span></p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">Skalbak Sneer
</span></b><span lang="EN-GB">is obviously not for everyone. It is not for
players who aren’t heavily into tactical combat, formidable challenges, and being
tested to the limits of their ability. The gulf between this module and the OSE
fare you typically find on DrivethruRPG could not be wider. It is also focused
on one particular thing, so if you don’t have an interest in it, it will feel
fairly obsessive and one-note. That said, in its own genre, it is unmatched and
perfect: a Masterpiece of Death.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This module does
not credit its playtesters. This is a shame, because it would have been
particularly interesting here to learn how they had fared during their assault.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: ***** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com5tag:blogger.com,1999:blog-6188119851730922397.post-77888713799730990622023-11-30T20:38:00.000+01:002023-11-30T20:38:13.279+01:00[BEYONDE] Thief: The Black Parade [NOW AVAILABLE]<p> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj09cIPoHFI_fLsmTBunGM6gt-DxbR0qNCpmwfiMk9zV-VEVzxrruIKGyzi6hdyGekucHEeZFRzfPeYSjpZC7DMQp_4Ovr7jC53np8egYN0kGLm7CreUpTl5xfA3s0KpMTIPsm3qG_2ASrCfgOvyzAt3UzVdczcUpgxQzzFVD2DSFPzVoj48mPy2QaCpaU/s1600/theblackparade05.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj09cIPoHFI_fLsmTBunGM6gt-DxbR0qNCpmwfiMk9zV-VEVzxrruIKGyzi6hdyGekucHEeZFRzfPeYSjpZC7DMQp_4Ovr7jC53np8egYN0kGLm7CreUpTl5xfA3s0KpMTIPsm3qG_2ASrCfgOvyzAt3UzVdczcUpgxQzzFVD2DSFPzVoj48mPy2QaCpaU/w400-h226/theblackparade05.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Black Parade</td></tr></tbody></table><br /></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">“In
THE BLACK PARADE you play the character of Hume, a hardened<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">criminal
who was sent into exile as a punishment for his crimes.<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">The
year is 833. You are now back in The City, a sprawling metro-<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">polis
of soot-caked brick, greasy fumes and noisy machinery, with<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">many
a sinister conspiracy whispered behind closed doors. Lost and<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">without
a penny to your name, you are back to your life of thievery<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">and
must find your old associate Dahlquist. Shadows and silence are<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">your
allies. Light is your enemy. Stealth and cunning are your tools.<o:p></o:p></span></i></p>
<p align="right" class="MsoNormal" style="text-align: right;"><i><span lang="EN-GB">...
And the riches of others are yours for the taking.”</span></i></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><o:p> </o:p></span>Regular readers
of the blog may know I am a <b><a href="https://beyondfomalhaut.blogspot.com/2018/12/beyonde-thief-dark-anniversary.html">Thief:
The Dark Project</a></b> fan – indeed, it is my favourite computer game of all
time, and one I have made a handful of fan missions for. Thief, today 25 years
old, is a rich, complex and challenging stealth game that combines tight
gameplay with excellent level design and top-notch mood. It is also a game
which holds a lot of interest for old-school gaming: its roots lie in trying to
simulate an AD&D-style thief on the computer, and there is much you can
learn about dungeon design, open-ended scenarios, and even city adventures by
playing it. A small but active level design community exists around the game
(AD&D adventure designer Anthony Huso was one of the early greats in the
scene), and there has been a steady flow of user-made fan missions over the
years, from very simple thieving scenarios to full mission packs. However, not
since <b>T2X: Shadows of the Metal Age </b>(2005)<b> </b>has a campaign
approaching the scope and quality of the original <b>Dark Project </b>been
attempted, let alone completed. (Your truly had tried and failed with <b><a href="https://www.moddb.com/mods/the-dark-mod/news/announcing-the-crucible-of-omens-a-campaign-for-the-dark-mod">The
Crucible of Omens</a></b>, a never-ever for <b>The Dark Mod</b>, a Doom3-based
Thief spinoff.)</p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Until now.<o:p></o:p></span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqKt6tRTMIK6IHiNH75Lw7xwnTE3qHk2JWxgldcGAY4yNHG_ZKMGED3I6CdfxAmn-ZAcu0sBXV4Jcrl1cz_bLl52CVg2tIf_xovRcHsl4iBshJGvXk6oxHzLzzS-twGFOrMmmRe7jOJydkt80gngFMaNVr1-YtdzJwhLrTy5lJJs_0OoCwtmdQ1yzCMrs/s1600/theblackparade04.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqKt6tRTMIK6IHiNH75Lw7xwnTE3qHk2JWxgldcGAY4yNHG_ZKMGED3I6CdfxAmn-ZAcu0sBXV4Jcrl1cz_bLl52CVg2tIf_xovRcHsl4iBshJGvXk6oxHzLzzS-twGFOrMmmRe7jOJydkt80gngFMaNVr1-YtdzJwhLrTy5lJJs_0OoCwtmdQ1yzCMrs/w400-h225/theblackparade04.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Dark Mysteries</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">The Black
Parade </span></b><span lang="EN-GB">is a new, full, ten-mission campaign that
has been released for the game’s 25<sup>th</sup> anniversary, built over seven
years by some of the best level designers in the scene, and made freely
available for download. Set slightly before the events of <b>The Dark Project</b>,
TBP focuses on the adventures of Hume, a former convict, as he becomes
entangled in a dark plot concocted by forces beyond his control, and must use
stealth and guile to survive and come out alive from the ordeal. The dark
depths of Thief’s nameless City, a corrupt industrial metropolis, serve as the story’s
locations: dimly lit streets, crumbling mansions inhabited by the idle rich, haunted
crypts and thieves’ dens populated by the dregs of society. I had the privilege
of beta-testing the pack (there were several rounds of testing by both old
hands and new players), and I can report it is very much worth the trip.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><o:p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifEFgqA1-1uO9lROlglXskKzWi1dbNCCJ-nBLI0DDATyJvR6ePKnjgLvZ8xqQ3PVvaAJUv0lutI5qlnccQY-J8zKvI5Hb8CTjvJRexG3BXunq5gHraCPPKBN-dw6FEV2HWcG63y0pl2-mLR5r5amncR0CxAurg6E2MdnE75UH5-5YmhFIkpQZuLol7_jo/s1600/theblackparade06.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifEFgqA1-1uO9lROlglXskKzWi1dbNCCJ-nBLI0DDATyJvR6ePKnjgLvZ8xqQ3PVvaAJUv0lutI5qlnccQY-J8zKvI5Hb8CTjvJRexG3BXunq5gHraCPPKBN-dw6FEV2HWcG63y0pl2-mLR5r5amncR0CxAurg6E2MdnE75UH5-5YmhFIkpQZuLol7_jo/w400-h225/theblackparade06.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Skullduggery and Deceit</td></tr></tbody></table></o:p></span><b><span lang="EN-GB">The Black
Parade </span></b><span lang="EN-GB">spares no expense in constructing this
world: the ten missions you will play through are sprawling, complex, and rich
with detail. These are all open-ended, exploration-heavy missions offering
multiple ways of achieving your objectives, built by a team who get Thief’s
gameplay loop, but also know how to make missions that, while difficult, are never
unfair or needlessly obscure. (They are a step up from TDP, but that is to be
expected.) They are rich in navigation-oriented challenges (verticality,
waterways, obscure entrances and hidden byways), tense stealth situations (from
dodging patrols and sometimes security systems to shadowing a lone figure
through the City’s streets), and careful decision-making between stealth and exposure.
The missions, although connected by a joint plot and a dedication to superb
quality, are very varied in theme and approach: the hands of multiple authors with
different design styles are visible, but so is the refinement that comes from
teamwork. These are all interesting, high-quality missions, and there are two in
the lineup I rank among the very best ever made.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpltrW9IG9QqQFyeuL3DsPG1FccWAkSsauiG_CEQLTOLxrkaL3He6YI8nWgAezZ79otRg46OgtG2qtVxeojJwi8y8kLOkGx-UEps79jYLwlDF4iLbx7smoabDcsOdUR-E5mAqFp6DUKhefH-esZroTLNbEHE2_Khi-U0cVTKBs-6wAEmzYCS_S5T6aJ4Y/s1600/theblackparade07.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpltrW9IG9QqQFyeuL3DsPG1FccWAkSsauiG_CEQLTOLxrkaL3He6YI8nWgAezZ79otRg46OgtG2qtVxeojJwi8y8kLOkGx-UEps79jYLwlDF4iLbx7smoabDcsOdUR-E5mAqFp6DUKhefH-esZroTLNbEHE2_Khi-U0cVTKBs-6wAEmzYCS_S5T6aJ4Y/w400-h225/theblackparade07.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Corrupted Splendour</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;">But the
excellence of <b>The Black Parade </b>goes beyond level design (although that
is the most important element). The campaign comes with well-animated cutscenes
between missions; numerous new voice lines, textures and objects; new AI types
(including some once considered impossible) and game mechanics. Many previous
fan missions have done one or a few of these; but very rarely all, and never at
this level of quality. In all cases, the updates to <b>The Dark Project</b>
extend the original game while remaining entirely faithful to its mood and
style: at no point does something stick out like a sore thumb. Thief has always
been heavy on the mood, and this campaign pack returns to that level of
quality, while taking advantage of the technical advances which allow a 1999
game to transcend the limits of its antediluvian engine and quirky level editor
(as the quote from one of the original devs, goes, “Once upon a time, not only
would DromEd crash, but it would go out and kill your family afterwards”). In its
consciously low-poly architecture and grainy textures – no ill-advised attempt
has been to make this look like a mid-2000s experience – <b>The Black Parade </b>builds
scenes of labyrinthine complexity and deep SOVL.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZbcypbGV1GES7vhWWhMEjldzowrx-BWOb2dFWWSePRMQCe1DWZ1VZ5vHiSi5Pix4B4HwAM6ngem2WpiAZgaBXFqWDz7lN6vD7MOHBmzkW3qsg1dZg-Rk8X306OOdRXRIiIdTWPyqeXQp7OXp-NRd1uFBIlwQzCI52PXX1Lx79_N6b-_acKWDcNBhu_w/s1600/theblackparade08.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZbcypbGV1GES7vhWWhMEjldzowrx-BWOb2dFWWSePRMQCe1DWZ1VZ5vHiSi5Pix4B4HwAM6ngem2WpiAZgaBXFqWDz7lN6vD7MOHBmzkW3qsg1dZg-Rk8X306OOdRXRIiIdTWPyqeXQp7OXp-NRd1uFBIlwQzCI52PXX1Lx79_N6b-_acKWDcNBhu_w/w400-h225/theblackparade08.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A Labyrinthine Plot</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;">This is also one
of those rare mods that takes writing seriously: the main story was
meticulously plotted before the levels entered the building phase, and the
levels were then filled with fragments of readable texts, environmental
storytelling, AI conversations and the evolving objectives Hume will face
during the course of the missions. Although the writing quality tends to be
high in the Thief level design community, this is a standout even by those
standards. While the cutscenes convey the main plot, much in gameplay is
information you need to piece together on your own – from clues that will help
you reach your objectives, avoid deadly hazards or find carefully hidden loot;
to pieces which reveal more about the surrounding world in an unobtrusive way.</p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><o:p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNZI_Cqlaq245r40Xi77VwZNNIqHrZmIYq5YU6mOyajarLMdUbTvI1jGRjyysKJ8f4Qlqa_SadK-m4_sbw5rTXd5rekZhJSaBQCYgDK9MZszrHHBaLKAHEat0P-1j9EULLQxV5w9NqWJ6vC9IysqfNNQvnSLGY73Pt4On9btdD6__A6COaEJ2V_Nj5Iw/s1600/theblackparade09.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNZI_Cqlaq245r40Xi77VwZNNIqHrZmIYq5YU6mOyajarLMdUbTvI1jGRjyysKJ8f4Qlqa_SadK-m4_sbw5rTXd5rekZhJSaBQCYgDK9MZszrHHBaLKAHEat0P-1j9EULLQxV5w9NqWJ6vC9IysqfNNQvnSLGY73Pt4On9btdD6__A6COaEJ2V_Nj5Iw/w400-h225/theblackparade09.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Strange Perspectives</td></tr></tbody></table></o:p></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">There is much
more that could be written about <b>The Black Parade</b>, and I suspect it will
be widely discussed in the following weeks and months. For now, though, this
introduction should suffice. You can download the campaign <b><a href="https://www.ttlg.com/forums/showthread.php?t=152429">here</a>. </b>A
trailer, and a handful of screenshots by yours truly, follow.<o:p></o:p></span></p><p class="MsoNormal" style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/z0gGqkbZQc0" width="320" youtube-src-id="z0gGqkbZQc0"></iframe></div><p class="MsoNormal" style="text-align: justify;"><br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXclU0BSqK5TaU9L7sBb4N2zOLxprCvEPYMEc5SOnOwfaxXj0g0jtMXduFZQO9URLDqY9TU1tgPr5nRwRHPUH14H-gCWQuFEKTnnkmsYr2VvHD1z58lkbr7x_3QfALqwDQCrLQOhoXne1ba5Jhoh8bMb3dCcxNqSSHgtTs8Cdxd_52MpUYRNpynO1Qbow/s1600/theblackparade10.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXclU0BSqK5TaU9L7sBb4N2zOLxprCvEPYMEc5SOnOwfaxXj0g0jtMXduFZQO9URLDqY9TU1tgPr5nRwRHPUH14H-gCWQuFEKTnnkmsYr2VvHD1z58lkbr7x_3QfALqwDQCrLQOhoXne1ba5Jhoh8bMb3dCcxNqSSHgtTs8Cdxd_52MpUYRNpynO1Qbow/w400-h225/theblackparade10.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Lost in the Catacombs</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh4KaAyLu0db8L0CpBFEdjwj_esDHKqp5GKda0HxV18yYnUb_CuS8t-p8rQFwSdLob3vXGvpfdJ-2DUl73rR4_c9WmYWbgobw8kqb8_qxeX43zsoHOHg0JBtVyibykvxekxhZSiuMAJ-GFjbMCHT7tJ86iXTilqH8VgmOWz8eLScpdtO7k6Pwd9AgB7sw/s1600/theblackparade01.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh4KaAyLu0db8L0CpBFEdjwj_esDHKqp5GKda0HxV18yYnUb_CuS8t-p8rQFwSdLob3vXGvpfdJ-2DUl73rR4_c9WmYWbgobw8kqb8_qxeX43zsoHOHg0JBtVyibykvxekxhZSiuMAJ-GFjbMCHT7tJ86iXTilqH8VgmOWz8eLScpdtO7k6Pwd9AgB7sw/w400-h225/theblackparade01.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Back in a Smoke-Shrouded City</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsCTouCMak46sA6nXe4iOFo7wlVpnQ_Axkm69cHIF-clUGC6cmKK4cuQKMdqpsq0jR0bBw5YWvO0jmLpsF9IYr78-4iAekAEGG7LRE7UmaS4Ldm7UL4dZFWLrq5DmuR6RAEnTomZJmuC_xLGwuUuKIxOnLckFoHLcFcRuL2bumurEq2Oey1wNvq6Don4/s1600/theblackparade03.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsCTouCMak46sA6nXe4iOFo7wlVpnQ_Axkm69cHIF-clUGC6cmKK4cuQKMdqpsq0jR0bBw5YWvO0jmLpsF9IYr78-4iAekAEGG7LRE7UmaS4Ldm7UL4dZFWLrq5DmuR6RAEnTomZJmuC_xLGwuUuKIxOnLckFoHLcFcRuL2bumurEq2Oey1wNvq6Don4/w400-h225/theblackparade03.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Venturing to Locales Long Forgotten</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuFoBAdwAV_FZ1ca-sQNYEFaIh65X7O_GCRRlKsT9W_PtP_2Zg4lPLqz8Y4Kb9Qc2oOVnGvU6mCaFRt27PigTv8r6FlnpualcgnG2jHtRl2XBbngcZ9bheiTzwErtyQgZiUad2Mvlrdq4wpIOaL6G3S5nb46A4qHXXJugfIanT6SHj4GCRGXotaOpH7VU/s1600/theblackparade02.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuFoBAdwAV_FZ1ca-sQNYEFaIh65X7O_GCRRlKsT9W_PtP_2Zg4lPLqz8Y4Kb9Qc2oOVnGvU6mCaFRt27PigTv8r6FlnpualcgnG2jHtRl2XBbngcZ9bheiTzwErtyQgZiUad2Mvlrdq4wpIOaL6G3S5nb46A4qHXXJugfIanT6SHj4GCRGXotaOpH7VU/w400-h225/theblackparade02.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Pursued by Merciless Enemies</td></tr></tbody></table><br />Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com4tag:blogger.com,1999:blog-6188119851730922397.post-58774520318572082572023-11-05T23:56:00.007+01:002023-11-06T09:28:09.272+01:00[BLOG] The Sinister Secret of Schloß Hohenroda<p><b></b></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPzcSUjZUGVLZqKiCfL4Uo8Np7JVW3R-c68kgK9_xdMJo8spJrLjUmlCo_OeiTp1CoCSG-kdzZE8Pju4kxJCHrxIBn5aAckWvf0g34xSzvC6s55sLoxncOTSmcr_I1_Yfi3U5LkkHSn-b9XZETdov0px6UqO6ZkjiPhEDBxsKgm068_AWCAYODIcFuVHo/s2048/cauldron_groupphoto.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPzcSUjZUGVLZqKiCfL4Uo8Np7JVW3R-c68kgK9_xdMJo8spJrLjUmlCo_OeiTp1CoCSG-kdzZE8Pju4kxJCHrxIBn5aAckWvf0g34xSzvC6s55sLoxncOTSmcr_I1_Yfi3U5LkkHSn-b9XZETdov0px6UqO6ZkjiPhEDBxsKgm068_AWCAYODIcFuVHo/w400-h300/cauldron_groupphoto.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Cauldron Crew</td></tr></tbody></table><p></p><p class="MsoNormal" style="text-align: justify;"><span face=""Arial",sans-serif" lang="EN-GB">It was already 19:30, a mere thirty
minutes before I was supposed to GM my first session, and we were not yet in Hohenroda.
We had come far and we had come fast on Hungarian State Railways, the Austrian
Federal Railways, and finally Germany’s Autobahns, racking up a speeding ticket
in the process while rain was beginning to fall in earnest, but we were just
not there yet. The staff at the car rental agency were out for lunch at the
checkout time, and would not show up for a nerve-wracking forty minutes, nor be
accessible by phone. On our way North, we were caught in the congested traffic
of München’s ring roads, and later rural Bavaria’s labyrinth of third-class
roads. Stuck among barns and church steeples, we pressed on to the great
Autobahns, heavy with traffic, and mired in cars due to a massive automobile
accident. From a rest stop, we proceeded along an agricultural road, hoping the
BMW’s state-of-the-art nav software would not lead us into an ambush by
Bavaria’s backwoods cannibals (these, we would later learn, are organised and
numerous beyond the Autobahn system). In the end, though, in Stygian darkness
and incessant rain, the timber-framed houses of Hohenroda appeared in view,
and, on a side-road, the central bulk and side-wings of an ominous structure: <b>Schloß
Hohenroda</b>.<o:p></o:p></span></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKcouOFjJvjsWr-z5G8J9ZZyH-liefyiuookMpl-YMn-NAipezHkVj_8nyoGrQFW2Bg_vc7ZR4ZzTVqpdv7wg0CvEDBmRSRDmMH4Eu_OPIEAGvFiFhKoT-D8IUuwTXcxEr-NFnXzwKLNQQhxj9jogvsc9M0YA83xPq_MvKd16hKy2ZHgmaPVCMWcKbMgI/s2000/cauldron_unamused.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKcouOFjJvjsWr-z5G8J9ZZyH-liefyiuookMpl-YMn-NAipezHkVj_8nyoGrQFW2Bg_vc7ZR4ZzTVqpdv7wg0CvEDBmRSRDmMH4Eu_OPIEAGvFiFhKoT-D8IUuwTXcxEr-NFnXzwKLNQQhxj9jogvsc9M0YA83xPq_MvKd16hKy2ZHgmaPVCMWcKbMgI/w400-h300/cauldron_unamused.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">World's Least Surly Hungarians</td></tr></tbody></table><span face="Arial, sans-serif" lang="EN-GB">We travelled to the uttermost fringes of
civilisation to participate in the events of </span><span lang="EN-GB"><a href="https://cauldron.pesa-nexus.de/"><b><span face=""Arial",sans-serif">Cauldron
Con 2023</span></b></a></span><span face="Arial, sans-serif" lang="EN-GB">,
organised by the secretive German game club only referred to as “the Nexus”.
Indeed, many brethren had gathered at the venue from the far-flung corners of
Germany, the mercantile lands of the Dutch, the sinking island of Hibernia (at
the time of the convention, just barely above the waterline), the icy wastes of
Finland, and the barbarous wilderness of Skåne. From across the sea came
Jonathan Becker, a slayer of men. All these, and the Hungarian delegation of
five, would spend the next two days gaming, drinking excellent beers, feasting
on suckling pig roast and the Settembrini clan’s bio-apples, and meeting people
we had mostly only interacted with virtually.</span><p></p>
<p class="MsoNormal" style="text-align: justify;"><span face=""Arial",sans-serif" lang="EN-GB">It is often easy to overlook the work
behind good organisation when everything goes smoothly. But things were so
tight that it became noticeable: all the background effort translated into an
experience where everything went without a hitch, and we could focus on the
actual gaming. For being a first-time event, people organising mini-conventions
could do well to learn from <b>Cauldron</b>. A lot of the larger gaming events are
flabby affairs with plenty of idling, questionable seminars, and filler content.
This con was all killer, no filler, with sitting down and playing at its
forefront. A concentrated dose of dice-rolling over two days with local signup
and a focus on the action. In the end, not only was the time spent well, there
was still enough slack in the system to sit down for discussion by dinner, a
bottle beer, or the miniatures table.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span face=""Arial",sans-serif" lang="EN-GB">I ended up running three sessions and
playing in two more with old friends and recent acquaintances. Only brief
descriptions are provided here:</span></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh75-fj596j_XBowdnG0kHnUN4mc7C9e1uHqJTi1buI4amy9DqChQNbkeWDAj11LlvebPKDzwMy_1ndmz0c7PgTSKZTtCG_IA8J7a3vDbUsEATZVOj7iCT20YokRvYnmYoNeIDzOhyphenhyphenG-VrT_vPhWztGKD957N-_3UHYqWQAJdCh92333pq7QS6vLwzrlq4/s2000/cauldron_schlo%C3%9F.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh75-fj596j_XBowdnG0kHnUN4mc7C9e1uHqJTi1buI4amy9DqChQNbkeWDAj11LlvebPKDzwMy_1ndmz0c7PgTSKZTtCG_IA8J7a3vDbUsEATZVOj7iCT20YokRvYnmYoNeIDzOhyphenhyphenG-VrT_vPhWztGKD957N-_3UHYqWQAJdCh92333pq7QS6vLwzrlq4/w400-h300/cauldron_schlo%C3%9F.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Mysterious Estate</td></tr></tbody></table><span face="Arial, sans-serif"><br /></span><p></p><p class="MsoNormal" style="text-align: justify;"><span face="Arial, sans-serif">I GMed </span><b style="font-family: Arial, sans-serif;">Urmalk the
Boundless</b><span face="Arial, sans-serif">, an expedition to the Pentastadion Necropolis to recover the
abundant treasures of a decadent magnate. A series of surface mausoleums were
plundered, including one of the most dangerous ones (another was wisely avoided
once the risks were calculated). While the adventurers did not make it down
into the underground catacombs, nor find a way into Urmalk’s tomb, they made
off with decent treasure, and avoided a costly confrontation with a bandit gang
by bribing them with a valuable piece of loot coated with contact poison. </span><b style="font-family: Arial, sans-serif;">Devin,
4<sup>th</sup>-level Cleric</b><span face="Arial, sans-serif"> </span><b style="font-family: Arial, sans-serif;">(Caelin)</b><span face="Arial, sans-serif">, died in an assassination
attempt after the session, failing to secure a valuable shield he was tasked to
recover from one of the tombs to settle a debt. (I mix things up a little by
letting players draw from a deck of random items, missions and curses before
session if they so please.)</span></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho8JlS9y-_wuMwspPO6Dm5PAEhjZdkL0V9iGay8TjO1jom4lnC5x37B8OZOkCr8SDNm7Xq5H4BFVybBKvauBa-vRItAEOwNjkUL-hcZySKv1wh18WJA6mhXmzdXmKk1DE68cRwLUyVc0mPja04HtGabG-_3U5czfm-lrwdmZ7hyC01FubbXGCb4IAryqI/s2000/cauldron_cupofdemise.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho8JlS9y-_wuMwspPO6Dm5PAEhjZdkL0V9iGay8TjO1jom4lnC5x37B8OZOkCr8SDNm7Xq5H4BFVybBKvauBa-vRItAEOwNjkUL-hcZySKv1wh18WJA6mhXmzdXmKk1DE68cRwLUyVc0mPja04HtGabG-_3U5czfm-lrwdmZ7hyC01FubbXGCb4IAryqI/w400-h300/cauldron_cupofdemise.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Convention's Winner Claims<br /><strike>the Cup of Demise</strike> Best Player Award</td></tr></tbody></table><span face="Arial, sans-serif">I also GMed </span><b style="font-family: Arial, sans-serif;">Catacombs of
the Pariahs</b><span face="Arial, sans-serif">, one of the dungeon complexes from the City of Vultures.
Transported to the depth of the catacombs by the sorcerer Padog Miir, the
adventurers had four hours to emerge alive from the labyrinth. An undead lord
and his entourage of concubines were defeated, the tomb of a powerful
magic-user looted, cultists fought, an enigmatic device of the ancients messed
with (successful saving throws helped out here), and a band of pariahs press-ganged
into the party’s service. The players made it back up to the upper level
reasonably quickly, avoiding the dangerous depths visited in a much earlier playtest.
</span><b style="font-family: Arial, sans-serif;">Morrill, 4<sup>th</sup>-level Magic-User (Patrick) </b><span face="Arial, sans-serif">was strangled by an
invisible apparition who snuck up on the party. The company emerged from the
depths with moderate but adequate treasure, and a magic sword.</span><p></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYxAE7K4NoiM6RpuF3kZFb-RBomIlyjHL3bxLgkZoNnGvZvevRfJ4ZCaBARZwffOih5DQ8X5lH1hcW0Eh20mDtZDPytOWa2jxIWRH_7Y36eK7bYjneNYyacOkHVfHwtQxt-QseDcHJNmIL-XJipif_XTfhbHa18KfivtIff-HkGVm7qiIkTP3vB__cDaI/s2000/cauldron_forbidden.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYxAE7K4NoiM6RpuF3kZFb-RBomIlyjHL3bxLgkZoNnGvZvevRfJ4ZCaBARZwffOih5DQ8X5lH1hcW0Eh20mDtZDPytOWa2jxIWRH_7Y36eK7bYjneNYyacOkHVfHwtQxt-QseDcHJNmIL-XJipif_XTfhbHa18KfivtIff-HkGVm7qiIkTP3vB__cDaI/w400-h300/cauldron_forbidden.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Dr. Becker Racks Up the Kills</td></tr></tbody></table><span face="Arial, sans-serif">I played in </span><b style="font-family: Arial, sans-serif;">Storming the
Forbidden City III</b><span face="Arial, sans-serif">, run by Jonathan Becker. This was a series of three
self-contained adventures developing sites in the classic TSR module. Having
suffered heavy casualties in the previous round in a humanoid lair assault, the
Hungarian team was augmented with new reinforcements to seek the treasures of
the yuan-ti in their most ancient pyramid-temple. The adventure started with
careful reconnaissance (probably overly cautious for truly effective play, but the
second round made the veterans cautious), and followed with dungeon-crawling
beneath the pyramid. We saw one of the adventure’s three levels, and found one
of the major treasure-caches, where got embroiled in a fight against a well of
water weirds. The half-orc Cleric who could immediately dispatch them with </span><i style="font-family: Arial, sans-serif;">purify
food and water </i><span face="Arial, sans-serif">was the first to be dragged under, and while he could
survive effectively with his </span><i style="font-family: Arial, sans-serif;">helm of underwater action</i><span face="Arial, sans-serif">, this made the
battle into a much more perilous affair. The adventure thus produced </span><b style="font-family: Arial, sans-serif;">Cauldron
Con’s </b><span face="Arial, sans-serif">signature casualty for </span><b style="font-family: Arial, sans-serif;">Marcella, 7<sup>th</sup>-level Ranger
(Max)</b><span face="Arial, sans-serif">, who was drowned, revived, and subsequently </span><i style="font-family: Arial, sans-serif;">fireballed </i><span face="Arial, sans-serif">by Chomy’s
careless use of a </span><i style="font-family: Arial, sans-serif;">wand of wonder. </i><span face="Arial, sans-serif">Another character, </span><b style="font-family: Arial, sans-serif;">Thomas Peacock</b><span face="Arial, sans-serif"><b>,
a Thief-Bard</b>, drowned ingloriously.</span><i style="font-family: Arial, sans-serif;"> </i><span face="Arial, sans-serif">Grabbing the bounty of the chamber
and fending off the enormous giant spider that tagged along in the catacombs on
the way back to ambush us from the rear, we emerged rich and victorious.</span><p></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCpnFFOSgnrORdosp_fzZ0yXSA68S10RALjiwSO18eWTnDrh_cn_0M_7mElweKIRNrJ78XgTwMhIYLHuZjuGlrgeW5XsojEZJ944R8Ty4Q-l6J9okcdHT9NlEqthLmgznjViFeBIPggYa_g55G-3PRnbuBxbchk1-rvHD0QstkWHf4JmJR7VLDpWTEcGo/s2000/cauldron_slyth_hive.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCpnFFOSgnrORdosp_fzZ0yXSA68S10RALjiwSO18eWTnDrh_cn_0M_7mElweKIRNrJ78XgTwMhIYLHuZjuGlrgeW5XsojEZJ944R8Ty4Q-l6J9okcdHT9NlEqthLmgznjViFeBIPggYa_g55G-3PRnbuBxbchk1-rvHD0QstkWHf4JmJR7VLDpWTEcGo/w400-h300/cauldron_slyth_hive.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Slyth Never Saw It Coming</td></tr></tbody></table><p></p><div class="separator" style="clear: both; text-align: justify;"><span face="Arial, sans-serif" lang="EN-GB" style="text-align: left;">I also played in <b>Slyth
Hive II</b>, a high-level deathfest of a module by Prince of Nothing (</span><span lang="EN-GB" style="text-align: left;"><a href="https://www.drivethrurpg.com/product/458449/Slyth-Hive"><span face=""Arial",sans-serif">now available on DriveThruRPG</span></a></span><span face="Arial, sans-serif" lang="EN-GB" style="text-align: left;">). This is kind of a scenario
where you bring your best to fight the worst: the finest champions of multiple
dimensions were called to face a world-ending menace. When your convention pregen
is named Oberon, the Old Man of the Mountain, Jacques de Molay, Sir Giselher,
Solomon the Magician, Brandoch Daha, or The Master of Summer, you’d better
start paying attention (the most mighty of them all, the elusive “Kent”, was
too powerful to handle by our group). Since this was a night session, we
unfortunately had limited time to explore what is an enormous multi-level
module, but we tore through two high-end setpiece battles, one with a horde of
howling caveman in a cyclopean cavern passage, and a second with several
hundred insectile slyth and their psionic overseers in a cavern littered with
prehistoric bones. This is a tier of play where high and versatile player
capabilities can be used individually or in combination, giving rise to
unexpected hacks to regular AD&D procedures. We were somewhat constrained without
a steady supply of mass killing powers that’d turn these confrontations into
simple massacres, but ended up steamrolling the foe nevertheless with crowd
control and targeted action. The session also featured gaming history’s laziest
Djinn, whose expertise in avoiding having to do useful work impressed even this
team of hardened adventurers.</span></div><div class="separator" style="clear: both; text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifSEN8SAMAeAD0xWv5K5eCn0qBRLcyV7nQhPNF5l1aC0qmlykKboUEkiFkqfregm_6FN34RMsOLYJAIKmkn5aC9Cp167pm3F5MsnpN0bRPWs-oWwi93XCEuxFYxuP1O-XJQK0pe3SKTQlsJmX-bfavDf6BxjZ5oqxX73J93OiAku-VT6F9HzYcB7kEoNQ/s2000/cauldron_hohenwart.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifSEN8SAMAeAD0xWv5K5eCn0qBRLcyV7nQhPNF5l1aC0qmlykKboUEkiFkqfregm_6FN34RMsOLYJAIKmkn5aC9Cp167pm3F5MsnpN0bRPWs-oWwi93XCEuxFYxuP1O-XJQK0pe3SKTQlsJmX-bfavDf6BxjZ5oqxX73J93OiAku-VT6F9HzYcB7kEoNQ/w400-h300/cauldron_hohenwart.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">An Expedition to Hohenwart</td></tr></tbody></table><span face="Arial, sans-serif">Finally, I ran </span><b style="font-family: Arial, sans-serif;">The Saint
in Hohenwart</b><span face="Arial, sans-serif">, a Helvéczia scenario, where the group was tasked with saving
their friend, the young mercenary captain Konrad Göttlinger, from the influence
of a strange and ominous saint in the high valley of Hohenwart. Travelling
through a mountain wilderness, a grotesque recluse engaging in deviltry was
captured, tried and lawfully executed by James Raggi; a duel was fought between
two Italian clerics who turned out to be life-long mortal enemies (the affair
was settled in a tense card game, eventually won with the devil’s assistance);
and Konrad rescued from his predicament. </span><b style="font-family: Arial, sans-serif;">Willem, 2<sup>nd</sup>-level Dutch
Vagabond (David)</b><span face="Arial, sans-serif">, an agent of the Dutch East Indies Company not at all
modelled on Prince of Nothing, was dashed on the rocks of a waterfall after
trying to climb a slippery rock surface with a rope, and assuring everyone he
had abundant practice in these matters on the high seas.</span></div><div class="separator" style="clear: both; text-align: justify;"><span face="Arial, sans-serif"><br /></span></div><div class="separator" style="clear: both; text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj59rsFAnPyTMR3J7cIqaxDqXW_JByjS1V4f0h0jcDzTZz9BiTP0gJYUQYh1Zk2ozRMj7JSf9u8SYTPsLUmEcX83CNh__efiP44CddBs7TxV80O9HCYAJhdSvsuhMVf6-TB9tsNIe8VjZQSjRdDOUa0ojkw_29HFAAUNIkVyqXwck-8fF5n9v3zhiNTRyY/s2000/cauldron_chainmail.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj59rsFAnPyTMR3J7cIqaxDqXW_JByjS1V4f0h0jcDzTZz9BiTP0gJYUQYh1Zk2ozRMj7JSf9u8SYTPsLUmEcX83CNh__efiP44CddBs7TxV80O9HCYAJhdSvsuhMVf6-TB9tsNIe8VjZQSjRdDOUa0ojkw_29HFAAUNIkVyqXwck-8fF5n9v3zhiNTRyY/w400-h300/cauldron_chainmail.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Battle for Safeton Rages On</td></tr></tbody></table></div><p class="MsoNormal" style="text-align: justify;"><span face=""Arial",sans-serif" lang="EN-GB">It cannot be emphasised enough how well
things can go if players are focused on getting things done, and having a
common interest. There was a lot of creative play demonstrated over the
sessions, from clever spell use to bold and smart decision-making, and
sometimes just pure on-the-spot improvisation. It helped that <b>Cauldron Con</b>
was deliberately targeted at a specific kind of experience, and set up to
deliver on that promise. But there was also the energy brought by the players,
who all gave their best over two days. It was good to see that the con spoke
not only to the grognards among us, but also a younger cohort; some recently
acquainted with old-school gaming, and some entirely new to it, who came to Hohenroda
to check out what this all meant. It was all focused, with a good fighting
spirit and high cheer, and that’s the best thing.</span></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTsw1EEktxXNJ1t2LxCGrzew81wLFs5FghcPn1pmbs9QNCzoJIP_ZCcGIPQtlpeST3DSwOnnprIVccSsuQtaJwhSnvclmRa0GNlel6Hyb0EjmOTfOFCflddFEwueLNGDLzUqR5Ir3SdAWXS14JH0rhU2iTwJ5G0XCDMONzZRWajCoPSVaG5U4dKn9-69w/s2000/cauldron_reviewers.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTsw1EEktxXNJ1t2LxCGrzew81wLFs5FghcPn1pmbs9QNCzoJIP_ZCcGIPQtlpeST3DSwOnnprIVccSsuQtaJwhSnvclmRa0GNlel6Hyb0EjmOTfOFCflddFEwueLNGDLzUqR5Ir3SdAWXS14JH0rhU2iTwJ5G0XCDMONzZRWajCoPSVaG5U4dKn9-69w/w400-h300/cauldron_reviewers.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Revievers' Conclave Meets... Again!</td></tr></tbody></table><span face="Arial, sans-serif" lang="EN-GB">Beyond the games, the convention also
hosted a surprise star guest in the person of Mr. Bryce Lynch, reviewer
extraordinaire. It has been a long four years since our </span><span lang="EN-GB"><a href="https://beyondfomalhaut.blogspot.com/2019/12/beyonde-random-encounter-in-ohio.html"><span face=""Arial",sans-serif">first meeting</span></a></span><span face="Arial, sans-serif" lang="EN-GB"> in Athens, Ohio, so when we
heard Bryce was in the general area, steps were taken to arrange what was,
truly, a random encounter. Unfortunately, Bryce was on a tight schedule – he
was travelling “to take care of family business”, and the way he stressed the phrase,
we decided not to probe further – so most people at the con missed him due to
ongoing sessions, but it was an excellent opportunity to catch up on things and
shoot the breeze for half an hour or so. It may be too early to reveal details
about Bryce’s new OSRIC module line, but we can all be sure it will be a “No
Regerts”. Tentative plans of a Crusade to get rid of the sub-par creators
littering the “OSR” with irrelevant junk were outlined, and we can promise with
some confidence that the response to this particular “problem” will be highly
effective, even if it has to rely on <i>Mr. Lynch’s</i> “business associates”.
Unfortunately, Bryce had to leave early in his black BMW, so the fine details
are still to be elaborated.</span><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhUg0_Jv_dHjmwpT3l0dNfBlYCxR9JKV3QYhRgwjz13D4dDuwgYL2DGjWbdP9bBRNxSS1Lt7AgfIJU94yZ-HHjeERGPj3aC4vQH1nIuKSBvoEWoyQ_it15A35UKoCLVwSvN6OYqb7sabtiC0-ToateaWCivk58iGTK54m2M6hW0qpPJN2Se5Vt1RdoJPI/s4000/cauldron_fabulous.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3000" data-original-width="4000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhUg0_Jv_dHjmwpT3l0dNfBlYCxR9JKV3QYhRgwjz13D4dDuwgYL2DGjWbdP9bBRNxSS1Lt7AgfIJU94yZ-HHjeERGPj3aC4vQH1nIuKSBvoEWoyQ_it15A35UKoCLVwSvN6OYqb7sabtiC0-ToateaWCivk58iGTK54m2M6hW0qpPJN2Se5Vt1RdoJPI/w400-h300/cauldron_fabulous.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Extra-Fabulous Collectibles</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;"><span face="Arial, sans-serif">Finally, </span><b style="font-family: Arial, sans-serif;">Cauldron Con </b><span face="Arial, sans-serif">featured an
auction of riches from the community: treasures from 1980s German comic books
to uncommon old-school publications went to lucky buyers, some after an
energetic bidding war. Settembrini proved a skilled auctioneer at introducing
the titles and their context, and generous lucre was gained by the sellers, as
well as various charity organisations. On the final day, an award ceremony was
also held: hand-engraved copper cauldrons went to the convention’s best player,
most effective looter, the player who died most (“the Cup of Demise”), and the
best GM – the mighty Jonathan Becker, who will no doubt fill it with the skulls
of his enemies back in the U.S. of A. And that was </span><b style="font-family: Arial, sans-serif;">Cauldron Con 2023</b><span face="Arial, sans-serif">.
With the pace and energy, it felt a day short, although that may be asking for
too much from the hard-working hosts. There was just a lot crammed into it, and
there were things you’d inevitably miss – an ongoing multi-day </span><b style="font-family: Arial, sans-serif;">Chainmail</b><span face="Arial, sans-serif">
battle to determine the fate of empires in the German old-school scene’s shared
Greyhawk campaign, an OD&D hex-crawl, the classily named </span><b style="font-family: Arial, sans-serif;">Don’t Fuck the
Priest</b><span face="Arial, sans-serif">, </span><b style="font-family: Arial, sans-serif;">The Smorgasbord of Adventure,</b><span face="Arial, sans-serif"> and many more. As always, you
can’t come away with everything, but it felt like coming away with a lot. We
also saw a pizza vending machine, which proves, once and for all, that
greatness is still within mankind’s reach. </span><b style="font-family: Arial, sans-serif;">2024 </b><span face="Arial, sans-serif">sounds like a nice
number. Appetites were whetted. </span><b style="font-family: Arial, sans-serif;">Spielen wir AD&D!</b></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibWu_1Ta4PW6B4m7WHL8GlIlTciWaEMNFJKEzr2kyxfDpmF48t1qQVKFvfjd5-bnpil6OL18myp0S-4J_kS60JUQz18m3BXrKtSnf_BOTqzpFPp6iZRcsjQSexr6rYM9FFLrea4xhHTEet4E8Qh3kcGWE3kog3Jxbl8f4MA6bSb9ebBTKcpOC5p3NLKcA/s2000/cauldron_assortment.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibWu_1Ta4PW6B4m7WHL8GlIlTciWaEMNFJKEzr2kyxfDpmF48t1qQVKFvfjd5-bnpil6OL18myp0S-4J_kS60JUQz18m3BXrKtSnf_BOTqzpFPp6iZRcsjQSexr6rYM9FFLrea4xhHTEet4E8Qh3kcGWE3kog3Jxbl8f4MA6bSb9ebBTKcpOC5p3NLKcA/w400-h300/cauldron_assortment.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">An Assortment of Excellence</td></tr></tbody></table><span face="Arial, sans-serif">Until then, stay tuned for part II of
the convention report, where we will present the </span><b style="font-family: Arial, sans-serif;">Handshake Firmness
Evaluation Chart</b><span face="Arial, sans-serif">. Strict records have been kept!</span><p></p><p class="MsoNormal" style="text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_dFXg2MDLE2CgP8zM9_iRIyx-AR00HrA6FdNSiKHqYABQxh7_tr2Ufp5m5i0n8Kjput_loGhvuoUWF49AKOUyiFQ6Y5rPWdUj6cyRN1HmGtWiHOFx8iU-klq-rAPskiuFmNAhHmh5cyFWZHfHNDZcUo6dItSstbdRkh1whaxhPSysZqO7ZNZ2n-vjs3w/s2667/cauldron_vorsprung.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2667" data-original-width="2000" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_dFXg2MDLE2CgP8zM9_iRIyx-AR00HrA6FdNSiKHqYABQxh7_tr2Ufp5m5i0n8Kjput_loGhvuoUWF49AKOUyiFQ6Y5rPWdUj6cyRN1HmGtWiHOFx8iU-klq-rAPskiuFmNAhHmh5cyFWZHfHNDZcUo6dItSstbdRkh1whaxhPSysZqO7ZNZ2n-vjs3w/w300-h400/cauldron_vorsprung.png" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vorsprung Durch Technik:<br />The Pizza Vending Machine</td></tr></tbody></table><br /><span face=""Arial",sans-serif" lang="EN-GB"><br /></span><p></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com21tag:blogger.com,1999:blog-6188119851730922397.post-74097548901406995592023-10-08T20:32:00.000+02:002023-10-08T20:32:02.603+02:00[BLOG] Year Seven: Old School Rebuilding<p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW1kgi4uwfkPcvLt_RSA7jEoMxuZW3FA5gaxJUeYLetKOAGKGXaenJ5ekDSAajYqXQkTe2E0wEZqD_gvTCqjlr8A3wyEKZACVQlV9hlqPGj3MP5gNw2yk6MVaNbjhB0o83KnMw0xV17quuNUJxdrMth4Vp1UEo76eJ3WdpyInsuIoy7BPnz8Pd-QBJrU8/s2400/year7_lineup.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1650" data-original-width="2400" height="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW1kgi4uwfkPcvLt_RSA7jEoMxuZW3FA5gaxJUeYLetKOAGKGXaenJ5ekDSAajYqXQkTe2E0wEZqD_gvTCqjlr8A3wyEKZACVQlV9hlqPGj3MP5gNw2yk6MVaNbjhB0o83KnMw0xV17quuNUJxdrMth4Vp1UEo76eJ3WdpyInsuIoy7BPnz8Pd-QBJrU8/w400-h275/year7_lineup.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Hall of Mirrors shifts...</td></tr></tbody></table></p><p><span style="font-family: Arial, sans-serif; text-align: justify;">This blog started on 5 August 2016,
making early August the time of the year to engage in stock-taking and
irresponsible conjecture. Adjusted for inflation, this means early October.
This will be a slightly laconic report: most of the things I have to say are fairly
close to last year, and I don’t wish to repeat myself too much.</span></p>
<h2 style="text-align: justify;"><b><span lang="EN-GB" style="font-family: "Arial",sans-serif;">The State of the Blog</span></b></h2>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: Arial, sans-serif;">This year, Beyond Fomalhaut’s activity
amounted to 28 posts, which seems to be the constant (the last two had 29). 18
of these were reviews, and that’s not including the stuff I read but didn’t review.
Pattern recognition has helped a lot in weeding out much of the dreadful stuff,
but from the clunkers that have snuck through, there would have been no joy in eviscerating
most of them. I also failed to review some genuinely good material, including
titles recommended by their authors. For that, I apologise: sometimes, the
stars are just not right, or I didn’t have much that was worth saying.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: Arial, sans-serif;">On the average, the 19 reviews scored at
</span><b style="font-family: Arial, sans-serif;">3.3</b><span style="font-family: Arial, sans-serif;">, slightly above the seven-year total average of </span><b style="font-family: Arial, sans-serif;">3.11</b><span style="font-family: Arial, sans-serif;">. Some of
this year’s best have come from edited collections. The </span><b style="font-family: Arial, sans-serif;">No Artpunk Contest</b><span style="font-family: Arial, sans-serif;">
has produced a high-quality lineup this year, and I haven’t even finished
reviewing these adventures. One time can be luck, but two times is skill, and
skill can be improved and honed through the spirit of competition and
self-improvement. </span><b style="font-family: Arial, sans-serif;">In the</b><span style="font-family: Arial, sans-serif;"> </span><b style="font-family: Arial, sans-serif;">Hall of the Third Blue Wizard</b><span style="font-family: Arial, sans-serif;"> was more
of a mixed bag, from really strong stuff to one of this year’s worst efforts, but
I can see it becoming another collection worth watching. Among the other titles,
we can see the continuing trend where the shovelware people have largely moved
on from the core of old-school gaming towards more distant systems, so a lot of
the crap has just disappeared.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: Arial, sans-serif;">Here are the year’s results and special
highlights:</span></p>
<p class="MsoNormal" style="text-align: justify;"></p><ul><li><span style="font-family: Arial, sans-serif; text-indent: -18pt;">5 with the Prestigious Monocled Bird of Excellence.
This rating was not awarded this year. </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Wormskin</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Anomalous Subsurface
Environment</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">The Tome of Adventure Design</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, and </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Yoon-Suin</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;"> loom
high above the lower peaks, and have not been equalled.</span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx4Friqf9JjWd_b6RZESCQWzLquVfbHwx63wsEIZvRDxEZHFq-bxmiD8y2xoM1cCd6vc54DHeT8tKrVR8N7Vx2Y-TC1pNILjXFklrOhoWj_wfI95XS8L1AD-Um8k773az0TQITU834mgoZh95EvS0_x_mOx1xC9VQavkcIIxsIPUdzf4j6pbhfcsQke6I/s38/0elite.gif" imageanchor="1" style="font-family: Arial, sans-serif; margin-left: 1em; margin-right: 1em; text-align: center; text-indent: -18pt;"><img border="0" data-original-height="38" data-original-width="32" height="38" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx4Friqf9JjWd_b6RZESCQWzLquVfbHwx63wsEIZvRDxEZHFq-bxmiD8y2xoM1cCd6vc54DHeT8tKrVR8N7Vx2Y-TC1pNILjXFklrOhoWj_wfI95XS8L1AD-Um8k773az0TQITU834mgoZh95EvS0_x_mOx1xC9VQavkcIIxsIPUdzf4j6pbhfcsQke6I/s1600/0elite.gif" width="32" /></a></li><li><span style="font-family: Arial, sans-serif; text-indent: -18pt;">5 was awarded to two releases. </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Vault
of the Mad Baron</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, by Christian Toft Madsen, took one: a rich, complex sandbox
adventure set in a corrupt city beset by a mysterious plague, combining faction
intrigue with dungeon-crawling in an accessible format. </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Tomb of the
Twice-Crowned King</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;"> by Hawk came from the No Artpunk Contest, capturing
high-powered AD&D at its best: from standard building blocks, it constructs
a tomb-robbing adventure with tightly-constructed gameplay and a strong
personality. Among other things, these two modules show that great content and
effective presentation can be reconciled, and the latter lies in practiced skill,
not gimmicks.</span></li><li><span style="font-family: Arial, sans-serif; text-indent: -18pt;">4 was awarded to seven releases: </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Wyvern
Songs</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, a collection of weirdo mini-adventures filled with creative exuberance;
</span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">The Crypt of Terror</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, for </span><s style="font-family: Arial, sans-serif; text-indent: -18pt;">excellence in stickman art</s><span style="font-family: Arial, sans-serif; text-indent: -18pt;"> living up to
its title with its dirtbag combat challenges and imaginative dungeon tricks; </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">The
Black Pyramid</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, a temple-delve with active competition; </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">The Cerulean
Valley</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, a JRPG-style mini-sandbox; </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Shrine of the Small God</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, a
dungeon that builds expertly on Meso-American mythology; </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">The Ship of Fate</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">,
which brings Moorcock’s high-level cosmic adventures to your game table; and
the weird puzzle module</span><b style="font-family: Arial, sans-serif; text-indent: -18pt;"> Alchymystyk Hoosegow</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">.</span></li><li><span style="font-family: Arial, sans-serif; text-indent: -18pt;">3 was awarded to six products. This
year, five of these have been slightly flawed, but generally strong entries,
with </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Caves of Respite </b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">as a good beginner effort worthy of encouragement.</span></li><li><span lang="EN-GB" style="font-family: Arial, sans-serif; text-indent: -18pt;">2 was awarded to <b>Expedition to
Darkfell Keep</b>, a shoddily-made dungeon crawl; and <b>DNGN</b>, an
overproduced dungeon-in-a-zine that took common wisdom about presentation and
layout so seriously it ended up killing whatever attraction might have had.
These entries have been conveniently placed in </span><span lang="EN-GB" style="text-indent: -18pt;"><a href="https://beyondfomalhaut.blogspot.com/search/label/the%20pillory"><span style="font-family: "Arial",sans-serif;">the pillory</span></a></span><span lang="EN-GB" style="font-family: Arial, sans-serif; text-indent: -18pt;">. Speaking of…</span></li><li><span style="font-family: Arial, sans-serif; text-indent: -18pt;">1 was awarded to two products, both
outright terrible. In the case of </span><b style="font-family: Arial, sans-serif; text-indent: -18pt;">Winter in Bugtown</b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">, this is entirely
deserved: the high-concept premise masks a twee Starbucks fantasy setting and a
complete mess of execution which would work decently as a parody of badly done artpunk
– but sadly, it is completely earnest. The recently reviewed</span><b style="font-family: Arial, sans-serif; text-indent: -18pt;"> Into the Caves
of the Pestilent Abomination </b><span style="font-family: Arial, sans-serif; text-indent: -18pt;">is more of an accidental hit on an inept
low-level OSE module (it being OSE is also accidental; top dog systems always attract
this sort) – but I picked it up because it looked interesting, and it turned
out to be a showcase of bad adventure design practices. Unfairly singled out?
Probably. Honoured with one star? Deservedly.</span></li></ul><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">All in all, this was a good year for
well-made adventures, and the variety of styles is good to see. It would be
decent, though, to see the same quality in wilderness and city adventures, or
even good situation-based scenarios. This is underexplored territory, on which
more later.</span></p><p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMVoBUktf0eT7VVJ8xn009U-AYSlYU4ymU3Kj8aK8ULEuHkTCh2W37gXnzkkQtDfX_rLTAF-y9k-ZI4KkkwnjXzaiVQGIpXHdaYmXuTpZWRpG93o6cQHqq1vRp_-7yGUUoQnolwprJkSQysfR8u6XOdQG8j3Iu_Hq2xHy5RKaPqyykdWlAuBVWQiL-0aQ/s2266/year7_covers.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1050" data-original-width="2266" height="185" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMVoBUktf0eT7VVJ8xn009U-AYSlYU4ymU3Kj8aK8ULEuHkTCh2W37gXnzkkQtDfX_rLTAF-y9k-ZI4KkkwnjXzaiVQGIpXHdaYmXuTpZWRpG93o6cQHqq1vRp_-7yGUUoQnolwprJkSQysfR8u6XOdQG8j3Iu_Hq2xHy5RKaPqyykdWlAuBVWQiL-0aQ/w400-h185/year7_covers.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sword & Magic Covers by Peter Mullen and Cameron Hawkey</td></tr></tbody></table></p><h2><b><span lang="EN-GB" style="font-family: "Arial",sans-serif;">The State of the Fanzine & Other
Projects</span></b></h2><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">This year, EMDT released eight titles,
with two more to follow next weekend. Some of these are major Hungarian publications:
the Hungarian <b>Helvéczia</b> boxed set with two regional supplements last
December, plus the soon-to-be-published <b>Sword & Magic </b>are the key
titles. This sort of took the wind out of my sails elsewhere, so the zines have
been more modest. I published one issue of <b>Echoes </b>(although a fairly
thick one), the second issue of Mr. Volja’s <b>Weird Fates</b>, and two
modules: <b>The Forest of Gornate </b>and Istvan Boldog-Bernad’s excellent
low-level death-fest, <b>The</b> <b>Well of Frogs. </b>Gornate has received a <b>Czech
edition,</b> and Outremer Ediciones has recently concluded a successful
Kickstarter for the Spanish release of <b>Castillo Xyntillan.</b></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">The largest undertaking of 2023 has been
the second edition of <b>Sword & Magic</b>, a slow-burn project finally
reaching fruition. The original edition of the game was published on 15 October
2008 (a few days after the similarly imaginatively titled <b>Swords &
Wizardry</b>), and the release of the new one is planned for 15 October 2023,
exactly 15 years later. Writing and producing two thick hardcovers (168 and 268
pages, respectively) and a 80-page regional supplement is no laughing matter even
if it is a revised edition, a lot of groundwork has already been laid, and I
had the Riders of Doom on my side to give advice, do thorough proofreading, and
help shape the rules from the broadest to the most obscure. It was exhausting,
endless, and it feels really good to see it done. What remains now is to receive
the bound books and start shipping.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTlTEjOk3ThLQA9NJpOAMof5ZmgRhR4DsbdEsC7AzCHcTUSquW-BNr-AvgkyHGDqsYVFtzd5j6KaAjKbWpvT1Bp875Hoe3MgRH8V1nJW6Sz7ApDh4hPc-J39mioBw7300R4gXZKlC_U4WJ9E6OWRf_GmD9bIBJhmDjHrid1Cj6DxYgPIL_bsSks5r2UIU/s1604/year7_barbarian.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1604" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTlTEjOk3ThLQA9NJpOAMof5ZmgRhR4DsbdEsC7AzCHcTUSquW-BNr-AvgkyHGDqsYVFtzd5j6KaAjKbWpvT1Bp875Hoe3MgRH8V1nJW6Sz7ApDh4hPc-J39mioBw7300R4gXZKlC_U4WJ9E6OWRf_GmD9bIBJhmDjHrid1Cj6DxYgPIL_bsSks5r2UIU/s320/year7_barbarian.png" width="239" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Potion of Extra-Barbarism</td></tr></tbody></table>This game shall not be translated – there
are enough old-school systems to pick from, and translating, producing and
supporting <b>Sword & Magic</b> in a second language would be beyond my
means. However, that does not mean there will be no dividends for the
English-speaking reader. The second volume is planned to see release as an
OSRIC supplement under the title <b>Gamemaster’s Guidelines Beyond Fomalhaut</b>.
This will be a comprehensive guidebook to creating and running old-school adventures
and campaigns, ranging from basic and advanced GMing techniques, optional
rules, to an in-depth coverage of adventure design, campaign management,
fantastic worlds, and even a simple mass combat / domain management system (it
is not ACKS, but it is mine). The guideline section is supplemented with
several monsters including extensive random encounter tables; treasures of all
sorts, and several random inspiration tables from adventure concepts to
fantastic civilisations, curses, islands and that sort of thing. The idea is
something offering practical help for novice GMs getting into old-school games,
and further advice and a smorgasbord of stuff for experienced people. The book’s
Hungarian version is written, illustrated and laid out, so there is a completed
manuscript there that “only” needs to be translated and slightly revised for
the international audience. Now that is 268 pages of “only”, which is an
obstacle. I cannot promise a fast-tracked release with my day job and other
projects, but as they say, “I’m on it”.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">In the “wanted to do but didn’t”
category, we have <b>Khosura: King of the Wastelands</b>, the much-delayed city
and wilderness sandbox module. This is another case of “only”, where a lot of
the work has already been done, but the plans for Q1 2023 proved fabulously
optimistic. Perhaps a year later would be workable?</span></p><p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2_JfTZrCeALQMuRGXPkKmtrisPwCYw9SYfZEgBA-hbmXAiPuDn_WTa3htYIglsSBzYu3R-q9ZZscl9tlMEDJ0ZFNdGF9kyjIAUFpTtTEBSipaWzjYU7jJSz9bmcRley2SDbaS9a25LqAG5oQU4mdBGPVHS7TnyM3_wQNCGhXY-cjbzUMuhARZMDLXNUU/s2000/year7_proofs.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="2000" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2_JfTZrCeALQMuRGXPkKmtrisPwCYw9SYfZEgBA-hbmXAiPuDn_WTa3htYIglsSBzYu3R-q9ZZscl9tlMEDJ0ZFNdGF9kyjIAUFpTtTEBSipaWzjYU7jJSz9bmcRley2SDbaS9a25LqAG5oQU4mdBGPVHS7TnyM3_wQNCGhXY-cjbzUMuhARZMDLXNUU/w400-h300/year7_proofs.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Final Proofs With Small But Obvious Error</td></tr></tbody></table></p><h2 style="text-align: justify;"><b><span lang="EN-GB" style="font-family: "Arial",sans-serif;">The State of the Old School: Rebuilding</span></b></h2>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">This year seems to be continuing
previous trends, which are not as exciting as grand upheavals and radically new
stuff, but sometimes, this sort of quiet rebuilding is for the better. It does
make for a shorter closing section, too, but them’s the breaks. For years, old-school
gaming was drifting apart and losing focus, slowly diminishing its value. That
process is probably complete. On one hand, this produces games which offer a
lighter form of old-school gaming, tempered with the aesthetics and design
concerns of games like 5e. The success of projects like <b>Shadowdark </b>and <b>OSE
/ Dolmenwood </b>demonstrates the demand for these middle-of-the-road solutions.
These are probably ideal for disgruntled 5e players who are looking for
something simpler and more free-flowing, but they will somehow have to find a
way to preserve the virtues of old-school play from the influx of dysfunctional
playing practices and the deluge of shovelware that success brings.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">To an extent, you can also see some old
hands returning to the scene: a new edition of <b>Swords & Wizardry</b> has
been published (and don’t overlook the AELF License it comes with – this is the
quiet background work you would only notice if it was not there); <b>Labyrinth
Lord </b>and <b>Dragonslayer </b>seem to be focusing on B/X in their own way,
and there are rumblings around <b>OSRIC </b>as well, with a new edition targeted
as new players instead of publishers, and solid VTT support in Foundry. <b>Adventurer,
Conqueror, King </b>is getting a second edition, and <b>Sword & Magic </b>also
fits into the trend. It remains to be seen how much creative energy these
projects can muster. The specific challenge they will have to navigate (and
this is one I am acutely aware of) is that successful Kickstarters catering to
a base of collectors is not quite the same as relaunching <i>living</i> games
which produce healthy creative communities and good offshoots. Shiny new games
have a starting advantage here, while second editions, reprints, and expanded
editions have to play to slightly different strengths to succeed in the long
run.</span></p>
<p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2AS2a8pUKpJhK4D0dCIhJKwfdWCjYcFPMmur_GztxBzBsy29KJECJ81ev6OMm86znSmY0MNjXR1cZULGdOeiSqWPF0eJtZQGXc9JIBXYeY7x25_9mYvaz-9u2MBx1c1MlgUJMeLxYaPfAe01ot_qCf1JANZffzWft25nCAzla7X7RNMoSYDJ2sMqt04M/s2400/year7_thellas.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1795" data-original-width="2400" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2AS2a8pUKpJhK4D0dCIhJKwfdWCjYcFPMmur_GztxBzBsy29KJECJ81ev6OMm86znSmY0MNjXR1cZULGdOeiSqWPF0eJtZQGXc9JIBXYeY7x25_9mYvaz-9u2MBx1c1MlgUJMeLxYaPfAe01ot_qCf1JANZffzWft25nCAzla7X7RNMoSYDJ2sMqt04M/w400-h299/year7_thellas.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A Voyage to Thellas With Seven Voyages of Zylarthen</td></tr></tbody></table></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">As a third group, creative communities with
a renewed focus on the core of the old-school experience are also thriving, in
smaller size and a less commercial form. This is no longer the same as the OG
old-school community found on Dragonsfoot, Knights and Knaves, or the OD&D Discussion
forums – all of which have largely fallen quiet over the years – although it
shares some people and objectives with these places, and it resembles them in
their heyday. Their members were often people discovering old-school ideas as a
fresh thing, and they have moved from this rediscovery to self-improvement and continuous
refinement. Things like the<b> No Artpunk Contest</b> or the <b>Classic
Adventure Gaming</b> podcast (which now has a promising <a href="https://discord.gg/zM8769YA">discord</a>) are two examples of creative efforts
coming from these places, but there is more. These are not large endeavours,
but many of the guys involved have a high batting average, and this makes their
materials trustworthy – you can expect something good when you come across
their adventures, even if the production values are homemade and there are
occasional weird spots. Even some of the best adventures from <b>In the</b> <b>Hall
of the Third Blue Wizard </b>come from these quarters.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">There are still places which are not explored
sufficiently well by this latter group. They have gotten great at dungeon
design, but much fewer have tackled wilderness scenarios, and only the mighty
Buddyscott Entertainment, Inc., has delved into cities (as far as I can tell).
Nobody has really made a properly old-school situation-based adventure that
does not suck. The NAP-II collection was overall very solid, but it was all
dungeons. In this sense, <b>Fight On! </b>and <b>Knockspell </b>magazines had
more to offer, and <b>Dolmenwood </b>promises yet more. I would love to see a
wilderness pointcrawl, a complex sandbox area, a strong open-ended city
adventure (in the vein of Istvan Boldog-Bernad’s <b>Shadows of the City-God </b>and
<b>Well of Frogs </b>– OK, I published them, but I published them because
Istvan is the absolute master of this sort of thing), or a setting gazetteer. The
NAP-III collection’s focus on high-level adventuring should deliver good
content in an underserved area (hopefully some extraplanar material as well),
but perhaps there should be room for a “Not a Dungeon” contest, too.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">So that’s where it stands now, I think.
Work in progress, some of it looks like a pile of stones and timber, but it is
getting better where it matters.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="font-family: "Arial",sans-serif;">Get to work, dogs!<o:p></o:p></span></p><p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLKFuDt06DE4Uln-9kKqKB7yaFkFkfll13ruazdjUbk7eAohVzRIQ3TE-eQ_2Fxz66U6B7NasxAecsbjg-ECqyjHE-CcSIOCvkEJnP7BxSTUcoimx4aa7wXIvCIagxLMIJjiK_Y9pb_EqY-c9BCNLd2NdQuObUFrobXsVvFpQic5d5N6Msx6MPrTFeBoo/s1071/year7_dogs.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1071" data-original-width="802" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLKFuDt06DE4Uln-9kKqKB7yaFkFkfll13ruazdjUbk7eAohVzRIQ3TE-eQ_2Fxz66U6B7NasxAecsbjg-ECqyjHE-CcSIOCvkEJnP7BxSTUcoimx4aa7wXIvCIagxLMIJjiK_Y9pb_EqY-c9BCNLd2NdQuObUFrobXsVvFpQic5d5N6Msx6MPrTFeBoo/s320/year7_dogs.png" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Motivation Will Be Provided</td></tr></tbody></table><br /><span lang="EN-GB" style="font-family: "Arial",sans-serif;"><br /></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com18tag:blogger.com,1999:blog-6188119851730922397.post-32267448643766609142023-09-21T21:44:00.005+02:002023-09-21T21:44:58.999+02:00[REVIEW] Alchymystyk Hoosegow<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD72pY6BkgN8jiJgogR83Hydekb0isGORIr67TgULjR6CvoFciC0Nw9qH4wlon6VMcnVjlcTDaAfaxyy7rqdbcYw453VOisXrL37_hr0f6WVtw92bSQi6SJ76uN1zqa1WD2jZB3-NTMoA46qgEs9wuBvJ3X4L7mN0e9JStthw_qatMmBMWKJNfogCa1J4/s1070/alchymystyk_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1070" data-original-width="824" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD72pY6BkgN8jiJgogR83Hydekb0isGORIr67TgULjR6CvoFciC0Nw9qH4wlon6VMcnVjlcTDaAfaxyy7rqdbcYw453VOisXrL37_hr0f6WVtw92bSQi6SJ76uN1zqa1WD2jZB3-NTMoA46qgEs9wuBvJ3X4L7mN0e9JStthw_qatMmBMWKJNfogCa1J4/s320/alchymystyk_cover.png" width="246" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Alchymystyk Hoosegow</td></tr></tbody></table>Alchymystyk Hoosegow (2023)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Alex Zisch<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Self-published<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Level 7 “with some fatalities”</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hello, and
welcome to part SEVEN of **THE RECONQUISTA**, wherein entries of the scandalous
<a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">High funhouse (as
in “this guy must be high”) is kind of a lost art in adventure design. <span style="mso-bidi-font-weight: bold;">Puzzle-oriented, gameplay-heavy adventures
with a strong emphasis on player skill and anachronistic comedic settings were
the bread and butter of early D&D, but are rarely encountered in modern
old-school,</span> although they still exist in the forbidden pamphlets of the
Scribes of Sparn, Unbalanced Dice Games, and sometimes Buddyscott
Entertainment, Incorporated. <b style="mso-bidi-font-weight: normal;">Alchymystyk
Hoosegow </b><span style="mso-bidi-font-weight: bold;">throws down the gauntlet
and</span><b style="mso-bidi-font-weight: normal;"> </b><span style="mso-bidi-font-weight: bold;">delivers high funhouse like no other.</span></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><span style="font-family: arial;">What we get is a complex adventure site: an
abandoned penitentiary converted into the workshop of an imprisoned alchemist,
and left to the elements and various monsters. The first thing that strikes the
reader is the dense, oddball writing: <i>“The plateau backs up to the mountains
where the talus contains an inky orifice. The mine opening has wagon-sized
piles of clay soil spread nearby. A belching beehive-shaped smoke stack emerges
from the ridge. (…) A species of Brobdignag proportions swarm the countryside.
Mega-insects dart around chasing easy prey. They especially strike single file
hikers, rock climbers and sleeping campers.” </i>Or: <i>“Clad in jade cloaks,
two elves and two jackalweres (in human form) keep watch behind a parapet with
a box of 500 arrows and 30 spears. A brass bell and cymbal can be gonged to
raise the alarm. The jackalweres and foxwoman communicate in their alignment
tongue with percussive signals. A trap door connects to the stair down” </i><span style="mso-spacerun: yes;"> </span>The verbiage is strange and laden with four-dollar
words (adjusted for inflation), but it is essential: you get a strong idea of places,
personalities and situations. This allows the author to cram an enormous amount
of content into the contest page count, even allowing for homemade art and permanent
marker cartography that will win no beauty contest, but… well, it will win no
beauty contest, and let’s leave it at that.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><span style="font-family: arial;">While the focus is on the alchemist’s two-level
“science bunker”, the surface area and three entry levels connected to the main
deal are also described in broad strokes. The oddball energy is quickly
unleashed. Giant cranes trudge through contaminated water, hunting for fish. A
foxwoman rules a gaggle of charmed elven simps from her tower. Orc miners,
generally peaceful, make deliveries for their mining operation. Margoyles
collect rocks. There is just enough to kick the GM’s mind in a good direction,
and let things develop. The entry levels are simplistic, sketched, but
conceptually strong, each with a different dynamic. The foxwoman and her elves
control the surface, and may offer a bargain to plunder the alchemist’s bunker.
The orcs are working class guys just out to make a buck. A prison level is
haunted by its jailers and inmates, and a furnace level is operated by salamanders
creating expensive and bizarre ceramics in a fiery workshop inimical to human life.
Each of these levels have their own logic and “game rules”, which the players
must discover and exploit.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ0-qvbvRQDd8csOSYpVPJD03zpE53LEN4yBB1E3fepg9dQOmv4IlS3YL9a1e1IDGErdwIVJAfwB2QekRv2T7lhS1yB0QizHf3t6r-fJE1ZTHCE449wUWORPv0uP0GkLfwmAbTMrAGDipFQHysffbpJ0zkuydSCXCdbcqMWBHCITWGn0nrr-wu8AZByZg/s1050/alchymystyk_wtf.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1050" data-original-width="1006" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ0-qvbvRQDd8csOSYpVPJD03zpE53LEN4yBB1E3fepg9dQOmv4IlS3YL9a1e1IDGErdwIVJAfwB2QekRv2T7lhS1yB0QizHf3t6r-fJE1ZTHCE449wUWORPv0uP0GkLfwmAbTMrAGDipFQHysffbpJ0zkuydSCXCdbcqMWBHCITWGn0nrr-wu8AZByZg/w384-h400/alchymystyk_wtf.png" width="384" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Periodic table-shaped rooms</td></tr></tbody></table></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><span style="font-family: arial;">The main deal, though, is the alchemist lair,
a 36+12-room puzzle dungeon that serves as a storehouse for crazy alchemy-themed
puzzle rooms. Lab equipment, transformation and potion miscibility experiments
are offered in dazzling variety, from the relatively simple to the supremely
complex. They are not really interconnected for the most part except by theme; they
are isolated setpiece rooms to be messed with and exploited for profit. There
is a lot of raw, playful creativity exploiting magic items and monsters,
involving a strong theme of trickery. Tiny gnomic creatures stored in the vats
of a bio-lab grow into giant spriggans to ambush their rescuers, while a bonsai
is a disguised hangman tree patiently waiting for its prey. The puzzles are
multi-layered. For example, a giant “pool table” has mastodon ivory balls worth
25 gp each, and the holes contain various liquids from port wine to cyanide and
a living mustard jelly… the real treasure being the pool stick (a <i>quarterstaff
+1 </i>with a chalky tip).</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3nIZ5IhM2a9-BWhG7pM61tJ0kRvuyW_4iPfNbCL057XMYnpZbT2lsRifJ-lGJWUP-QIT4R_bxVUrjBNOgORjyudHKqBNFSRW-1_hnR52P71DgFuxbEb9Kce-YnKvMsYmYcWPDQtizCKVF1NBWx87CtzdKFpoFT48nIlnHRF7ODUp8Pc7MQ3KoIDjF41E/s565/alchymystyk_wtf2.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="565" data-original-width="505" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3nIZ5IhM2a9-BWhG7pM61tJ0kRvuyW_4iPfNbCL057XMYnpZbT2lsRifJ-lGJWUP-QIT4R_bxVUrjBNOgORjyudHKqBNFSRW-1_hnR52P71DgFuxbEb9Kce-YnKvMsYmYcWPDQtizCKVF1NBWx87CtzdKFpoFT48nIlnHRF7ODUp8Pc7MQ3KoIDjF41E/s320/alchymystyk_wtf2.png" width="286" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">High art</td></tr></tbody></table>Treasure is hidden carefully – potions disguised
as paint pots, opening a secret door to even better treasures if sorted into
the colours of the rainbow; a “floating” dunce cap that’s just sitting on top
of an invisible <i>iron flask</i>, and so on. There is generous mundane and
magical loot scattered around, if you can recognise and obtain it, but the best
stuff tends to be behind the really fiendish puzzles. The traps are also
hilariously deadly: consider an invisible inkwell on a writing desk, whose contents
develops into a <i>cloudkill </i>spell if carelessly knocked over (with enough
clues to give a hint to clever players and goad the foolhardy into making a
deadly mistake). Of course, it is all very silly, veering into doggerel verses,
groanworthy puns (“Meat the Beetles”, a book by Beer Brewbeck), and bizarre
monster-NPCs. The greatest treasures are locked away on the lowest level, the
alchemist’s treasury and vault – from pillars of pure gold to purple “Crown Royal”
bags doubling as <i>bags of holding</i>,<i> </i>filled with 15,000 gp worth of golden
dice. The difficulty curve also increases here, and both monsters and puzzles become
formidable for the level range.</span></span></p><p class="MsoNormal" style="text-align: justify;"><b style="font-family: arial;"><span lang="EN-GB">Alchymystyk Hoosegow </span></b><span lang="EN-GB" style="font-family: arial;">is a very peculiar module occupying a very
specific niche. Players will love it if you enjoy puzzle-solving and foiling
the GM’s clever tricks in a place governed by cartoon/adventure game logic, and
probably have a bad time if they prefer their games serious and more-or-less
plausible. It is pure gamergaming, and does that very well. Hoosegow, by the
way, means a jailhouse. No, I have never heard this one either. Were drugs
involved in the creation of this adventure? Well…</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This module credits
its playtesters properly.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: **** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com2tag:blogger.com,1999:blog-6188119851730922397.post-77108337254884778882023-09-19T22:15:00.001+02:002023-09-19T22:15:25.990+02:00[NEWS] Castle Xyntillan – Spanish edition Kickstarter // Foundations of Fantasy Roleplaying Games<p><span style="font-family: arial;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_fTXAIK9XtUxFHjNHjaPKum6rk75NNAe96p_Kdo92W9t3c_5C2KGqOsqWonA2GL_H6YXSbYPYdK1tCZGjMIKuY8TybdXbwvoP9Gir9cwO-JnoNSg65f1JMZcuqzNikRMPDzhmgGQ-Vf4I_1VkzHc3Los5GSb-ADrebVAed-lKjWLBcxXVV620-7AxSBg/s1024/castello_xyntillan.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="576" data-original-width="1024" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_fTXAIK9XtUxFHjNHjaPKum6rk75NNAe96p_Kdo92W9t3c_5C2KGqOsqWonA2GL_H6YXSbYPYdK1tCZGjMIKuY8TybdXbwvoP9Gir9cwO-JnoNSg65f1JMZcuqzNikRMPDzhmgGQ-Vf4I_1VkzHc3Los5GSb-ADrebVAed-lKjWLBcxXVV620-7AxSBg/w400-h225/castello_xyntillan.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Castillo Xyntillan!</td></tr></tbody></table></span><span style="font-family: arial; text-align: justify;">I am pleased to draw your
attention to the ongoing Kickstarter campaign for </span><b style="font-family: arial; text-align: justify;">Castle Xyntillan</b><span style="font-family: arial; text-align: justify;">, or,
as we should say, </span><b style="font-family: arial; text-align: justify;"><a href="https://www.kickstarter.com/projects/outremereediciones/castillo-xyntillan-un-megadungeon-para-la-marca-del-este">Castillo
Xyntillan!</a> </b><span style="font-family: arial; text-align: justify;">The module has been translated into the Spanish by Outremer
Ediciones, and statted for </span><b style="font-family: arial; text-align: justify;">Aventuras en La Marca del Este</b><span style="font-family: arial; text-align: justify;">, a Spanish old-school
game whose name translates as </span><b style="font-family: arial; text-align: justify;">Adventures in the Eastern Marches. </b><span style="font-family: arial; text-align: justify;">To
quote the campaign,</span></p><div style="text-align: justify;"><span style="font-family: arial;"><i>“<b>Xyntillan Castle</b> is a megadungeon for old-school gaming, but not one like any other. Throughout its pages you will discover a strange, terrifying and absurd world, governed by dream logic and the unusual fantasies of the Malévols, the degenerate and decadent family dynasty that runs it.</i></span></div><div style="text-align: justify;"><span style="font-family: arial;"><i><br /></i></span></div><div style="text-align: justify;"><span style="font-family: arial;"><i>In its more than 300 rooms you will find all kinds of curious inhabitants and dangerous challenges: talking paintings, murderous furniture, servants more loyal than death, maniacal vampires, forgetful ghosts, masked murderers, torturers in love, ancient curses, dead soldiers, glitter clouds , terrifying beasts and even the most dangerous trap ever devised, the masterpiece of death. However, most of these challenges do not have to be overcome by force of arms: many will be content with a few good words, some politeness, and asking for a favor from time to time.”</i></span></div><div style="text-align: justify;"><span style="font-family: arial;"><br /></span></div><div style="text-align: justify;"><span style="font-family: arial;">The campaign has already met its goal, so it is safe to say it will happen – the manuscript has been translated, laid out and proofread, and Outremer Ediciones has a proven track record delivering other games, including a very nice-looking translation of the Helvéczia boxed set. The physical qualities were great for Helvéczia, and should be the same here. If the campaign hits €8.000, patrons of the physical version will receive the d20 of Victory, and with that name, I am fairly sure you need one of them. Back early and back often!</span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixLp04GQGDKowp5o8bz7CZY-N-GBZz4MSuY5FaSu_DYmn5oHH65ubcVdwXF4mUvfOOQoyO8Ch0BexPG4C18Df6Mf6lvUA_a8Ssx5LE-7x8cyTB8OHID7yBQR3g8tRcgcYak27FSXTdvz7NyQ1mZ0nKkFz5GfCAFKFzpMVEMzXL0QGPy-LEVAsQVW5U1P8/s3000/foundations.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1127" data-original-width="3000" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixLp04GQGDKowp5o8bz7CZY-N-GBZz4MSuY5FaSu_DYmn5oHH65ubcVdwXF4mUvfOOQoyO8Ch0BexPG4C18Df6Mf6lvUA_a8Ssx5LE-7x8cyTB8OHID7yBQR3g8tRcgcYak27FSXTdvz7NyQ1mZ0nKkFz5GfCAFKFzpMVEMzXL0QGPy-LEVAsQVW5U1P8/w400-h150/foundations.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Foundations of Fantasy Roleplaying Games</td></tr></tbody></table><br /><p class="MsoNormal" style="line-height: 115%; margin-bottom: 0cm; text-align: justify;"><span style="font-family: arial;">In other news, I would also
like to draw your interest to a new book series, </span><b style="font-family: arial;">Foundations of Fantasy
Roleplaying Games</b><span style="font-family: arial;">. Launched by Charybdis Press, this is a series that</span></p>
<span style="font-family: arial;"><br /><i>“…explores the literature that influenced the modern genres of fantasy, science fiction, and horror, and the roleplaying games they continue to inspire. The series is dedicated to all the hardworking game masters the world round and hopes these books provide more inspiration for their games. But while this series orients itself towards genre fiction and roleplaying games, it is also for general readers desiring quality copies of public domain works.” <br /></i><br />These are, in essence, nicely edited, affordable paperback printings of works in the public domain. The titles chosen for the imprint are a bit further afield from the pulp classics; they come from the corpus of adventure stories which indirectly inspired the pulps, but are fairly obscure to the modern reader. As such, they are a great source of reading material that would, paradoxically, feel both familiar and new. The titles now available mostly include works from the picaresque tradition: <br /><br /><ul style="text-align: left;"><li><span style="font-family: arial;"><b><a href="https://www.amazon.com/Three-Northern-Stories-Other-Tales/dp/1957399155">Three Northern Love Stories, and Other Tales:</a> </b>A collection of mediaeval Icelandic stories, from The Story of Gunnlaug the Worm-Tongue and Raven the Skald to The Tale of Thorstein Staff-Smitten.</span></li><li><span style="font-family: arial;"><b><a href="https://www.amazon.com/Life-Adventures-Guzman-dAlfarache-Spanish/dp/1957399171">The Life and Adventures of Guzman d’Alfarache</a>:</b> One of the classic Spanish picaresque novels from 1599, featuring the misadventures of a low-class anti-hero in a world of thieves and reprobates. As usual in the genre, it is nominally written as a condemnation of sin, while vicariously revelling in it.</span></li><li><span style="font-family: arial;"><b><a href="https://www.amazon.com/Adventures-Gil-Blas-Santillane/dp/1957399139">The Adventures of Gil Blas of Santillane:</a> </b>The classic 1715 French picaresque story (although one set in Spain), following another young fortune-seeker and social climber. Gil Blas is one of my favourite books; it is fast-paced (the events of the first twenty or thirty pages would make for a full novel in lesser hands), funny, and filled with wisdom.</span></li><li><span style="font-family: arial;"><a href="https://www.amazon.com/Told-Deaths-Head-M%C3%B3r-J%C3%B3kai/dp/1957399147"><b>Told by the Death’s Head:</b></a> A 19th-century neo-picaresque by Hungarian novelist Mór Jókai, this is also a personal fave. Originally titled An Infamous Adventurer from the 17th Century, it is the unlikely tale of Hugo, a gunner put on trial for twenty-two crimes (“including bigamy, regicide, uxoricide, sorcery, piracy, Satanism, and cannibalism”), each worthy of execution, but each with a story behind it that makes Hugo the hero of the story. As always, Jókai is a master of the romantic adventure; he is smart (and a bit of a smartass), incisive, and fundamentally good-natured about human foibles. A paragon of patriotic liberalism, and always a man with a story to brighten your day.</span></li></ul></span><p></p>
Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com9tag:blogger.com,1999:blog-6188119851730922397.post-16694967045733539292023-09-17T17:50:00.000+02:002023-09-17T17:50:00.926+02:00[REVIEW] Into the Caves of the Pestilent Abomination<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLVZR3BhHWhZP17rCRIx3_z4Ij63q8zKUwXTOGy0IDzhZDDVtsjZWx_ZjhnC8ZJBUW_oWiYmGd6x0ImvBmNVIsDXUckePoZ0yv6tbVQmI8ITorKGltLT8iC703t1XFmVywey09Y3MdNg05VV52KET8Fnowhs0PrJuD5qYoaCAJF6f7ZywGalZcI8L4vC0/s816/intothecaves_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="816" data-original-width="587" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLVZR3BhHWhZP17rCRIx3_z4Ij63q8zKUwXTOGy0IDzhZDDVtsjZWx_ZjhnC8ZJBUW_oWiYmGd6x0ImvBmNVIsDXUckePoZ0yv6tbVQmI8ITorKGltLT8iC703t1XFmVywey09Y3MdNg05VV52KET8Fnowhs0PrJuD5qYoaCAJF6f7ZywGalZcI8L4vC0/s320/intothecaves_cover.png" width="230" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Into the Caves of the<br />Pestilent Abomination</td></tr></tbody></table>Into the Caves of the Pestilent Abomination (2023)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Marcelo P. Augusto<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Published by Giallo Games<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Levels 1–2</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The idyllic
rural community beset by a monstrous menace is one of the main plots in fantasy
games, and the premise of a myriad low-level adventures, so much so that it probably
beats “undead-haunted crypt of a local notability” and “Keep on the
Borderlands” to the top spot. The majority of them are low-complexity affairs,
with a straightforward setup and a mini-dungeon at the end. <b style="mso-bidi-font-weight: normal;">Into the Caves of the Pestilent Abomination</b><span style="mso-bidi-font-weight: bold;"> is a typical representative of the genre,
and </span>suffers from its typical issues, including a misunderstanding of
what makes an adventure.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Where the rural
idyll is concerned, the module lays it on thick: <i>“The small community of
Woodsmen Village lived in tranquility, without anything or anyone bothering its
peaceful residents. Days come and go while the gardens sprout succulent and
showy greens. Shepherds quietly follow their flocks of sheep to the nearby
hills, and poultry farmers happily inspect the beautiful eggs their fat hens
daily laid.</i> (sic)” Woodsmen Village, mainly noted for the Fussy Lark tavern
and the magical throwing axe of a dwarf hero who has once helped the place, is
troubled by a problem. A traveling priest who has settled near the village has
gradually grown wild and transformed into a stinking, decrepit abomination, scaring
the local folk and eventually moving on to killing the livestock. All this is
told through an overly long backstory, which is then followed by a
disproportionately simplistic adventure. The paragraph you have just read would
have sufficed for an introduction conveying the same ideas the module spends
four pages elaborating.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYDhIKSVHPYnqhhANTvhwMdESrNvbs57y9ZtnoQ1YZbR0tbUOKMTrMtMrvMjm1qh0K69lAIWeqdYQkns2l7G5q2_-Qkz-LnsoV316cVFD89ltvZpqSPZ56VR_2qh0ZJRW8k6Fbg9BBfKntfKU_E97fNGlqRNRmElSe-z0VfPKmCqKTGFEWO13rylpJtZA/s765/intothecaves_wilderness.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="765" data-original-width="616" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYDhIKSVHPYnqhhANTvhwMdESrNvbs57y9ZtnoQ1YZbR0tbUOKMTrMtMrvMjm1qh0K69lAIWeqdYQkns2l7G5q2_-Qkz-LnsoV316cVFD89ltvZpqSPZ56VR_2qh0ZJRW8k6Fbg9BBfKntfKU_E97fNGlqRNRmElSe-z0VfPKmCqKTGFEWO13rylpJtZA/s320/intothecaves_wilderness.png" width="258" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ceci n'est pas une d'une<br />exploration hexadécimale.</td></tr></tbody></table>The adventure
proper has a wilderness segment in this idyllic little land, which serves no
purpose whatsoever. There is a hex map with nine keyed areas, but these are not
functional encounters of interest to the adventurers. Rather, the locations
mentioned in the backstory are put on the map, from the dwarf hero’s serene lakeside
tomb (a nice touch: flowers and tobacco are deposited near the grave as a local
tradition), to the location where a local kid once saw the Pestilent Abomination,
the place where the torn off sheep’s head was found, and the other place where
the mule carcass was discovered. These places are not encounters <i>per se</i>,
since nothing really happens at them, nor do they offer useful information to
finding the Abomination’s lair. As the module helpfully tells us, <i>“It’s
possible that the adventurers try to investigate the area, but they won’t find
any clues about the recent incidents at the village.” </i>The only function of
the wilderness is to bump into random encounters, except they are mostly not
functional encounters either, being local wildlife like deer, a snake, an
eagle, shepherds and sheep, a mountain goat, 1d4 wolves, and travelling
dwarves. This is mainly just set dressing before the adventure – but there is
no adventure in these outdoors.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The actual
adventure begins on page 12, where the module starts to describe the nearby
swamp. Some of the encounters here are actual monsters and hazards (like a
depth change), although this is basically just mucking around until you arbitrarily
find a trail to the Caves of the Pestilent Abomination. The best part of the
adventure is found here; an encounter with “the Swamp Predator”, <i>“a bizarre
cross between a crab and a spider”</i>, which attacks from beneath the murky
water of the lake before the cave entrance. This is simple but well done; an
interesting monster with an effective setup.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The caves
feature seven keyed areas (13 if we generously count sub-areas), and follows a
linear path with three side-branches. There are the beginnings of interesting
locales here. A half-flooded cave glittering with rough citrines and populated
by giant salamanders (the adventure’s only treasures of note, worth a total of about
180 gp) is pretty cool. A completely flooded cave with a submerged quicksand
pool is a good challenge of problem-solving and equipment use. The descriptions
are sometimes effective, let down by parts of the key describing things which
are evident from the map. In the final room, the adventure ends up as a
bait-and-switch: you do not actually get to encounter the original Pestilent
Abomination, as he has died a while ago and been replaced by a troll which has
taken his place. This development is probably realistic, but disappointing. The
shepherds and farmers of Woodsmen Village would probably see the troll as a
fearsome monster of whispered legend. For the actual people playing this
adventure, it is just a troll. It also nullifies the priest plotline the module
had spent so much ink setting up. There is no treasure except a cursed necklace
which transforms you into the Pestilent Abomination, and has an overlong
backstory of its own.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-GB">Into the Caves of the Pestilent Abomination</span></b><span lang="EN-GB"> is just an example of a general trend that has beset old-school
adventure design, and it is perhaps not fair to single it out for criticism. It
is one of many, and its sins are of the age which had birthed it. There are
ways out, but they must be shown so people can walk them. Good adventure design
is not that hard, and old-school gaming has much to offer in this respect. But
regrettably, this is still really bad. The lesson is thus: sometimes, horrors
are hidden around idyllic communities, and we must put them to the sword for
the sake of peace and quiet.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This module credits
its playtesters properly.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: * /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com3tag:blogger.com,1999:blog-6188119851730922397.post-87388940208183985792023-09-06T19:02:00.003+02:002023-09-06T19:02:53.794+02:00[REVIEW] Caves of Respite<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAKfksbd5SJ2NH6rZbg0cGy1FX1obXvnkYRKDaLibzHyi2420HUqdIhlgRB5xfyWmP3YmzIUcUe9tZ5ox1zRgqoEeK9eZClh8oA-9WnhWMqgeRDVCiVqUdW8iYw-ouc5vkxOxtmuY1Xk8unGI2JSrtgN0Ai7Gv0ZyiYrZtyLNYLCZkNlFZ3aebvzYVbjM/s923/caves_of_respite_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="923" data-original-width="710" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAKfksbd5SJ2NH6rZbg0cGy1FX1obXvnkYRKDaLibzHyi2420HUqdIhlgRB5xfyWmP3YmzIUcUe9tZ5ox1zRgqoEeK9eZClh8oA-9WnhWMqgeRDVCiVqUdW8iYw-ouc5vkxOxtmuY1Xk8unGI2JSrtgN0Ai7Gv0ZyiYrZtyLNYLCZkNlFZ3aebvzYVbjM/s320/caves_of_respite_cover.png" width="246" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Caves of Respite</td></tr></tbody></table>Caves of Respite (2023)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Jeff Heinen<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Published by Hrafn Forge<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Level 1 (Shadowdark)</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Games which make
a large splash tend to be inundated with ill-conceived crap from incompetents
and shovelware artists. <b>Mrög Brög</b>, <b>OSE</b>, <b>Troika</b>, and now <b>Shadowdark</b>
are just continuing a trend proudly set by <b>OSRIC</b> (Phil Reed showing up
is a telltale sign). After a while, when the game’s reputation has been soundly
thrashed by the talentless and opportunistic, the horde moves on to drag down
the next hot thing. It is thus not easy to find the good stuff for these
systems among the rubbish. This adventure is not rubbish: a sense of wonder, good
presentation, and decent encounter design show signs of emerging competence.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The first thing
that stands out is the sense of wonder. The caves are an old refuge of
nobility; a place of beauty and history. The module is willing to be fantastic by
digging into the foundations of D&D fantasy: places like a gallery, a
magnificent feasting hall with a grand chandelier, and subterranean cave realms
combine strong imagery with functional gameplay. The text helps establish a place
with a good appeal to multiple senses. Let’s consider the setup for the first
area: <i>“Stench of stale sweat and damp earth. The light of your torches flickers
off damp, roughly hewn cave walls. Four individuals, clearly not of noble
birth, clad in mismatched leather armor, have set up a crude watchpost here. They
bear the marks of hard lives, their faces hidden under layers of grime and
rough stubble. A sense of alertness emanates from them, their hands never
straying too far from their belted weapons. A pair of smoking braziers gives
off an acrid smoke that burns the eyes and lungs, providing a meager light
source.”</i> It has a few remnants of boxed text – some entries imply player
action a bit too much – but you can see good descriptions taking shape. It is not
overlong, and it concentrates on visceral detail. Stale sweet and damp earth.
Mismatched leather armour. Grime and rough stubble. Acrid smoke. You get a solid
mental image out of them.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHBiBZBMUNg2k1jLD4m36ToqhoUA2F1kkNCi5Cc7FGIx5iRXR9c21G6ZGEpiRKGWhgZEzawnQE19UNcwHyN5rZpZnu3CDagAZnkw8fXcVjg3uLKcUaJIfDSFhBleX-fuaZ3lMCgXT7QSdFg5sIE8cDfhDm2opL2V3RasUQIlprIkuBBuM2lYdKcYt1LpI/s926/caves_of_respite_map.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="926" data-original-width="721" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHBiBZBMUNg2k1jLD4m36ToqhoUA2F1kkNCi5Cc7FGIx5iRXR9c21G6ZGEpiRKGWhgZEzawnQE19UNcwHyN5rZpZnu3CDagAZnkw8fXcVjg3uLKcUaJIfDSFhBleX-fuaZ3lMCgXT7QSdFg5sIE8cDfhDm2opL2V3RasUQIlprIkuBBuM2lYdKcYt1LpI/s320/caves_of_respite_map.png" width="249" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Loopy!<br />(My annotations)</td></tr></tbody></table><br />Beginner modules
are not an easy genre to write for: balancing limited character power with the
need to design something that does not feel nerfed and limited is a challenge
many fail at. <b>Caves of Respite</b> does a decent job at giving you a
first-level dungeon in 24 keyed areas. That’s sort of the threshold of
viability; under 20 is usually too small, although around 30-40 would be
better. This cave system is large enough to accommodate player choices and offer
alternate paths – the structure follows a larger loop crossed by two strings of
rooms; not elaborate, but again, it does its job. If you added about 50% empty
space to extend it a little, and introduced a few dead ends and side-branches,
it would be spot on. What works particularly well, though, is the sense of
progression. The entrance section is a bandit lair, barricaded off from the
deeper caves. This is followed by natural caverns ranging from a mushroom
garden to a chasm spanned by a rickety rope bridge. You eventually get to the lost
noble sanctum with its set-piece rooms, and that’s a great sense of discovery,
even in such a small dungeon. It transcends simple “cabinet contents” room
design by exploring slightly out-of-place elements with a sense of the odd and
fantastic, like an underground music room or a grand library. A definite high
water mark.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The encounters
run the gamut from combat to hazards and navigation challenges. Monster
encounters include basic tactics – ettercaps try to ensnare the party, while kobolds
and goblins are a cowardly lot who might be more likely to bargain for a
surrender. Monster numbers could be increased a little; meeting 16 kobolds is just
more exciting than a combined group of five kobolds and three goblins. Two
ghouls in a room is just sad, balance be damned. There are opportunities for
parlaying and making deals with the denizens.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">There is decent signposting
– three skeletons impaled by fallen stalactites followed by, well, falling stalactites.
It is perhaps on the simple side, but this is a beginner affair. Occasional bad
practices are still present: for example, the bandits’ belongings can
potentially yield healing potions, lockpicks, and small amounts of gold. Well,
do they yield them or not? Do they only yield them if it is convenient for the
GM? This is a point where an adventure designer should put down his feet, at
least by establishing some odds. There are a few “hidden niche contains some <span style="mso-spacerun: yes;"> </span>loot” secrets too many – more variety here
would be to the adventure’s benefit. The loot amounts are based on <b>Shadowdark
</b>standards, so it is more “I am happy with this 50 gp” and less “you find
1000 gp, a meagre haul so far”.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The module
follows a fairly effective presentation: keyworded player-side descriptions are
followed by GM info in bullet points. The absence of monster stats is puzzling.
Is this a <b>Shadowdark</b> thing or a module-specific thing? In either case, stats
should be included, no ifs and no buts. The Achilles heel of the presentation
is the map. Features noted in the text are often missing from the map – not on
the level of furniture, but things like a grand stairway, a secret door, or a
chasm and a rope bridge are the most notable cases. Sure, you can draw them in based
on a read-through of the text, but then the author could have done the same. I
wonder if this was originally a repurposed map or some sort of template.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">All things
considered, this is not bad at all, sort of like a good Basic D&D adventure.
It is not yet at the point where decent becomes very good, but perhaps where
good things starts to emerge – a good start. The author is someone who clearly
has talent, and is getting more skilful. It would be good to see more.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">No playtesters
are credited in this module.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: *** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com4tag:blogger.com,1999:blog-6188119851730922397.post-27321676877151715482023-08-27T23:47:00.001+02:002023-08-27T23:47:25.479+02:00[REVIEW] The Arcane Font of Hranadd-Zul<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXk4454v6v_VkLOpMNZknD-b5GVBqvJzadliPifxls6MI4ms0gaxu5Zs9-6aEUU0XZU59gHyy4WnwtaKIFsvcGwFFOxkAKbNROshIbandT15IFXMPOY2284BJQmrF0AFCHBm0D-8Q9a82qOVxXsa0UPQjQjiRgumNh_vQMmg54HN4xrt86WO9NLdKcro0/s1075/arcanefont_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1075" data-original-width="830" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXk4454v6v_VkLOpMNZknD-b5GVBqvJzadliPifxls6MI4ms0gaxu5Zs9-6aEUU0XZU59gHyy4WnwtaKIFsvcGwFFOxkAKbNROshIbandT15IFXMPOY2284BJQmrF0AFCHBm0D-8Q9a82qOVxXsa0UPQjQjiRgumNh_vQMmg54HN4xrt86WO9NLdKcro0/s320/arcanefont_cover.png" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Arcane Font<br />of Hranadd-Zuul</td></tr></tbody></table><br />[REVIEW]
The Arcane Font of Hranadd-Zul (2023)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Daedalus<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Self-published<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Levels 2–4 “plus henchmen”</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hello, and
welcome to part SIX of **THE RECONQUISTA**, wherein entries of the scandalous <a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">A shrine known
for a font that can grant magical powers for a price has become the focus of
multiple competing groups. A magic-user, looking for the font’s energies, has
been captivated by an evil plant monster, and serves it loyally. A band of
grimlocks want to destroy the plant to worship the font as a manifestation of
their god. A drow swordswoman has escaped here with a macguffin, and is pursued
by a humanoid band who want her dead and the macguffin for themselves. The
plant monster wants to enthrall and feed on more victims. This adventure uses a
Dyson Logos map for a small dungeon adventure with 25 keyed areas, and lets
loose the PCs among the factions.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3YHCe_4t107-I_4XnmceI764RlwVo_3jPDP9YHqsM9QnF1BqRyJhp7zDHqqUIaNXMXjVQR2Hi4wnDZSpMBBtnD2nc_QPU_jUFXxy_X3GJA1nqIrHAZ9SgMhyspHtOvG8aoiBYryg0FKxKhgxDrjhmLmUoxL4Q7cH3cIm5atcZrLXwV0zk3FZx2My3NN8/s743/arcanefont_interactive.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="743" data-original-width="325" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3YHCe_4t107-I_4XnmceI764RlwVo_3jPDP9YHqsM9QnF1BqRyJhp7zDHqqUIaNXMXjVQR2Hi4wnDZSpMBBtnD2nc_QPU_jUFXxy_X3GJA1nqIrHAZ9SgMhyspHtOvG8aoiBYryg0FKxKhgxDrjhmLmUoxL4Q7cH3cIm5atcZrLXwV0zk3FZx2My3NN8/s320/arcanefont_interactive.png" width="140" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Designed to be<br />messed with</td></tr></tbody></table>The result is a
sort of compendium of dungeon design good practices – a good mixture of
encounter types, dungeon factions, non-linearity, monster tactics and a sense
of wonder are all present. The locale is effective as a derelict place of
mystery, with the statues of mysterious goddesses, scavengers which have moved
in, and enigmatic puzzles you can mess with. This element of exploration and interaction
is the adventure’s strongest point; whether it is messing with two magical
mirrors that allow remote observation of key locales, stealing votive coins
from the shrine of a death goddess, or exploring a laboratory setpiece, fun
possibilities are presented and explored. It is not just single-function stuff –
there are deeper layers of interaction and multiple possibilities to explore.
There are enough environmental clues to help you along, but experimentation is
tempting. You find a dead body, followed by a killer trap, and if you fall for
it, it is richly deserved. The combat encounters offer good variety – there is
a battle on a bridge spanning a larger cavern with a swarm of spiders dropping
down from the ceiling that should warm every GM’s heart, a large grimlock
gathering you can crash, or moving NPCs who are all different in their approach
and threat type.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The faction
conflict is central to the adventure, and it is impressively developed. There
are opposing forces active in the area, they are on the move, and some of them
also have bases to fall back to. This is quite outstanding, although as it
tends to be, the dungeon is too small for this scope of intrigue. It is a grand
play on a small stage – to work properly, it would need a place that would be
three or more times as large, with generous empty space between the keyed areas.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><span lang="EN-GB" style="mso-bidi-font-weight: bold;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdgZ6-C1NfjDiYRNpaM4UdO7yi5GAE9iUJtXmYVX-xJOry1fiujPZbgTnpJWgxzqsrgY0moCUqgXj1pv74o3l-qkxHfElypJ1W9Vo3kZ60BF_cvEFNXLb7zuqEGGl4OAvmC4v3VzXXY9cBSPOe8CZu-b4fJ5036V0_eI_2TkDzH8kmM7S1IU6G_htozpQ/s550/arcanefont_belle.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="550" data-original-width="489" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdgZ6-C1NfjDiYRNpaM4UdO7yi5GAE9iUJtXmYVX-xJOry1fiujPZbgTnpJWgxzqsrgY0moCUqgXj1pv74o3l-qkxHfElypJ1W9Vo3kZ60BF_cvEFNXLb7zuqEGGl4OAvmC4v3VzXXY9cBSPOe8CZu-b4fJ5036V0_eI_2TkDzH8kmM7S1IU6G_htozpQ/s320/arcanefont_belle.png" width="285" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Discovering the Ruined e-Thot Room</td></tr></tbody></table>User-friendly presentation is just as
prominent in </span><b style="mso-bidi-font-weight: normal;"><span lang="EN-GB">The
Arcane Font of Hranadd-Zul</span></b><span lang="EN-GB" style="mso-bidi-font-weight: bold;">, and every trick from the book is on display. Room entries use
multiple-level bullet-point formatting, underlining, cross-referencing, the
works. NPC motivations are explained, terrain features described exactly, there
is a table breaking down XP and treasure, and even a “what happens after the
adventure” page. Paradoxically, this becomes the module’s largest flaw and the
main obstacle to actually using it. Things are over-explained in the text – describing
the presence of mundane doors where the map would suffice, or dwelling on insignificant
dungeon clutter, or the motivations of a mimic and a carrion
crawler (it is what you expect). Underlined keywords are too frequent, and don’t
draw our eyes to the relevant bits. The effect of presenting the entire text in
two-level <i>bullet pontese</i> is more disorienting than helpful – a lot of it
would have worked better as plain text, with the bullet points reserved for relevant
material. The point is not that these layout practices aren’t useful, but that
their role should be supportive, not overwhelming. Here, it is overwhelming.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">All things
considered, this is a decent adventure, but it would be a better one if it had
a larger sscope, and <i>especially </i>if it wasn’t trying to be so helpful. There
are strong elements in the factions, the exploration, and the generally
well-written text, but in the end, we return to the eternal wisdom: less is
sometimes more. Would I use the adventure as it is? No. Would I be interested
in a new one that fixed its issues but kept its good points? Definitely.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">No playtesters
are credited in this module.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: *** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com5tag:blogger.com,1999:blog-6188119851730922397.post-11668144130528913142023-08-16T10:20:00.001+02:002023-08-16T10:20:32.245+02:00[REVIEW] Ship of Fate<p><b><span lang="EN-GB"><span style="font-family: arial;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibNMqVuDpAG01-8YyFpCmALB_GXd3U4lgtpP1kb6wtMC-Hg1FFPNa-7Wpe1CL5-lFvThsElWLyd41zgsRz8WRRFRZ7CThuuR-Tkxw3oseG_6hn9xn2tXkq9PoWSU9RHWRk8neWv_H5SF8YHGLPBbuB-LeFlWXuhNXA0FXMWiVQMLZwxnOA8Nyp11ENoB8/s902/shipoffate.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="868" data-original-width="902" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibNMqVuDpAG01-8YyFpCmALB_GXd3U4lgtpP1kb6wtMC-Hg1FFPNa-7Wpe1CL5-lFvThsElWLyd41zgsRz8WRRFRZ7CThuuR-Tkxw3oseG_6hn9xn2tXkq9PoWSU9RHWRk8neWv_H5SF8YHGLPBbuB-LeFlWXuhNXA0FXMWiVQMLZwxnOA8Nyp11ENoB8/w320-h308/shipoffate.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Trippy.</td></tr></tbody></table>Ship of Fate (2023)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Jonathan Becker<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Self-published<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Levels 10–14 “plus assorted henchmen”</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hello, and
welcome to part FIVE of **THE RECONQUISTA**, wherein entries of the scandalous <a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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 <b>Ship of Fate </b>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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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 <b>The Sailor on the Seas of Fate</b>, while also drawing on the AD&D
classics: the hub-and-spokes setup of <b>The Lost Caverns of Tsojcanth</b>, and
the funfair ride aspects of <b>White Plume Mountain</b>.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This is
definitely high-stakes, high-skill AD&D which throws formidable challenges
at a pack of powerful PCs <i>and </i>their henchmen (three per each character).
Encountering 96 stirges, 3 ropers or 7 shadow demons, or finding a chamber whose
walls are just <i>studded </i>with gemstones (total value 62,500 gp) is just
the beginning. It is not just a room with a <i>mirror of opposition</i>; it is
a hallway with several dozen mirrors with ten <i>mirrors of opposition</i>, 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 <i>reasons</i>” nerfing. The contest of powers is not rigged.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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 <b>World of Urutsk</b>, 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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">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 <i>need </i>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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">To sum up, <b>Ship
of Fate </b>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.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This module
credits its playtesters, too.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: **** /
*****</span><o:p></o:p></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTzxf0Ax3st1WCmiRiUZseDMC8RoHZ8UQPLy3lEa8T1M-RS71VKy36BrqYXkKKkbOH62O0HomCpVS7pn7U1bD7Uc5z9Hkm5Z470t4aKqHI1iZhOTgs0RtG2Vc98P_JFaH8WBkHZvFxWj5QDRwQTbcV4L-RM9JPQxG8rBmWRzvS2R7Ib7QBVhk6ynKbNAo/s980/shipoffate2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="754" data-original-width="980" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTzxf0Ax3st1WCmiRiUZseDMC8RoHZ8UQPLy3lEa8T1M-RS71VKy36BrqYXkKKkbOH62O0HomCpVS7pn7U1bD7Uc5z9Hkm5Z470t4aKqHI1iZhOTgs0RtG2Vc98P_JFaH8WBkHZvFxWj5QDRwQTbcV4L-RM9JPQxG8rBmWRzvS2R7Ib7QBVhk6ynKbNAo/w400-h308/shipoffate2.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Agak sucks, but this module does not.</td></tr></tbody></table><br /><span style="font-family: arial;"><br /></span></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com1tag:blogger.com,1999:blog-6188119851730922397.post-29792711264175761922023-07-10T18:59:00.001+02:002023-07-30T08:25:50.374+02:00[REVIEW] The Lair of the Brain Eaters<p><b><span lang="EN-GB"><span style="font-family: arial;"></span></span></b></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_f3Zlt9_ezIVw2BRX52hMEbzu9JuYGr1HNeMWa0r_9AF5FF0NCFOg2sucsJDoBq_IGjyMwxGG1iyZFOhculHemanKtoXX8VbXySYKQMDgPkGbxcLkWtMzF2mPh2A1j_klf_SE2FethI8wPy9ypQB122gygLlkxIo3AQsSp83635DxRggrVpbKR4-3pcI/s754/lairofthebraineaters_nilztiria.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="754" data-original-width="500" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_f3Zlt9_ezIVw2BRX52hMEbzu9JuYGr1HNeMWa0r_9AF5FF0NCFOg2sucsJDoBq_IGjyMwxGG1iyZFOhculHemanKtoXX8VbXySYKQMDgPkGbxcLkWtMzF2mPh2A1j_klf_SE2FethI8wPy9ypQB122gygLlkxIo3AQsSp83635DxRggrVpbKR4-3pcI/s320/lairofthebraineaters_nilztiria.png" width="212" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Based on a True Story</td></tr></tbody></table><b><span lang="EN-GB"><span style="font-family: arial;">The Lair of the Brain Eaters (2023)</span></span></b><p></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by D.M. Ritzlin<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Self-published<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Levels 1–3</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hello, and
welcome to part FOUR of **THE RECONQUISTA**, wherein entries of the scandalous <a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">If you liked the
book, you may also enjoy the adventure. This is the case with <b>The Lair of
the Brain Eaters</b>, a short dungeon module by D.M. Ritzlin based on <b>The
Lair of the Brain Eaters</b>, a short story by D.M. Ritzlin, published in <b>Necromancy
in Nilztiria</b> by DMR Books, the best current publisher of sword&sorcery tales
(the meaning of the acronym is left to the reader). The short story was a fun blend
of Clark Ashton Smith and RPG fantasy; with a likeable if very horny
protagonist, grotesque situations, and a plot resolution based on an AD&D
random table. The adventure follows the same outlines, describing a network of
caves beneath an ancient necropolis, populated by a band of mutated humans called
the Yoinog, and a magic-user involved in bizarre, brain-related experiments.
Add a set of colourful rumours, a random encounter chart, and an entrance trap
that starts the action with a bang, it wastes no time getting to the point.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The scenario encompasses
a total of 29 keyed areas over one larger level and two smallish sub-levels. It
does not deal with the above-ground necropolis (kind of a missed opportunity),
and focuses on the dungeon proper. The main level is nicely non-linear, with
twisting cave passages put to good use. In addition to the brutish Yoinog, one
might encounter typical “catacomb” monsters, spiced up with a few curveballs,
like a captive girl doing the Yoinogs’ errands, and an amorous ghoul lusting
after her. There is a decent mixture of encounters, and options to bypass or
negotiate with the (barely) intelligent denizens. The central idea is grotesquerie,
providing a peek into the debased living habits of the degenerate Yoinogs, and
their preoccupation with cannibalism and brain-eating. This is played for dark
comedy, although not as successfully as the short story itself – some of the
sharp wit of the original is missing here.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The level is
rounded out with traps, tricks, and a few hidden rooms. There is suitable
treasure for its level range (some of it hidden cleverly but logically), and is
right at a level of difficulty that should be deadly for low-level PCs, but not
outstandingly so. Weirdness lurks around the edges, and it is used particularly
well – not enough to overwhelm the adventure, but enough to give it a distinct
style – a brain-plant, a cosmic gateway to explore at the characters’ peril, or
a gauntlet of puzzle rooms leading to an alternate exit. The Yoinogs’ master,
the bizarre magic-user Obb Nyreb, is worthy of the pen of Erol Otus (or the
typewriter of Frank Herbert): a morbidly obese freak with an oddly shaped head
and purple-spotted skin, floating through his chambers wearing only a loincloth
and a <i>girdle of levitation</i>. His laboratory of magical brains procured
from bizarre monsters (doubling as potions if you choose to consume them) is a
high point. While many of the encounters are on the simple side, they often have
an odd touch or peculiarity that makes them resonate – a collection of occult
tomes doubling as treasure, a nest of escaped lab rats with special powers
(these would be extremely deadly for first-levellers), or “1d4 stuporous Yoinogs
(…) strewn about the room, recovering from drunken debauchery”.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">All in all, <b>Lair
of the Brain Eaters </b>is a decent, functional dungeon crawl if you enjoy the
theme, and a place you could easily place in a necropolis near any major city.
It captures the spirit of the weird tales upon which it was ultimately based,
and has a good element of macabre comedy. The main criticism I could level at
it concerns the module’s scope and ambitions. The 29 keyed areas are nothing to
scoff at, and the content is good. But it really feels like there should have
been more to it – if there were more strange tombs to pass through, more ways
to access the dungeon (as is, the alternate entrance is nigh impossible to find
unless following a particular rumour), and just slightly more depth to the
encounters, it would be outstanding, and it doesn’t reach that level. Of
course, if that’s the worst complaint you have, you don’t have much. I would
use this, even along with my own (so far unpublished) necropolis adventure – which
is part <b>The Tale of Satampra Zeiros </b>homage, but partly inspired by none
other than D.M. Ritzlin’s excellent <b>Lair of the Brain Eaters.</b></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><strike>No playtesters
are credited in this publication.</strike> Playtesters are, in fact, properly credited in this publication. Those responsible for this review oversight have been shot.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: *** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com2tag:blogger.com,1999:blog-6188119851730922397.post-61732446085043636562023-06-30T19:06:00.003+02:002023-06-30T19:07:50.912+02:00[ZINE] Echoes From Fomalhaut #11 and The Well of Frogs (NOW AVAILABLE!)<h2 style="text-align: left;"><span style="font-family: arial;"><span style="text-align: justify;"><b>Echoes From Fomalhaut #11</b></span></span></h2><p><span style="font-family: arial;"><span style="text-align: justify;"></span></span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjES9GxC3kMC3GLecDn9WSIHVEy2kk_b8kTWw2TX0v4A2jEWThMV01i9QpMMjhFKviMN3rvK7Zc7xffjU3NP3K9VozHAtXfoM-xaQH2BthkcE6yxGTdsUBePtkPsuNEHwureIJBR_7JCIbjvWZG7o5P2VT_reOWyPAX1yiRzxucphkuzJn3ovAYaEjc8Ts/s1800/EMDT84_cover.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="1238" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjES9GxC3kMC3GLecDn9WSIHVEy2kk_b8kTWw2TX0v4A2jEWThMV01i9QpMMjhFKviMN3rvK7Zc7xffjU3NP3K9VozHAtXfoM-xaQH2BthkcE6yxGTdsUBePtkPsuNEHwureIJBR_7JCIbjvWZG7o5P2VT_reOWyPAX1yiRzxucphkuzJn3ovAYaEjc8Ts/s320/EMDT84_cover.png" width="220" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">On Windswept Shores</td></tr></tbody></table><span style="font-family: arial;"><span style="text-align: justify;">I am pleased to announce the publication of the eleventh
issue of my fanzine, </span><b style="text-align: justify;">Echoes From
Fomalhaut</b><span style="text-align: justify;">. This is a 64-page zine dedicated to adventures and GM-friendly
campaign materials for Advanced old-school rules, with cover art by Vincentas
Saladis, and illustrations by Cameron Hawkey, and Graphite Prime.</span></span><p></p><p style="text-align: justify;"><span style="font-family: arial;">This particular issue took a year to materialise, and it is therefore on the thicker side. It is also an issue dedicated to the harsh northern lands of the Twelve Kingdoms, following from the setting primer published in issue #09. This time, the zine presents hex-level descriptions from the areas where our campaign has taken place, <b>From Brahalt to Hlute</b>. This area encompasses a larger and a smaller island, ranging from densely populated domains to hinterlands where only gloomy remnants of once-prosperous kingdoms remain standing. As always, this is a setting for your own purposes, and a place where a band of determined aventures can accomplish much.</span></p><span style="font-family: arial;"><div style="text-align: justify;">In addition to the hex-level writeup, the zine provides a description of the <b>Monsters of the Isles</b>, eight creatures commonly encountered in the Twelve Kingdoms, and in any other mist-shrouded land of your choice. Avoid the allure of the comely frost-maidens, contend with the strange thorn warriors, and strike bargains with the cunning tromes, master smiths of evil disposition (or loot their stores of enchanted weapons and armour). Even more generally, tables are provided to generate <b>Curious Local Customs</b> to provide basic ideas for eccentric communities living by strange codes of behaviour, and ruled by eccentric sovereigns. This is something that has seen use in multiple very different campaigns, from exotic sword & sorcery to more standard adventure fantasy.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The issue comes with two scenarios. <b>Elven Grave</b> (levels 5–7, 19 keyed areas) is a small tomb-robbing adventure in a ruined place of beauty, where an elven lord and his hosts were laid to rest. This is an adventure you could put on a treasure map, or just drop anywhere in an ongoing campaign.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><b>Eimir: The Abbey’s Secret</b> (levels 3–6, 18+31 locations) takes us to a coastal abbey where diligent but fanatical monks have built an outpost of Law, dedicated to spreading the light of civilisation to the surrounding lands. The scenario describes the abbey and the unruly community that has grown up around it, as well as a set of underground tunnels where the monks keep treasure and jealously guarded secrets. Whether the characters’ aim is infiltration, theft, rescue or just causing trouble, this is the place. Will they burn the abbey’s great library? One out of three test parties did not, so the odds are present!</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEip-h--ok4rEU1Gw-3sVoYaaZFIg0qtyinoVM3KowuPD_d34W58MeSnyuifXVITQ1kVyTjj91phRKaYQ-SwS6-vnNbvVsy8F400rUG4ic6tg-xUGICZWH7XvsYCQSLXaNVyTOTGGbUra_ZCwlGs6gcV0RyIG4_hXfQ6y111ykY6dZH9HcGrlA-fU2hIiuo/s1600/EMDT84_cover02.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEip-h--ok4rEU1Gw-3sVoYaaZFIg0qtyinoVM3KowuPD_d34W58MeSnyuifXVITQ1kVyTjj91phRKaYQ-SwS6-vnNbvVsy8F400rUG4ic6tg-xUGICZWH7XvsYCQSLXaNVyTOTGGbUra_ZCwlGs6gcV0RyIG4_hXfQ6y111ykY6dZH9HcGrlA-fU2hIiuo/w400-h300/EMDT84_cover02.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Vigil Guards Eimir's Peace</td></tr></tbody></table><br /><h2 style="text-align: justify;"><b>The Well of Frogs</b></h2><div><b><br /></b></div><div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5suxed9UBqh4VlV3Hx-MSHH2NbaOZVkDMiKao11URo4JIEs1DQk-ZqkOh56dynO6Ex0udm7ui1iFyFmVvxzK8zi_Oiio6Xa94wVHwFqEY_W93yLtoWB654EQchpBTeXi99lgqajwLHNSVmprCmPKKNFR8JekiDc9iDRHpcb8XIcGHtqAou3kSPVHgtIA/s1800/EMDT83_cover.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="1238" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5suxed9UBqh4VlV3Hx-MSHH2NbaOZVkDMiKao11URo4JIEs1DQk-ZqkOh56dynO6Ex0udm7ui1iFyFmVvxzK8zi_Oiio6Xa94wVHwFqEY_W93yLtoWB654EQchpBTeXi99lgqajwLHNSVmprCmPKKNFR8JekiDc9iDRHpcb8XIcGHtqAou3kSPVHgtIA/s320/EMDT83_cover.png" width="220" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Go down the Well.<br />You know you want to.</td></tr></tbody></table>I am also pleased to announce the publication of <b>The Well of Frogs</b>, a 32-page city and dungeon adventure for 1st to 2nd level characters by Istvan Boldog-Bernad, with cover art by Dorottya Fulop, and illustrations by Ferenc Fabian, Vincentas Saladis, Graphite Prime, the Original Masters, and the Robot Overlords. The module describes a neighbourhood of the crumbling city of Cassidum, its teeming alleyways the haunts of thieves and lowlives. But below the surface lie worse things still, left over from the days of the old empire or repurposed by dangerous eccentrics. Visiting the underground could not be easier: the Well of Frogs, in the middle of the infamous Piazza Dei Rospi, lies in plain sight, and nobody will prevent the brave and very foolish from descending into its maw. This is a module which has killed a respectable amount of player characters in playtest, more at its debut at North Texas RPG Con, and is ready to kill again. It can be used as a one-off, or as a nexus point for an extended campaign.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>“Down below, beneath Cassidum’s stinking alleys and crumbling palaces, lie twisting passages and musty chambers with the secrets of the old days, and the subterranean dens of lowlife scum. But now, sordid disappearances haunt the Piazza dei Rospi, while the Literators’ Guild and Barbers’ Guild wage a bloody turf war for the surrounding streets. The key to these mysteries is a richly carved marble well decorated with the carvings of four ugly bullfrogs, whose depths hide things worse still. Some who descend shall win riches and battle-glory, while others will only find horrid death… down in The Well of Frogs!”</i></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">* * *</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The print versions of the fanzine and the module are available from my <a href="https://emdt.bigcartel.com/">Bigcartel store</a>; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghaGJVw5DEHaYaeFO9PldwpX1nBsJMTG6w_4OzQtELtw5qdoyRc7iV6wLSZtKTZWERYbUIlzpfTC9-Em2JiyiIQeJEKghcqEV8f6k4QjLIlczIsesC4zisou-qwEIy_XkkEwYIg6YBHAI0h8bAOXysFBpYMv0V9PQmKpN_0mt518hCUGIXpdznnQjYqOk/s1600/EMDT83_cover02.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghaGJVw5DEHaYaeFO9PldwpX1nBsJMTG6w_4OzQtELtw5qdoyRc7iV6wLSZtKTZWERYbUIlzpfTC9-Em2JiyiIQeJEKghcqEV8f6k4QjLIlczIsesC4zisou-qwEIy_XkkEwYIg6YBHAI0h8bAOXysFBpYMv0V9PQmKpN_0mt518hCUGIXpdznnQjYqOk/w400-h300/EMDT83_cover02.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The forgs are waiting</td></tr></tbody></table><br /><div style="text-align: justify;"><br /></div></span>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com5tag:blogger.com,1999:blog-6188119851730922397.post-59264972919104151932023-06-26T23:10:00.002+02:002023-06-26T23:11:13.993+02:00[REVIEW] Tomb of the Twice-Crowned King<p><b><span lang="EN-GB"></span></b></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRCyVTowJ_ify18-P5CnvZqRUVMz-C8WExztts5-RxMTS4Y9ZbSRNsMyRaCHvq3iVCW02qGDoyobyqhN_uoYZPvO1Ui3eQZEFKpjKnqwbhkUyN1ZnbmaVHG-Vklt8hTqDcXAN-nYMq1iEyKGGG5Wj60LYtreazYXwtCdxbsawrwYVeVAlwu1z5dB1PTEA/s1001/tomb_of_the_twice_crowned_cover.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1001" data-original-width="707" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRCyVTowJ_ify18-P5CnvZqRUVMz-C8WExztts5-RxMTS4Y9ZbSRNsMyRaCHvq3iVCW02qGDoyobyqhN_uoYZPvO1Ui3eQZEFKpjKnqwbhkUyN1ZnbmaVHG-Vklt8hTqDcXAN-nYMq1iEyKGGG5Wj60LYtreazYXwtCdxbsawrwYVeVAlwu1z5dB1PTEA/s320/tomb_of_the_twice_crowned_cover.png" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Twice the Heads,<br />Twice the Fun!</td></tr></tbody></table><b><span lang="EN-GB">Tomb of the Twice-Crowned King (2023)</span></b><p></p>
<p class="MsoNormal"><span lang="EN-GB">by Hawk<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Self-published<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Levels 8–10</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Hello, and
welcome to part THREE of **THE RECONQUISTA**, wherein entries of the scandalous
<a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">* * *<o:p></o:p></span></p>
<p class="MsoNormal" style="text-align: justify;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-GB">Tomb of the Twice-Crowned King </span></b><span lang="EN-GB" style="mso-bidi-font-weight: bold;">takes you into the resting place
of a murderous warlord who put his own servants and family to death to guard
him in his unlife, which is definitely the thing to do if you live on a metal
album cover. The</span><span lang="EN-GB"> scenario looks deceptively small at a
first glance, but it turns out to be a lot larger than it seems. The scenario’s
main value lies in how it is built into a carefully honed killing field where
interlocking encounters present a deadly gauntlet over 31 keyed areas. A spirit
of good competitive fun permeates the work – this is high-skill, high-stakes
funhouse AD&D from an author who has mastered this particular game style,
and developed the skills to present it effectively in written form.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The level range
is getting respectable: this is clearly an adventure designed for capable
parties with commensurate resources and solid player experience. Not every
encounter has a clear solution, but the module trusts your players to use their
capabilities to circumvent them on their own terms. <span style="mso-spacerun: yes;"> </span>The module excels particularly at the baited trap
encounter. The entrance is guarded by two bronze statues wielding massive
hammers, which prove stubbornly inanimate right until the moment when all hell
is let loose in the tomb, upon which they begin demolishing the bridge leading
to the entrance, and set up a guard for escaping PCs. 10 mummies in another
room do not react for 4 rounds, just enough to put the players’ mind at ease
before springing into action. The titular crowns are out in the open in the
tomb’s main hall, just within reach... you know you want to grab it, just to
see what happens if you do. This is a nasty mousetrap of a module, where
getting in is a lot easier than getting out. It is also a piggy bank of the
really good stuff that makes it very tempting.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The skilful
design extends to combat setups – both standard and souped-up monsters (e.g. a
vampire with a nine lives stealer sword) are used to great effect. While tombs
are mostly static locations, this one does a reasonably good job keeping things
lively by presenting effective defences and throwing curveballs at the players
(such as one group of hill giant skeletons trying to push PCs into a pit filled
with ghasts under the cover of <i>continual darkness</i>, and another bunch throwing
giant-sized pots of flaming oil from ledges above a rope bridge). Some of the
higher-end guardians hunt intruders effectively until they can strike for
maximum effect. These tactical setups and defensive schemes make for effective and
deadly combinations – but at this level, you should have enough resources to crack
them. Traps are likewise clever, like a statue with gemstone eyes that shoots
disintegrating beams, and whose eyes explode if removed; or a room of stepping stones
leading through a pit of slime that turns its victims into ghasts or wights –
with some stepping stones rigged to just give way and sink if stepped on. These
are killer encounters, but they are also killer encounters of the “I should
have known!” variety. After a while, good play gives you an <i>instinct</i> for
these things – a tingling sense in the back of your head. <b style="mso-bidi-font-weight: normal;">Tomb of the Twice-Crowned King </b><span style="mso-bidi-font-weight: bold;">rewards the use of this sense.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Finally, it is the
small things that spice it up further. Minor descriptive detail is used to add
a little extra even to the basics – random wights approach “screeching and
screaming madly (no surprise)”, while ghasts “whisper words of death as they
prowl”. A room of sarcophagi has a bunch of fun “sarcophagus contents” results
like “Male and female skeletons embracing”, “Putrid tomb air is released: save
vs. poison or contract random disease”, or “Mass of maggots eating corpse, underneath
is M-U scroll”. This is decent extra mileage for what are mostly one- or
two-line additions.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The presentation
is rock solid. Everything is there on six pages, except one of those pages is
dedicated to Hawk’s expressive rendition of the Twice-Crowned King, and ¾ of
another is occupied by the map, so all that text occupies 4.25 pages of real
estate. No space or word is wasted, but you do not feel short-charged in the
end. It is all there and all effectively conveyed, from strategically placed
stat boxes to room entries which are as long as they need to be, and not a line
longer. While dense with text, this is, in fact, an example of what good layout
should aspire to – a compact, play-friendly, effective presentation that puts
all you need at your fingertips, but gets out of the way once that is
accomplished. It is simple, elegant, and polished to perfection.</span></p>
<p class="MsoNormal" style="text-align: justify;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-GB">Tomb of the Twice-Crowned King </span></b><span lang="EN-GB" style="mso-bidi-font-weight: bold;">rises high above the average,
competent tomb-robbing scenario with its tight design and touches of individuality:
it is a great example of doing great things with vanilla AD&D. It has
charisma, an infectious sense of wild fun, and a strong understanding of what
makes high-level, module-oriented play tick. Like a finely honed blade of the
purest Japanese steel, it cuts through tanks and bad players alike, and brings
a smile to your face when you hold it in your hands. High energy.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">No playtesters
are credited in this publication.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: ***** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com2tag:blogger.com,1999:blog-6188119851730922397.post-63475025232502266152023-06-13T21:21:00.001+02:002023-06-13T21:21:22.755+02:00[REVIEW] DNGN #1<p><b style="text-align: justify;"><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGpqFcjyDEqOKWNcFsat5lQ_FglXuJe6ek3OEFinX-_uvPjjhS85_L3rmov_WrbLwdGNlppgb2tMWz4WHlwgWPKCqLXfS4NU7fC2CComy-wkVdJaGrVigWhXYHLeaDgZXy8WoIgo62TeQPwSvEDycoCa5c3cjy2eso4YSyqL9vfnLXYDmXmjgnLBlC/s1080/dngn_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="669" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGpqFcjyDEqOKWNcFsat5lQ_FglXuJe6ek3OEFinX-_uvPjjhS85_L3rmov_WrbLwdGNlppgb2tMWz4WHlwgWPKCqLXfS4NU7fC2CComy-wkVdJaGrVigWhXYHLeaDgZXy8WoIgo62TeQPwSvEDycoCa5c3cjy2eso4YSyqL9vfnLXYDmXmjgnLBlC/s320/dngn_cover.png" width="198" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">DNGN #1</td></tr></tbody></table>DNGN #1 (2022)</span></b></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">by Vasili
Kaliman<o:p></o:p></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Published by Singing
Flame<o:p></o:p></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Levels 1 and up</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The Terminator
is a marvel of design and engineering, a sleek technological terror moving with
superhuman precision. Its body is surgical steel, its eyes penetrating optical cameras,
its blood high-grade machine oil. It hunts and kills according to the precise
programming with which the machine overlords had imbued it. The Terminator is
very efficient, but is it good for us? The jury is still out on that one.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Anyway, <b>DNGN
#1 </b>is a weird science-fantasy megadungeon published as a risographed zine;
the whole thing is printed in pleasing red and blue ink, with 10 really neat
full-page illustrations that could be used as an illustration booklet, and even
a comic strip! The initial issue covers ten levels and a bonus side-adventure
(same author using a skullfungus map). This is a zine which follows all the layout
and writing trends championed over the last few years, and used particularly in
various <b>Old School Essentials </b>releases. The text is terse, using bullet
points to convey information exactly and briefly. Monster names are not only bolded,
but highlighted in red. Dungeon maps are annotated with extra room information
on floor type and illumination, simple dungeon dressing tables, and so on. Each
of the ten levels in this issue uses a page for the maps, and the facing page
for the room descriptions.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Here lies the
problem, though. As a result of this ruthless and sleek efficiency, what we get
is not necessarily what we were looking for in an adventure. How can ten levels
of a megadungeon <span style="mso-spacerun: yes;"> </span>fit into a 40-page zine
(that is, 20 pages of that 40-page zine, since the art and the comic take up
the rest)? Well, we have to adjust our expectations for a megadungeon. These
dungeon levels have around 8-10 keyed rooms on the average. It is also not like
they are 8-10 keyed rooms in a network of corridors and empty rooms (which
would be the <b>Castle Greyhawk</b> model). It is really all there is to it.</span></p><p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9NjbBAl8frFIsU6g1gKfoAKa6omNAG1wjt3UH6QFqnrv87mxrSlQxqxpjEj1jztvHdVJHjCqD9RHEMeBYswbpxZJDLF3OC8Dzw58Hk6lmdHGXZGUPb9-ceg9dK1kR8j1PvUyp_q-vcb6HuMt0_rGvE4XKelFj69IIcbuz4Dy4-1D9oxqSMkOfC2vA/s975/dngn_layout.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="774" data-original-width="975" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9NjbBAl8frFIsU6g1gKfoAKa6omNAG1wjt3UH6QFqnrv87mxrSlQxqxpjEj1jztvHdVJHjCqD9RHEMeBYswbpxZJDLF3OC8Dzw58Hk6lmdHGXZGUPb9-ceg9dK1kR8j1PvUyp_q-vcb6HuMt0_rGvE4XKelFj69IIcbuz4Dy4-1D9oxqSMkOfC2vA/w400-h318/dngn_layout.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Puny meatlings! This is, in fact, my final form!</td></tr></tbody></table></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The maps are on
the simplistic side, mostly a few basic geometric shapes strung together. Levels
connect to one another through one or two stairways, but they follow in
succession, without side-levels or the possibility of choosing between a risky
deeper delve or a safer expedition close to the surface. Secret rooms are found,
but the discovery of cleverly concealed hidden sections, larger room complexes,
themed sections, staging areas, and the stuff that makes megadungeon campaigns
exciting are all missing. Pit traps, slopes, stairs within levels, water, collapsed
terrain, level-spanning rooms – not present either (although there are two
cavern levels). It is notable how much of a difference a good map makes. If the
whole zine was dedicated to mapping out a single, sprawling dungeon level with decent
map design and all sorts of interesting exploration choices, it would solve a
lot of the scope/content issues. Here, you just cannot explore too much, since
there is so little to explore, and your ability to make meaningful choices is
likewise limited by the constrained environment. This is, simply put, not a
megadungeon in any shape or form that meets the commonly accepted criteria.
Even as a dungeon dungeon, it is smallish and very linear. It all fits on
neatly arranged page pairs. It is geometrically perfect, no exceptions. Is that
really a feature here? Does it help create a dungeon that is fascinating to a
group of players, drawing them back again and again to go further and see more?</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The room keys are
a step better. A technological/cosmic weirdness theme connects the dungeon, from
star god altars worshipped by duergars to vampires slumbering in a glass tank
to magnetic statues wearing cybernetic armour and animating if the weapons
captured by their magnetic powers are removed. Here, you can see good ideas and
well-designed encounters, even if they are mostly simple. You can assemble a
good dungeon from a handful of simple, good ideas. However, the strict double-page
format serves as a barrier to what can be done. If there is a dungeon room that
actually does something interesting an complex (like the magnetic statue room),
there are inevitably a few more that amount to “empty”, “here is a bizarre item”,
or “they are here and they attack”, because that’s what you have layout budget
for (“<b>7F > EMPTY ROOM. </b>Completely empty.”). Does that make the
adventure better? Are we better off following this super-efficient and
scientifically perfected formatting? Is it to our benefit? Some designers – and
this takes a keen skill and sharpened practice – can produce terse, enigmatic
room entries which stimulate the imagination in just a few lines, and help the
GM imagine the rest. There is an almost oracular quality to these entries, seen
in Bob Bledsaw’s <b>Tegel Manor </b>or Michael Curtis’s <b>Stonehell</b>, since
they tell much more than they actually speak, and can be interpreted very
differently by different GMs. In these cases, minimalism works. But it does not
work for everyone (for example, Gary Gygax developed a different style with
different strengths), and it does not work reliably here. Sometimes the author
gets it right, but he clearly has not mastered the format. Which is no
surprise, since it is actually hard to get minimalism right.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZqhrVHKDUo530HfxMBrTqU8ft5uIhS4MjRMDjzBd7k8pJ9-2mf0jMtTBT3FWIYF3HeRG_RM6MShyO6F6E-rb-XAf7_FE7l85CiKYBCMW3IoSSRcFoOiHfeRnbyJKKDRmvNWc7TVVchcnUxT5jvXeRea08oWB_vU2GvZqycZ1s7xbb5kOLx3K2a74e/s1080/dngn_skelebro.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="670" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZqhrVHKDUo530HfxMBrTqU8ft5uIhS4MjRMDjzBd7k8pJ9-2mf0jMtTBT3FWIYF3HeRG_RM6MShyO6F6E-rb-XAf7_FE7l85CiKYBCMW3IoSSRcFoOiHfeRnbyJKKDRmvNWc7TVVchcnUxT5jvXeRea08oWB_vU2GvZqycZ1s7xbb5kOLx3K2a74e/s320/dngn_skelebro.png" width="199" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mechanical Skelebro<br />Offers a Helpful Hint</td></tr></tbody></table>The room mixture
is a mishmash. Instead of concentrated mini-themes emerging from dungeon areas,
it is just all random – a room inhabited by an illusionist berating 1d6+2
zombie servants lies next to a room of tapestries, which lies next to a room
with three sarcophagi containing mummies, which lies next to a room with
bandits, which lies next to a room of stalactites you can lick for 1 Hp of healing.
The room-by-room entries can be good, but the big picture is incoherent – not by
the standards of conventional realism, but even by the standards of a dungeon
with a funhouse slant. The monster count is really low in both the room entries
and the random encounter chart. You could see it is 1d6+2 zombies or 4 bandits
or 3 mummies. You don’t really see OD&D’s hordes of lower-level opponents
that come at you in an onslaught, to overwhelm the weak or get chopped into
pieces by the strong. On the plus side, you can meet some really tough stuff
that would require the characters to think before engaging, and run if they
meet something they can’t handle. There is a purple worm right on level 2, hiding
within a mass of tangled vines in a side room. That’s quite fun, although I
suspect this module would have a high TPK potential if actually run.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">And that’s the
deal with <b>DNGN #1</b>. It shows strengths in some room entries, but it is a
dungeon where the whole is much less than the sum of its parts. More than that,
it shows, very clearly, how meme layout and graphic design fetishism have
misled old-school designers. This zine uses a format which actively works
against delivering a substantial, interesting adventure, and is particularly
ill-suited for presenting a megadungeon. Old-school gaming’s efficiency movement
has produced a perfected end product which does not work. And here is where we
return to the Terminator analogy. It turns out we defeated the Terminator and
kicked its shiny metal ass. We survived its initial attack, we outwitted its
mechanical perfection, we learned its programmed tricks, and we crushed it
under a hydraulic press. If it comes back, we will do it again. And that is
because we are human. That is because we have something more than the machines
have. We will prevail.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">No playtesters
are credited in this module.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: ** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com5tag:blogger.com,1999:blog-6188119851730922397.post-79509727799634436432023-06-02T12:29:00.003+02:002023-06-02T12:29:32.838+02:00[REVIEW] The Carcass of Hope (2023)<p><b><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7_gqscnp0N_gV4vAMrSRPMW3ycZVAl94VDOvsO3Sqkqm561lxZAdfhCCfaKzO607gLfH1oV_L_X1XaakN64qPWUE1N-Oo9oKw2ECGgZAPZqraQ0q_JzIY2GkLJfFoBaUykSLc4mZiEVdPl19wdG6xCsTNQvCFjjYzvvh6W2vDtI4fuS97v48BXvlI/s824/carcass_of_hope_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="824" data-original-width="634" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7_gqscnp0N_gV4vAMrSRPMW3ycZVAl94VDOvsO3Sqkqm561lxZAdfhCCfaKzO607gLfH1oV_L_X1XaakN64qPWUE1N-Oo9oKw2ECGgZAPZqraQ0q_JzIY2GkLJfFoBaUykSLc4mZiEVdPl19wdG6xCsTNQvCFjjYzvvh6W2vDtI4fuS97v48BXvlI/s320/carcass_of_hope_cover.png" width="246" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Carcass of Hope</td></tr></tbody></table>The Carcass of Hope (2023)</span></b></p>
<p class="MsoNormal"><span lang="EN-GB">by Zherbus<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Self-published<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Levels 3–4</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Hello, and
welcome to part TWO of **THE RECONQUISTA**, wherein entries of the scandalous <a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">* * *</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Over the last decade,
old-school publications have increasingly focused on non-standard settings and
off-the-wall ideas. Getting away from the bland sort of high fantasy was a
motivation, “Weird fantasy”, once a distinguishing characteristic, is now just
the baseline. When non-standard is the standard, the old standard becomes
non-standard again. This is what we see in this adventure: an AD&D scenario
that exemplifies how post-Gygaxian AD&D looked like for most of its
existence. The crypt of a noble family, a feudalism-light setting, an evil
artefact, and a slightly gothic “monster movie” feel that would not feel out of
place in Ravenloft set the tone. Encounter design, monsters and magic are drawn
from the AD&D palette. It is familiar, even comfortable. However, the real
distinction lies not between strange and familiar, but well-made and poorly made.
In fact, a lot of high-concept releases are really bad. Also, a lot of vanilla
releases are really bad. We must look elsewhere.</span></p>
<p class="MsoNormal" style="text-align: justify;"><b><span lang="EN-GB">The Carcass
of Hope </span></b><span lang="EN-GB">offers a local mini-environment arranged
around a central mystery – not quite mini-sandbox, but more than a simple,
straightforward “beginning to end” module. The downfall of a local noble
family, a ruined village, and the large family crypt are supplemented with two
mini-dungeons, and a sketched-out description of a village home base (although
it feels more like a small town). There is a lot to the module: the central
dungeon offers 46 keyed areas, and with the supplemental material, its
potential grows further. It is also a scenario which can accommodate different
plot hooks and player approaches – although the curse of the Mirthmane family
and the enchanted mirror serving as the module’s centrepiece shall focus this somewhat.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The main
adventure site, the crypt is arranged around two looping, symmetrical corridors
branching off into crypt areas, secret rooms, and cave sections where nature
and invading monsters (both scavengers and more organised types) have started
to claim the undead-dominated crypts. There is a layer of bog-standard crypt
exploration here, with sarcophagus/coffin stocking charts that are too much on
the mundane side – “a dagger, bejewelled with rubies worth 250 gp”, “silver earrings
worth 30 gp”, a magic sroll, that sort of thing. It is nothing to get excited
about, but it does get more varied and flavourful. There is a consistent theme
of the Mirthmanes’ lavish spending on the resting places of their hunting dogs,
a touch nicely establishing the theme of rich feudal assholes. There are signs
of family tragedies. The crypts of the notable family members have individual
touches as well, never completely unexpected, but playing well with gothic
clichés – a screaming ghost, a pressure plate trap, or a flooding room. These are
not the most complicated setpiece encounters, but they should make the players
to stop and think a little before proceeding with their course of action.
Details of environmental degradation are woven into both descriptions and game
challenges.</span></p><p class="MsoNormal" style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsPjsOfeKtxlAduJ_u3oVGoA7MHSXqKfsLGSW5Fa1Kl8pWAoy0hogxhUhfq8A_9dpvqQ579bpz0bS4C6EDYQLA075sFBGxQ8Fm3vmI-Qv6ojA0DGu0Ve2guA4OF9PU0BA1SsUNTg27V3ogeUomoKQaj0ur_AGpdqYFca2Oyzm4XqK-Lib4Ijxl95LE/s659/carcass_of_hope_muhloops.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="659" data-original-width="638" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsPjsOfeKtxlAduJ_u3oVGoA7MHSXqKfsLGSW5Fa1Kl8pWAoy0hogxhUhfq8A_9dpvqQ579bpz0bS4C6EDYQLA075sFBGxQ8Fm3vmI-Qv6ojA0DGu0Ve2guA4OF9PU0BA1SsUNTg27V3ogeUomoKQaj0ur_AGpdqYFca2Oyzm4XqK-Lib4Ijxl95LE/w388-h400/carcass_of_hope_muhloops.png" width="388" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Muh Loops</td></tr></tbody></table></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The encounter
types offer good variety as well, with a particular emphasis on magical and
mundane traps. This is a common way to spice up crypts, and here, they are
generally well executed. The adventure makes good use of AD&D mainstays like
continual darkness, magical alarms that can be disabled, and other ways of
controlling or blocking access. Trap/puzzle combinations are good as well; for
example, a statue holding a spear that turns out to be a detachable magic item,
but one protected by a trap spewing poison gas from the statue’s mouth is good,
classic AD&D that rewards the resourceful and observant, but punishes the
foolhardy. Together with the combat encounters, the adventure is fairly tough
for the intended level range, and more so if the family vampire gets unleashed.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Some of the
puzzles are a bit too obscure. For example, a specific vault opens on
presenting one of two specific signet rings (this is all right since it is a
jackpot), and the main magical trap/alarm systems are operated with a family
brooch (and sometimes a password), which are not really easily discovered
unless via trial and error. Brute-forcing these protective systems is a way to
do it, and perhaps more logical than finding easy clues that help the players
figure it out, but there should have been a few more nudges in this area – even
in a form of subtle environmental storytelling. Non-static encounters are not
common, mostly owing to the crypt theme, but an undead NPC, creepy Old Uncle
Arnaut, a bored crypt thing who is only a threat to grave robbers, is a real
standout. The large centrepiece, the Cursed Penumbra mirror, more than lives up
to its name, and it is a nasty piece of magic both to use and destroy – utterly
deadly if mishandled, and an impressive conclusion if this is the target of the
adventure.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The supplemental
content is smaller-scale. Mausoleums in Mirthmane Cemetery are handled with random
tables – this is fairly simple stuff. The Tower of Vuul is a monster hotel with
a gibbering mouther as its central attraction. About as much as you would
expect from a tower adventure, with a few better encounters. We also have our
local Totally Not Chaotic Evil, We Swear cult and its underground lair. They
sew their mouths shut, how could they be evil? This is a lot better, with good,
imaginative and slightly sinister specials: “a fountain, its basin red-stained,
and topped with a statue of a hooded figure. Its face is a gaping black hole.”
If you figured out this is a <i>portable hole</i>, you deserve both this, and
the <i>scarab of insanity </i>and <i>bracers of defence AC 6 </i>“made out of
human flesh” you will find inside. Then we have a lizardman lair with a
freaking ziggurat! Okay, it is very small, but it is a “whoa” moment in this
very vanilla “monster movie” setting. The treasures the lizardmen are guarding,
a golden catfish idol and a shield +1 they revere as a holy object, are
distinctive and stick in the mind despite being throwaway lines. A few more
touches – a non-standard vampire, humanoid bands, and a gang of harpies
dwelling in the cemetery sinkhole add further minor touches, individually
small, but a good source of complexity when added together.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The presentation
is generally good, although it suffers from a weak introductory section, and
some slapdash writing here and there that was probably the result of contest
time constraints. It is not easy to understand what’s going on after a first read,
and although things are made fairly clear after reading the main text carefully,
this could be a lot stronger. However, the writing is good where it matters
most: the actual encounter descriptions are effective, using bullet points where
it makes sense, but not going overboard with them. The writing often manages to
grab just the right phrase to set the stage for gameplay without becoming overwrought.
It is not yet there, but a little more practice shall produce excellent
results.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">In summary, <b>The
Carcass of Hope </b>is a slightly low-key, vanilla adventure whose strength
lies in the effective use of standard AD&D elements. It is, however, at its
best when it departs slightly from the tried and true, and offers some variation
on the theme, and at its least impressive when it goes back to random coffin
contents. Beyond the level of well-crafted individual encounters lie structure,
and an understanding of constructing complex adventuring environments. This is
how AD&D was being played in its heyday – no, it is how AD&D was being
played <i>well</i>. There is room for improvement, but there is a clear path
forward, too.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This publication
credits its playtesters.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: *** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com2tag:blogger.com,1999:blog-6188119851730922397.post-66908470598008827032023-05-27T17:28:00.000+02:002023-05-27T17:28:20.106+02:00[REVIEW] Shrine of the Small God<p><b><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-JOw8wq953KC6fN7JXIdHaTL_rd43eD7Go7zadjDcR2mLxA-gfF4D7CpuOxnMtf0xtrMgKB5ZtVQL7S0No7cZNupwnOtS1DMU9M69gdNUGVKrhtUaba32agJXR9oBBNC4XyVqeMZYX3EVihgzU0Pidq8wW9uSEknEOW83K9kqzD5LLuAxsdVT-Usc/s824/shrineofthesmallgod_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="824" data-original-width="637" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-JOw8wq953KC6fN7JXIdHaTL_rd43eD7Go7zadjDcR2mLxA-gfF4D7CpuOxnMtf0xtrMgKB5ZtVQL7S0No7cZNupwnOtS1DMU9M69gdNUGVKrhtUaba32agJXR9oBBNC4XyVqeMZYX3EVihgzU0Pidq8wW9uSEknEOW83K9kqzD5LLuAxsdVT-Usc/s320/shrineofthesmallgod_cover.png" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Shrine of the Small God</td></tr></tbody></table>Shrine of the Small God (2022)</span></b></p>
<p class="MsoNormal"><span lang="EN-GB">by Ben Gibson<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Self-published<o:p></o:p></span></p>
<p class="MsoNormal"><span lang="EN-GB">Levels 3–5</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Hello, and
welcome to part ONE of **THE RECONQUISTA**, wherein entries of the scandalous <a href="https://princeofnothing.itch.io/no-artpunk-ii"><b style="mso-bidi-font-weight: normal;">No Artpunk Contest II</b></a> (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, <b>No Art Punks</b> 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!</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">* * *</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Speaking of (RE)CONQUISTA,
here is something for some good, wholesome conquistador adventuring in the
colonies. Located in a Meso-American implied setting,<b> Shrine of the Small
God </b>describes the underground shrine of Oleracea, the appropriately named
petty god of cabbages. It is such a weird idea that you know from the start it
will be either one of those high concept, low content adventures, or something
actually skilful. It is actually skilful.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">There is a lot to
be said about the theme. Meso-American settings are already bizarre and utterly
fantastic without adding or subtracting a single thing from what we know about
them in real life. They are also hard to get into due to their innate
strangeness and unsavoury elements. It is all a bit too much to relate to. However,
they have been an excellent fodder for exotic expeditions, from <b>Hidden
Shrine of Tamoachan </b>to No Artpunk I’s <b><a href="https://beyondfomalhaut.blogspot.com/2022/04/review-city-of-bats.html">City
of Bats</a></b>. <b>Shrine of the Small God </b>also uses the idea of weird
agricultural gods in an accessible way that highlights the strangeness, but
places it successfully in a game of dangerous dungeon exploration. Multiple
adventure hooks are available, and there is a variety of ways the party could
come to the shrine, changing the experience in subtle ways.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The shrine has a
strong sense of a place as an abandoned place of worship: deadly traps, magical
enigmas, archaeological finds with a religious significance are found along
with scavengers and robbers who have moved in to occupy the ruins. There is a
consistent link between theme and game challenges. You can try your luck going
for the valuables (many of them lying in plain sight – a great setup), figure
out environmentally sensible puzzles, and deal with hazards which are logically
placed. For example, a band of looters lurk near the entrance, cutting the
ropes of characters descending into the ruins, and slaughtering their retainers
while they are exploring. Elsewhere, a degraded dart trap is made even more
dangerous, since it belches the poisonous dust of the crumbled projectiles from
the firing holes. The remains or surviving members of previous expeditions are still
found, along with the traps they have triggered. You can observe the patterns
and – mostly – exploit them to enrich yourself with Oleracea’s bounty once
discovered. You can play safe or push your luck (the module can get brutal for
the suggested level if things go wrong). It is this good balance between plausibility
(consistency) and fantasy which permeates the entire scenario.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTvQBSJNNCtuJF9noigty65voJzjMzB7uQ_F2ocMikROB6-5isafddMHDb0wCJouc6WxdiLSY7he1zmPvOcppewooSRrCNkVHskTz5M_BOhEqpwn50dM0aDFRmx38P-TdZJ1Nju8JZjKNszdDDAdoLlyN9uaFtF-CL1X8GSSxqmK_zCc-hvqJ_G550/s389/shrineofthesmallgod_oleracea.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="389" data-original-width="375" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTvQBSJNNCtuJF9noigty65voJzjMzB7uQ_F2ocMikROB6-5isafddMHDb0wCJouc6WxdiLSY7he1zmPvOcppewooSRrCNkVHskTz5M_BOhEqpwn50dM0aDFRmx38P-TdZJ1Nju8JZjKNszdDDAdoLlyN9uaFtF-CL1X8GSSxqmK_zCc-hvqJ_G550/s320/shrineofthesmallgod_oleracea.png" width="308" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">You Conquer His Shrine,<br />He Conquers Your Heart</td></tr></tbody></table>There is also a dense
layer of the strange and utterly fantastic. Consider this description: <i>“Hidden
in perfect darkness, the hideous 5ft-tall body of the <b>Avatar of Oleracea </b>couches
in slumber, a vaguely humanoid shape built of bolted cabbage, half-covered by
pebbles, its ears and eyes covered by the stony hands of a rocky statue (a
patient <b>earth elemental </b>who only cares about silencing the petty god).”</i>
The module iterates and builds on the central idea, and adds a good helping of
Meso-American colour: scabrous guinea pigs, hunting puma, mummified priests
(some talkative), golden idols, and a whole swathe of religious displays
related to agriculture (including an enchanted hoe that functions as a magical
battle axe!), astrological chambers, and more. The variety of challenges is really
good.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">The treasures
are likewise imaginative and appropriate. How about a cursed copper bowl filled
with gold nuggets that compels the thief to eat the nuggets, who shall die in
1d3 days when passing them? A bowl filled with golden instruments, raw gems,
and aged incense worth 2250 gp total? A mutated shrine servitor wearing a gold
belt, the only thing holding together the bloated body filled with a colony of
green slime? A pair of golden masks, one with the thief’s melted face still
stuck to it and the faceless remains nearby? There is a macabre element to it
that fits the setting very well; ancient curses and the holy places of a really
bizarre cult. Can you fight the Cabbage God? YES. Can you <b><i>eat </i></b>the
Cabbage God? HELL YES!</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">There are some
minor weaknesses to note. Some of the magical traps are arbitrary, and not telegraphed
very well. Sometimes you can figure them out logically, and sometimes it is
just messing with something that slaps you with a saving throw. On one
occasion, a force field snaps in place at half a chamber’s height one round
after entering, bisecting those who fail a save vs. wands. That’s a bit rough,
for while the trap can be deactivated, there are no proportional warning signs,
and there are two young pumas in the room to direct away the players’ attention.
This can be fixed (for example, by having a whole lot of neatly bisected
skeletons in the room). The shrine plan is also a bit too open – there are
side-rooms, secret passages and inter-level connections, but ultimately, it doesn’t
have enough in the way of obstacles that hinder character progress. Adding a few
more passages and empty rooms would have been to the module’s benefit. Some of
the treasure seems way too heavy for its value – <i>“twenty 20lb golden plates
worth 100 gp each”</i> sound way off.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">But those are
small quibbles. <b>Shrine of the Small God </b>is imaginative, well-designed,
and a place with a strong identity and sense of wonder. Your players, should
they visit the place, will remember the glory of Oleracea. This is,
undoubtedly, the most accomplished cabbage-themed adventure.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">This publication
credits its playtesters.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB">Rating: **** /
*****<o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com4tag:blogger.com,1999:blog-6188119851730922397.post-4998126768828680572023-05-14T22:39:00.002+02:002023-05-15T11:28:12.255+02:00[REVIEW] Vault of the Mad Baron<p><b style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"></span></span></b></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-ebmGosgNDwmBIa7VRNpWcVVA2GX_ZtG48C8fcIDDDOalfdx1ZB4UxTfEIDuLLXz2XSEEmYPVnzwSe7bePe1BdwOHuTR_NzDrshq3Cn7zBK8lCRgknGWiUtYJinH0yaxLps_GaaTB6VYGV8N_ESrCmFcusJomlccnvYuF6ueokfPF3qKdBDeLoRuK/s825/vault_ofthecoverart.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="825" data-original-width="583" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-ebmGosgNDwmBIa7VRNpWcVVA2GX_ZtG48C8fcIDDDOalfdx1ZB4UxTfEIDuLLXz2XSEEmYPVnzwSe7bePe1BdwOHuTR_NzDrshq3Cn7zBK8lCRgknGWiUtYJinH0yaxLps_GaaTB6VYGV8N_ESrCmFcusJomlccnvYuF6ueokfPF3qKdBDeLoRuK/s320/vault_ofthecoverart.png" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vault of the Mad Baron</td></tr></tbody></table><b style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">[REVIEW] Vault of the Mad Baron (2022)</span></span></b><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">by Christian
Toft Madsen<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Published by CTM
Publishing<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Levels 3–5</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">A hollow Earth with
a populated interior is a great setting for adventure stories, and a good way
to place even stranger things under your fantasy world. From Verne, Doyle and Obruchev
to Burroughs and Lovecraft, as well as the highly underrated weirdo children’s science fantasy series, <b>Sunken Worlds </b>(a.k.a. <b><a href="https://archive.org/details/spartakus-and-the-sun-beneath-the-sea-/Spartakus+And+The+Sun+Beneath+The+Sea+S1+Ep01+-+The+City+Of+Arkadia+%5BNTSZzdRU6phE%5D.mp4">Spartakus and the Sun Beneath the Sea</a></b>),
it has been occupied by dinosaurs, UFOs, cavemen, nazis, punk pirates, dancing yellow
pangolins, and intelligent lizardmen. This module is the second in a three-part
series exploring the “Inner World”, two of which have been published so far. <b>Journey
to the Inside Out </b>(itself an outstanding module I read but have so far failed
to review)<b> </b>was a lost world setting with cavemen lorded over by a
technologically advanced alien race, <b>Vault of the Mad Baron </b>is a bustling
mediaeval city, and the forthcoming <b>Labyrinth of the Dreaming Machine </b>is
going to be post-apocalyptic. The three modules are set in the same place,
except separated by millennia (with time travel possibly linking them). For
instance, the main dungeon of the first module is revisited here in a way that leaves
most of the physical space intact, while showing how the place has been affected
by the passage of time and repurposed by its new inhabitants.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><b><span lang="EN-GB">Vault of the Mad
Baron </span></b><span lang="EN-GB">has a more conventional setting than <b>Journey
to the Inside Out</b>, being set in Bergfried, a Late Mediaeval / Early Modern
port city ruled by a hereditary monarchy founded by Northman conquerors, as
well as a monotheistic church, the nobility, the guilds, and a rising criminal
underclass. The pulp elements of Journey are still present, but fairly well
hidden underneath the thick layers of a normal fantastic mediaeval society that
reacts to these elements – a mysterious plague caused by messing with things
that ought to have been left buried – in a fairly realistic way a fantastic
mediaeval society would. Corruption, intrigue, the lust for power and revenge
come to the fore as the plague spreads and things start falling apart, heading
towards some sort of resolution between Bergfried’s competing factions.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This is the
module’s basic premise: it presents a complex, interconnected sandbox setting
in a large city with an eye towards realism, then throws curveballs when the characters
start to dig deeper and events in the city escalate. It is sort of a low-magic
and relatively low-level sort of D&D; light on monsters and treasure (perhaps
a bit too low, especially on the latter), and high on realpolitik and competing
factions. You could easily run it without the hollow earth premise if you
wanted. The module notes it “contains topics which may be unpleasant to embrace
in a fun pastime activity such as colonial aspects, abuse, murder, drug
substances, poverty, diseases”, which is a bit like saying a candy jar contains
candy, or a fantasy story features swords. Luckily, the module delivers on the
good stuff in spades, without it being either preachy or puerile.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRoAgFmf1wiDyIoAl_93qUab9oW8zNEtZBQKMZ3hyv3aCgj8ssx7-vpkb-N7BVikJ6UmoAGEerkCbXBYH_owyPuP9iTsaGv8hm_Bm8VKqBKzYUdLq00hCGWalegd0UmhTKn21o0qwqsqUH_QM3nVgy6sRLiwVwfCRBba5kkWHdYPsaBABMiU3yd_Pe/s1059/vault_ofthegoodlayout.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="980" data-original-width="1059" height="370" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRoAgFmf1wiDyIoAl_93qUab9oW8zNEtZBQKMZ3hyv3aCgj8ssx7-vpkb-N7BVikJ6UmoAGEerkCbXBYH_owyPuP9iTsaGv8hm_Bm8VKqBKzYUdLq00hCGWalegd0UmhTKn21o0qwqsqUH_QM3nVgy6sRLiwVwfCRBba5kkWHdYPsaBABMiU3yd_Pe/w400-h370/vault_ofthegoodlayout.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vault of the Good Layout</td></tr></tbody></table><span lang="EN-GB"><span style="font-family: arial;">The first
impressive thing about the module is its scope, and its efficiency in
delivering it. This is a 60-page book that would probably be a 240-page volume
in lesser hands. “So what is in the sandbox?” “Everything.” “Everything?” “Everything.”
The quantity of material crammed in is exemplary, containing everything you
could conceivably need to run adventures in the city, with a gazetteer-style
writeup, several random tables to facilitate play therein, detailed writeups of
its six factions, their main NPCs and mapped headquarters, plus a large
two-level dungeon system with a total of 80 keyed areas. “Good layout” has largely
become a counterproductive obsession in this corner of the hobby, but that is
not the case here. This is, in fact, good information design and good layout. A
ton of information is presented, but it is being made accessible in the same
breath. Page spreads are laid out to facilitate ease of use, with a plethora of
random tables and charts next to the main text. The text is economic, and
things are meticulously cross-referenced.</span></span><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This efficiency
is a necessity. As sandbox settings go, this one is heavily interconnected. The
keywords are complexity, complexity, and more complexity. Everything relates to
something, leads to something else, or is in conflict with a third thing. There
are many moving parts, but the book does an admirable job of keeping them
within the GM’s reach. There are occasional hiccups with table coding: is that Table
BG, Table EG, or Table G1? It is not always completely straightforward to find
where they are, and let me tell you, there are a lot of tables – it is hard to
find a page spread without one, or five. However, this is the worst thing I can
say about the module’s presentation. It is mostly just very solidly made.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioDUa7Eb56rrdU0RZ_rX1PlWxPcMgpugkT0QrLYWRI3kGartQKE1s89fIP-JjVbf-LJSwtD9rvR-_4afjDlSAeruOXyj6BYcJoFzwLJt1BcRp9RdLyYYBLR2w6i9Kc_9riPry036Ah-8IM_a2oKQuRLKLi8ghL8ejOyqCbaWPV2AGngNbD47dB-6XU/s1191/vault_oftheshadyfactions.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="844" data-original-width="1191" height="284" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioDUa7Eb56rrdU0RZ_rX1PlWxPcMgpugkT0QrLYWRI3kGartQKE1s89fIP-JjVbf-LJSwtD9rvR-_4afjDlSAeruOXyj6BYcJoFzwLJt1BcRp9RdLyYYBLR2w6i9Kc_9riPry036Ah-8IM_a2oKQuRLKLi8ghL8ejOyqCbaWPV2AGngNbD47dB-6XU/w400-h284/vault_oftheshadyfactions.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vault of the Shady Factions</td></tr></tbody></table><span lang="EN-GB"><span style="font-family: arial;">The second thing
that impresses about </span><b style="font-family: arial;">Vault of the Mad Baron </b><span style="font-family: arial;">is its handling of political
intrigue. The rival factions are presented with their agendas, key objectives,
things they want done in the city’s power struggles, and the people who run
them. All of them crave power over Bergfried, but they do so in different ways –
from the rising power of the Iron Guild and the doctrinal conservatism of the
Church to the mystery cult of Dagon and the Baron’s grievously wronged wife who
is plotting her revenge. This is not the railroady sort of political intrigue.
Rather, you are handed the game board, you are handed the playing pieces with
their capabilities and motivations, and let it play out in game as the players throw
a wrench into the machinery. The city is a conglomerate of interlocking
systems, and you can disrupt and destroy these systems through your actions.</span></span><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">In addition to
the detailed static setting, a dynamic element is introduced through a simple
but useful progression chart handling the advancement of NPC agendas – all based
on how things get resolved through faction intrigue and player agency. Bergfried
is a powder keg ready to blow, and there are serious opportunities for tipping
the balance – with an element of moral dilemma. The city’s mighty and powerful
all have something to hide, and are all eager not to have the skeletons in
their closets disturbed. And disturb them you can: the headquarters of these
organisations are written up as mini-dungeons (usually with about 30 locations
each) ripe for stealthy and determined infiltrators. The cloak-and-dagger aspect
is well done in both the physical and intangible sense, even if the room
descriptions are mostly one- or two-line notes. As one-page dungeons go, they
are the better sort.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"></span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqwBoItVaWH0Sa38FItYoW8pX5c6mIN19Hfwk0lgwiTu8rIGgPviX7I59DtgUvr5qj5LZXRDndHmIRYw7Z4ro08IDjxRYkUYJthZOn3oYkLabHMI0CpJp-2GzmCc_kHzPM8t-ZIE1CPonTI5JFXg8MZZTbb3_bggzvdzgKLpvX0veJGAge9QYH-n05/s839/vault_ofthesahuagin.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="839" data-original-width="593" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqwBoItVaWH0Sa38FItYoW8pX5c6mIN19Hfwk0lgwiTu8rIGgPviX7I59DtgUvr5qj5LZXRDndHmIRYw7Z4ro08IDjxRYkUYJthZOn3oYkLabHMI0CpJp-2GzmCc_kHzPM8t-ZIE1CPonTI5JFXg8MZZTbb3_bggzvdzgKLpvX0veJGAge9QYH-n05/s320/vault_ofthesahuagin.png" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vault of the Vault</td></tr></tbody></table><p></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The Bergfried Dungeons
form the module’s centrepiece. The two levels (three if we count the castle
above them) are more detailed than the preceding city sites, using bullet point-based
presentation with terse, matter-of-fact descriptions. The room entries are
nothing to write home about – they serve their purpose, but you will not find
entries that make you go “Wow, I should have thought about this one.” It is
more of a low-key and realistic affair of prisons, workshops, guard rooms,
cultist/bandit lairs and abandoned sections, without much in the way of “specials”.
Realism takes precedence over whimsy. However, the dungeon system is ultimately
saved by its interconnected nature, and even its size. This is an appropriately
large place to explore, containing enough mysteries and dark secrets to uncover
– all of which links back to things going on in the city. As a nice touch that
will be mostly lost on those who do not have <b>Journey to the Inside Out </b>(an
error you should redress when you can), the upper dungeon level is identical to
the one in the previous module, and contains several callbacks to Bergfried’s
prehistory. While the upper level is largely abandoned with the occasional
guard outpost and NPC/monster lair, the challenge of the lower level involves four
distinct areas, two of which are occupied and run in a systematic fashion by
the Baron’s men, with guard schedules, checkpoints, and defensive systems. We
also find the module’s weirdest things crammed in here, deep beneath the
surface – and there is a large contrast indeed. It makes for a pleasant sense
of discovery if the players come this far.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">In summary, <b>Vault
of the Mad Baron </b>is an exemplary adventure in both content and
presentation. It lies slightly outside the standard D&D paradigm – it is a
more-or-less realistic, low-magic Late Mediaeval setting with an underlying element
of science fantasy, focused on a combination of cloak-and-dagger intrigue and dungeon
infiltration instead of reckless adventuring. It lowballs its treasure values (something
I am also guilty of, although not to this extent), so not that much character
advancement will take place here, but that can be altered if you wish, and the NPCs
largely play by the same rules. The tone is serious and tends towards the
darker side; shades of grey and hard decisions all around. If you are looking
for something after you are done with <b>Hole in the Oak</b>, this may not be the
perfect sequel. You could say it is a bit like a LotFP adventure not written by
edgy children. This is a module which inhabits its niche effortlessly: if you
are interested in the premise, you will be happy with what you are getting. It
is a large-scale, high-effort scenario that does “everything”, and does it very
well. It comes with GM and player maps for VTT use. Oddly enough, <a href="https://vimeo.com/763355993">there is even a trailer</a>.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This module
credits its playtesters, and that is, also, as it should be.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: ***** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com11tag:blogger.com,1999:blog-6188119851730922397.post-73578888142672927012023-04-29T23:27:00.000+02:002023-04-29T23:27:22.703+02:00[MODULE] Weird Fates, vol. 2 (NOW AVAILABLE!) and Further News<div style="text-align: justify;"><span style="font-family: arial;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTjMbBr9f1LW7JCUIo8WOyIcgjrPHMvTkf9aKF6PNfpPpXcufuC1oEMd-PlYfmjDhpiTFYoviKiVXsWgZZuKjmP5rzHHH1vABAXO1ipiOwL2dN5aN1YKTyJ4kD8gKyc4U84XWvouJmJqncdSL7BzS9dT2iaodT-4Sm7NgXZgcRXmKINlgRTp6SBIKs/s1800/EMDT82_cover_SML.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1800" data-original-width="1212" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTjMbBr9f1LW7JCUIo8WOyIcgjrPHMvTkf9aKF6PNfpPpXcufuC1oEMd-PlYfmjDhpiTFYoviKiVXsWgZZuKjmP5rzHHH1vABAXO1ipiOwL2dN5aN1YKTyJ4kD8gKyc4U84XWvouJmJqncdSL7BzS9dT2iaodT-4Sm7NgXZgcRXmKINlgRTp6SBIKs/s320/EMDT82_cover_SML.png" width="215" /></a></div>I am pleased to announce the publication of <b>Weird Fates, vol. 02</b>, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Cameron Hawkey, and illustrations by Graphite Prime, Vincentas Saladis, the Original Masters and the Robot Overlords, this collection presents adventures concerned with the strange and unusual, this time mostly in weird dungeons (although an odd, gloomy ruined town is also featured). Each of these scenarios would be suitable as one-shots, or digressions inserted into the ongoing campaign, suitable for 4th to 7th level characters.</span></div><div style="text-align: justify;"><span style="font-family: arial;"><br /></span></div><div style="text-align: justify;"><span style="font-family: arial;"><i>“A compilation of four short, open-ended adventure outlines leading to uncanny locales and perplexing situations, this zine offers scenarios that could serve as one-shots or digressions from longer campaigns. Herein, you can visit a comet-struck town living in perpetual gloom, abandoned by its inhabitants but sought by rich eccentrics; resolve an ancient family feud in a place of unravelling time; seek the resting place of a saint in the Undercity to avert a most unusual calamity befalling the City’s dead; and travel beyond space and time to a sanctuary of learning… where the books read you. Some assembly required!”</i></span></div><div style="text-align: justify;"><span style="font-family: arial;"><br /></span></div><div style="text-align: justify;"><span style="font-family: arial;">The print version of the module is available from my </span><a href="https://emdt.bigcartel.com/" style="font-family: arial;">Bigcartel store</a><span style="font-family: arial;">; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.</span></div><div style="text-align: justify;"><br /></div><p><span style="font-family: arial;">* * * <br /><br /><b><span style="font-size: large;">Artist for hire!</span></b><br /></span></p><div style="text-align: justify;"><span style="font-family: arial;">You might know Lithuanian artist Vincentas Saladis from his previous contributions to Echoes From Fomalhaut and Weird Fates, vol. 01. He has also contributed to vol. 02, and multiple forthcoming titles. Vincentas walks a fine line between an almost 19th century-style line art and grim fantasy realism. In any event, he is available for commissions at <a href="mailto:katorga-art@protonmail.com">katorga-art@protonmail.com</a>, and has an Instagram account at <a href="https://www.instagram.com/katorga.art/">https://www.instagram.com/katorga.art/</a>. I can say every time we worked together has been excellent, so contact him with confidence! You can find a sampler of his art below, one from a published zine, and two from titles yet to be released.</span></div><div style="text-align: justify;"><span style="font-family: arial;"></span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglCN5w-uEoUZWWrkOpTh2TJTt4tAHpmdi6_HJ6D_5XCszLVjZVkp9QQMS9vArNDOoCI7pZlwlk5d_vxilEi_FBpF-BZv2OvR6soOiG9TZ3Rll0E429q_TyLSGca48HLPdATJc7W5Sd2sAhd82GjMUD7qok4N_cNUZmcck8zMu4OCSSq9aN3y5TDkry/s1200/VS_crows_SML.png" imageanchor="1" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="849" data-original-width="1200" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglCN5w-uEoUZWWrkOpTh2TJTt4tAHpmdi6_HJ6D_5XCszLVjZVkp9QQMS9vArNDOoCI7pZlwlk5d_vxilEi_FBpF-BZv2OvR6soOiG9TZ3Rll0E429q_TyLSGca48HLPdATJc7W5Sd2sAhd82GjMUD7qok4N_cNUZmcck8zMu4OCSSq9aN3y5TDkry/w400-h283/VS_crows_SML.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Gates of Sorrow</td></tr></tbody></table><span style="font-family: arial;"></span></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9DKn2CCXuK7ppGJ8eJqiBF5DIuQ8dSLNT7kKCrDIJLl4PX0ziO8KBs6hZp1fBwjbjy8iPK0V9xpdAT7To3YK__RL77Dw049Lm6nPHQC1zy7FRwFtwsX8A-VmNTByL3m6lW0dN59Xy1WN-IdDPkAVLefozkATr4N3DFJnTT0ogYyNKsh3FYBH6ATdx/s1440/VS_connor.png" imageanchor="1" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="900" data-original-width="1440" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9DKn2CCXuK7ppGJ8eJqiBF5DIuQ8dSLNT7kKCrDIJLl4PX0ziO8KBs6hZp1fBwjbjy8iPK0V9xpdAT7To3YK__RL77Dw049Lm6nPHQC1zy7FRwFtwsX8A-VmNTByL3m6lW0dN59Xy1WN-IdDPkAVLefozkATr4N3DFJnTT0ogYyNKsh3FYBH6ATdx/w400-h250/VS_connor.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Connor the Barbarian, Sole Survivor</td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMbzNdU9CAeCHfK3TIFLUMxW7-7E7kh5_Bmcq_7JAViFUBguHN3sbGisXLbVuB_HeNpP-w3KVLWltustcFlxfE3SuTidmJrHzQ-DtunYDJJgx3LjtbAS6LhwCpbORkCQ9aWHIDrRXsfbHkFELt2Tdao_SPwBNdn8Bc-5oLXEX6GZL_fPC8H4oA3_Iq/s1256/VS_gatesofpanthozar.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1256" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMbzNdU9CAeCHfK3TIFLUMxW7-7E7kh5_Bmcq_7JAViFUBguHN3sbGisXLbVuB_HeNpP-w3KVLWltustcFlxfE3SuTidmJrHzQ-DtunYDJJgx3LjtbAS6LhwCpbORkCQ9aWHIDrRXsfbHkFELt2Tdao_SPwBNdn8Bc-5oLXEX6GZL_fPC8H4oA3_Iq/w400-h286/VS_gatesofpanthozar.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Gates of Panthozar</td></tr></tbody></table><br /><div><div><span style="font-family: arial; font-size: large;"><b>Forthcoming projects, and where they are <br /></b></span><br /><div style="font-family: arial; text-align: justify;">Things have been quiet around here for a while, and that’s with good reason – a lot of my time went into my day job, plus multiple larger slow-burn projects that take time to get into a shape where I am comfortable about releasing them. Thus, here is a minor update of sorts:</div><div style="font-family: arial; text-align: justify;"><br /></div><div style="font-family: arial; text-align: justify;"><ul><li><b>The Well of Frogs:</b> a Swords & Wizardry adventure for levels 1–2 by Istvan Boldog-Bernad (author of In the Shadow), featuring adventures in a dirty and chaotic city, as well as the dungeons beneath it. This is the most honest module title in history, with more frogs than you can shake a stick at. It is ready to go once Mythmere’s new S&W license is released, although I may delay it a little if Echoes #11 is sufficiently far along at that time.</li><li><b>Echoes From Fomalhaut #11: </b>this issue took some time to assemble. However, it is close to complete, and it is going to be a fairly large one, perhaps as large as the Baklin supplement. This issue will be dedicated solely to the Twelve Kingdoms, and shall contain the hefty hex key for the parts of the setting we have played in, as well as a larger and smaller adventure scenario. Layout is in its final stages, and then it’s time to commission illustrations, create the final maps, and that sort of thing. Late June would be a realistic release date. See you soon… On Windswept Shores!</li><li><b>Khosura: King of the Wastelands: </b>This is not only overdue, but it will take some time to finish in a way that does it justice. A lot of the material is done (since a large part of it is based on previously published materials), the majority of art is done, but it grew in revision, and that pushed it out of the Q1 2023 window. The more realistic projection is late 2023, or even very early 2024. Those responsible have been sent to the Pits of Lamentation!</li><li><b>Caught in the Webs of Past and Present: </b>This No Artpunk I-winning adventure by Gabor Csomos is set for publication in the Fall, for OSRIC.</li></ul></div></div></div>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com14tag:blogger.com,1999:blog-6188119851730922397.post-55338278660389457882023-04-13T19:01:00.001+02:002023-10-04T15:26:03.674+02:00[REVIEW] Expedition to Darkfell Keep<p><b style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeokkG_TZRdE06Vu83dFhUfxRK-5-vsxYGosjG0Xfbn-QReVZHlv83wEUgiPeSenmlL1shoRyeNgTRIU0jPWVHPkjS-psHQvYXKhiu8QqXApWUus0DgH0XwKSKzraasJquxaCsTFOwak2Ma_Xz-XvO_-14cyMrW7PpgiFtc8d4WFSSJ4IGG7ArtruQ/s1073/expedition_to_darkfell_cover.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1073" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeokkG_TZRdE06Vu83dFhUfxRK-5-vsxYGosjG0Xfbn-QReVZHlv83wEUgiPeSenmlL1shoRyeNgTRIU0jPWVHPkjS-psHQvYXKhiu8QqXApWUus0DgH0XwKSKzraasJquxaCsTFOwak2Ma_Xz-XvO_-14cyMrW7PpgiFtc8d4WFSSJ4IGG7ArtruQ/s320/expedition_to_darkfell_cover.png" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Expedition to Darkfell Keep<br />(white borders original)</td></tr></tbody></table>Expedition to Darkfell Keep (2023)</span></span></b></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">by Joseph Mohr<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Published by Old
School Role Playing<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Levels 1–3 (I’d
assume)</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Darkfell Keep (from
the noble lineage of Shadowbad, Felldark, and so on) is a ruined keep in a
dangerous forest wih a dungeon under it. Orcs, goblins, raiders and bandits
have been spotted in the area. Heroes are called for. It is the bland
stereotype of a beginning basic D&D adventure, a fifth-generation photocopy
of <b>Keep on the Borderlands</b> and <b>In Search of the Unknown</b> without
Keep’s solid craft, complexity and curveballs, or Quest’s magic pools and
adventurer home base premise. It has the typical vestigial sections which do
not add anything to the game, but are somehow required to be included. A
rumours table with bland entries like <i>“Other adventurers have gone to
explore the keep. Many of them never returned alive.” </i>A half-page wilderness
section that’s basically a random encounter chart with entries like “Kobolds
(1-6)” or “Gnolls (1-4)”, and a “Sounds in the forest” table that would be an
interesting concept if more was done with it. But there is no <i>actual </i>wilderness
section in the adventure; there is nothing to explore in the Darkfell, not even
a trail to follow to the dungeon, or an estimate of how much it takes to get
there (thus the instruction to check for random encounters twice daily makes no
sense). It serves no function except take up space. We could start right at the
dungeon entrance.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The dungeon uses
a Dyson Logos map with 30 keyed areas spread out across a surface section and
three small dungeon levels. Not a bad scope for a smaller adventure. However,
the encounters themselves are nothing to write home about. A lot of time is
spent restating the obvious about basic architectural features. The rest is a
crash course of basic dungeon encounters: promising-looking corpses drawing the
characters into a monster attack, generic storerooms and barracks, simple mechanical
and environmental traps, and the world’s least surprising pressure plate puzzle
(you have to place weights on it to open a secure door). The adventure is entirely
static, a place of scavengers and the odd group of undead, so much so that
unlike the wilderness, no random encounters are provided. The combats are usually
with small, isolated monster groups that rarely pose an interesting challenge,
and monetary treasure is a trickle of mostly low-value items (although magic
items are awarded very generously, so if those can be sold, it gets a lot
better).</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">There are some
bits that stand out: a portcullis trap separating the party right next to a
combat encounter, or a fairly standard “cobwebbed room” encounter with the
obligatory corpses and obligatory giant spider, except this is a proper,
cunning D&D spider with an evil intelligence which cannot be flamed out so
easily. Creative hiding places for loot are used. Some of the descriptive detail
on the ruined environment makes a good effort to spin them into functional encounters.
Right around the start, you have a hazardous section of stairs which can result
in a broken neck for a beginning character, and you’ve even got a dead goblin sprawled
out at the bottom – infested with rot grubs! That’s precisely how intro dungeon
encounters should look like: killer, not filler. Unfortunately, a lot is filler.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: arial;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8YYFvwdgRgnkDavrGGwYIdW0dTc6exAlVlzzxtcEoFdOec_8XMZGPY9LicWkG46FNY2l2jBiVO-ZGhLckSsntH8I_d135a3YsqvPRFy4AMjUwQS6j0NKfvNa_gW9HsQ2creccoWZEyZiWhskqcp_LYEzsFpOAiMVIyPsEXMwp01K5ET7j40vTX6wx/s820/expedition_to_darkfell_maps.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="820" data-original-width="628" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8YYFvwdgRgnkDavrGGwYIdW0dTc6exAlVlzzxtcEoFdOec_8XMZGPY9LicWkG46FNY2l2jBiVO-ZGhLckSsntH8I_d135a3YsqvPRFy4AMjUwQS6j0NKfvNa_gW9HsQ2creccoWZEyZiWhskqcp_LYEzsFpOAiMVIyPsEXMwp01K5ET7j40vTX6wx/s320/expedition_to_darkfell_maps.png" width="245" /></a></span></div><span style="font-family: arial;">It is really quite
remarkable how shoddily this module is put together from cover to the badly
implemented OGL section. This is not the charm of early DTP or something
hand-crafted and a little rough around the edges. It is just lazy editing, the
bad sort of public domain artwork, and a Dyson Logos map stretched out in a weird
way and never fixed despite the glaringly obvious error. Great content could
make you forget any of this, but that’s not present here. There are occasional
brighter spots, but this module is not really suitable for anyone. The basic
dungeoneering building blocks you can find in it are a rearrangement of ideas
found in better adventures. The sense of wonder is also missing. If you are a
beginner, you deserve a dungeon at least as good as (say) <b><a href="https://beyondfomalhaut.blogspot.com/2020/05/review-gatehouse-on-cormacs-crag.html">Gatehouse
on Cormac’s Crag</a></b>. Starter modules should never be half-hearted; they
should go all in and give you the best. If you are an experienced player, you
could play this on autopilot and it’d just be a distorted echo of things you
have already seen and solved, so it would not give you much. It is not the
worst, but it is plainly dissatisfying.</span><p></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Ironically, despite
claims of thorough playtesting on the product line, no playtesters are actually
credited in this module.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: ** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com0tag:blogger.com,1999:blog-6188119851730922397.post-16704311046316157662023-03-22T22:05:00.001+01:002023-03-22T23:48:28.597+01:00[CAMPAIGN JOURNAL] The Inverted Tower of Hyél Singh<p><span style="text-align: justify;"><span style="font-family: arial;">I bring you news
of glory and death from the City of Vultures!</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Four
adventurers, sworn to take revenge for the destruction of the fair city of
Avendar, have conspired to track down and assassinate their penultimate target,
<b>“He Who Is Not Known”</b>, who has so far drawn many veils of secrecy around
him. By now, dead was <b>Isomarg, Maker of Images</b>, identified at a ball of
the rich and influential, and hunted down in his own residence. Dead was <b>Ardaviraf,
He Who Slumbers Deep Beneath</b>, roused from his drugged torpor to which he
had consigned himself, and confronted and killed as he emerged to a higher
level of the Underworld. And dead was <b>Vifranavaz, He Who Walks Beyond</b>,
followed to the Crystal Palace, an orbital pleasure resort, and found already
dead in the dark vacuum of space among the stars he had sought with such
obsession. But the price had been high: many of Avendar’s finest agents were also
killed in action, with new operatives taking their place. The sole survivor of
the second team (after the ill-fated first was unmasked and neutralised) was <b>Farzan,
Savant of the Seven Mysteries </b>(Magic-User 9, recently reaching name level),
and he was joined by <b>Bron the Elder </b>(Fighter 8, who could calculate the
exact value of any object with mathematical precision due to a strange device
implanted in his skull deep in the Underworld), <b>Tigran Zard </b>(Cleric 7, a
servant of the baleful Sea Demon), and finally <b>Farsi the Younger </b>(Thief
6, Farzan’s created simulacrum).</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Two more foes
remained: <b>Mehersimin, the Faithful Companion</b>, who had chosen to abandon
high society and marry the dreadful Kwárü Khan, a subterranean horror whose
very name was only spoken in whispers; and <b>“He Who Is Not Known”</b>, who
had practiced complete anonymity. A few fractions of information were known:
that “He Who Is Not Known” was a high-ranking priest of the Temple of Jeng; and
that he had once infiltrated Avendar’s avengers under the name “Jamal”, and
feigned his death when he had presumably learned what he wanted – the latter fact
revealed in the mirror of the vampire-mage Riamos in his sealed tower. Divine
prophecy could not find “He Who Is Not Known”, only that he was hidden even
from the eye of the gods. It was eventually theorised that “He Who Is Not
Known” might be using an <i>amulet of proof vs. detection and location</i>, and
the company’s objective was thus focused on tracing the route of these items through
the City’s trade networks.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">In the previous
episode, Bron the Elder and Tigran Zard had masked themselves as desert nomads,
and visited one Lady An-Raydn, an aristocratic socialite running the most
exclusive trading house on Uugen’s Market. Here they learned that these items
were indeed for sale, but in such high demand that there would be a long
waiting list. Bron and Tigran Zard nodded, and took a good look at the document
where the lady’s scribe had recorded their aliases. The same night, a quick
heist was conducted to enter the trading house, procure the document, and make
a copy – and leave quietly. The names had, indeed, revealed a clue: an amulet
was purchased by one <b>Hothog Mirza</b>, as an intermediary for the Temple of
Jeng. The infiltrators were left pondering in a dark street about their next
move…</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span></span></span></p><a name='more'></a><span style="font-family: arial;"><br /></span><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA-Hn26duBSITQJNBbo72hkbq6hAnOoFOupvwaQokUSVYkZlasaofZebTcddp6QidOACiL1YoZgnnsEoVkd1ejdfp5-ftkKwrR7x1kicKn_L-VEwUtxs4_RMGeGJQmSkdqBu1GdaeLhI4qfOW-i3ugmMn9hD93InAkK7K5hwivEGi9jMQH-NIv1YOg/s2147/Hyel_Singh_City.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1475" data-original-width="2147" height="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA-Hn26duBSITQJNBbo72hkbq6hAnOoFOupvwaQokUSVYkZlasaofZebTcddp6QidOACiL1YoZgnnsEoVkd1ejdfp5-ftkKwrR7x1kicKn_L-VEwUtxs4_RMGeGJQmSkdqBu1GdaeLhI4qfOW-i3ugmMn9hD93InAkK7K5hwivEGi9jMQH-NIv1YOg/w400-h275/Hyel_Singh_City.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The City of Vultures, South-East</td></tr></tbody></table><br /><p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;">It was past
midnight, and the company headed home to their hideout in what used to be the
House of Rogat Demazien through dark and empty streets. Passing by the massive Temple
of Jeng (the guards reinforced due to a very recent break-in), they were walking
through a twisting street, when an elegantly dressed stranger in silk clothing
and turban walked right towards them. The man introduced himself as </span><b style="font-family: arial;">Abu Kasim</b><span style="font-family: arial;">,
and offered the group their life if he could sate his hunger for blood with one
of them – flashing a smile of chiselled gemstones in his terrible maw, a sign
of traditionalist high aristocracy.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“There shall be
blood, but not ours!”, came the response, and the fight was on.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Failing to control
Farzan with his gaze, Abu Kasim called on the rats of the canals and sewers to
emerge in a great horde, while Farzan employed his greatest magic, conjuring
undead shadows to attack the foe. But the final word was said by Tigran Zard,
who revealed the true power of the Sea Demon to the vampiric lord, bringing him
under his sway permanently. Tigran Zard now commanded Abu Kasim to lead him to
his hideout, which he did, noting that his four wives would also be there. With
some caution, they followed him to a derelict palace close by, where Abu Kasim
drifted in through a small gap in the walled-up entrance. All the windows of
the ruined place were also mortared, an so, Bron the Elder used rope and
grapnel to climb the façade, finding a rooftop entrance. Abu Kasim received his
guests in a dark hall, in the circle of his pale concubines, and on request,
brought for his treasures. It was revealed that he was a skilled alchemist, and
had distilled magical potions in his lair, of which two – a <i>potion of speed </i>and
one of <i>healing </i>(which Abu Kasim kept in a locked cabinet next to some
holy water – “if the women become unruly”) – were exchanged for a holy symbol
of Jeng, before it was agreed that they would seek him out again if needed.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">On the next day,
torrential rains fell over the City, and even its omnipresent vultures sought
refuge beneath ledges and canopies. The men of Avendar shared a breakfast of
date sorbet and khofit – the city’s weird dark drink of choice – while making
chitchat with the owner. By some stroke of luck, the man knew someone who knew
Hothog Mirza, who was apparently a frequent customer of <b>Izam the Butcher</b>,
a seller of fine meats. The game was on! Izam the Butcher, a burly, moustached
man, received them in his store, frequented by an upscale clientele, and
promptly made a saving throw against <i>charm person</i>, and another against
the effects of a <i>ring of hypnosis</i>. However, the bull-headed fellow
eventually proved vulnerable to simple bribery, revealing that Hothog Mirza
came only infrequently, but he bought vast mounts of both fresh meat, and pricy
<i>pâté</i>. He could be contacted, if needed, next to a place called <b>the
Sundial of Kabeer Nervani, </b>about whose location Izam knew nothing. Satisfied,
they left with a very pricy jar of <i>pâté</i>.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Guessing that
the sundial would be in the City’s older section, they continued their
investigations there. <b>Shapur</b>, an elderly clam merchant (who was
unsuccessfully sought to see if he had a sufficiently valuable pearl for the <i>identify
</i>spell), knew nothing about him, but back on Uugen’s Market (now busy with
all kinds of buyers and sellers), fortune smiled on the investigators. <b>Markon</b>,
a grocer selling vegetables, as well as two sacks of rotten potatoes for a
silver each, suggested that they contact his friend <b>Waseb</b>, a stone
carver who knew the city’s statues and bas-reliefs like the back of his hand.
Just then, it so happened that shutters above them opened, and an unpleasant
fellow harangued the outlanders with vile insults and slander.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Do you fine
swordsmen leave this stain on your honour unanswered?!”, asked Markon, promptly
raising the price on the rotten potatoes to a princely gold piece. A deal was
struck, and the heckler hit with a carefully aimed potato, falling back into
his room with an angry yell.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“What are the
odds these two are working together?”, mused Bron the Elder on their way to
Waseb’s workshop.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Waseb was indeed
knowledgeable, and uncharacteristically of the City’s opportunistic denizens,
gave his advice freely and unequivocally: the sundial, a great cracked stone
disk, was in a dead end alley near the fish market.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Not much sun
today though”, he grunted, and Farzan responded: “We are only visiting it to
find the place – a full survey will take place tomorrow”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The disk was
indeed where it was, in an inner courtyard, where street urchins were poking a
dead dog with a stick as their daily entertainment. Water flowed down the
richly carved, broken wheel, and Tigran Zard saw that it was a thing of
mystical importance, with comet cycles and stellar signs. From here, stairs led
downwards through an archway. Halfway down, in a rest, lay a groaning man, robbed
and beaten within an inch of his life. Tigran Zard helped him as he could, but
he remembered nothing that had happened, even his name. Farzan smiled.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“You know what?
We will call you Jamal – we will take you somewhere safe so you can collect
your wits.”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">At their end,
the stairs opened into a damp, vaulted chamber with an enormous, carved stone
mouth, and a small opening on the same wall.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Speak, oh
mouth! We seek audience with Hothog Mirza, as he is known to deal in rare and
expensive wares, and might be of help to us.”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“I, the oracle
hear your request”, came an echoing voice from the unmoving lips. “Hothog Mirza
is the one who seek, but he only deals with an exquisite clientele. I demand a
tribute of 2500 gold pieces [adjusted for standard AD&D values], to be
deposited in yonder donation chute.”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“We do not have
that much coin on us – as you know, many thieves and scoundrels inhabit this
city. We shall return to our quarters, and procure the correct amount.”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“The oracle
shall await your contribution!”, came the response.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Tigran Zard now
examined the mouth more carefully. There was a small stone pipe, curving
upwards, while the chute led down. Multiple ideas were advanced – including a <i>reduce
</i>spell to have someone climb up the pipe to see where it would lead – but
eventually, an idea struck! They would return at night with the vampire Abu Kasim,
and he would drift through the opening in mist form for reconnaissance. Satisfied,
they returned to a nearby eatery, spending a quiet afternoon observing the
outside rain. They left the nameless man, still confused, with the owner and a
hefty tip, so that he might spend the night and perhaps recall who he was.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Returning to the
vampire’s palace, Abu Kasim agreed to the plan; and he was offered a bountiful
feast for his services. They went through the dark alleys to the stone mouth, and
Abu Kasim dispersed into a red gaseous mist, seemingly sucked into the mouth. Time
passed, and he returned to the subterranean chamber:<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“I saw an
octagonal chamber, once splendid but now in ruin, and a fat, low-born man,
receiving a foot massage from three slave girls – then I went through the
keyhole of a double door, and emerged in a gallery overlooking the street to
the west of us.”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This street,
busy during the day but now deserted, had only a small, nondescript door on the
building façade, and once forced, it led down into a shabby-looking storeroom. Proceeding
cautiously, Tigran Zard quickly found a tripwire, evidence they were on the
right track. From here, a ladder led up to a trapdoor, and the gallery: the
double door on one end, and a walled-up archway on the other.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They stepped
quietly into the octagonal chamber, a once-splendid hall with a crumbling
appearance. <b>Hothog Mirza</b>, an oily, grossly fat man with thick moustaches,
was enjoying the massage of his swollen leg in an ornate chair next to a
scented brazier..<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“We have brought
the 2500 gold pieces”, spoke Bron the Elder.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hothog Mirza
uttered a surprised yell as he was tackled, while the three slave girls fled screaming
into an adjoining chamber.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“And here is
your promised dinner, oh, Abu Kasim”, said Farzan as the vampire followed the
screaming beauties.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Hothog Mirza
folded very quickly under questioning, as he listened to the terrible sounds
from the next room, pleading for his miserable life with information and the
contents of his locked safe. He confessed that he did not know who wanted the
amulet – he helped obtain it from Lady An-Raydn, but it was his master, the
mighty <b>Lord Hyél Singh</b>, who had personally delivered it to a
high-ranking priest of Jeng. This was a rarity, and a sign the deal was
significant: Hyél Singh lived outside the City in a great sealed biodome, and
only rarely made a personal visit with <b>Darwesh Ral, Qualandar, and Zarak
Miir</b>, his elite legbreakers. Sobbing and begging for mercy, the thief
betrayed all he knew about the dome. There were no external entrances, and the
only way in was via the great carriages of the deep Underworld, using the word
of power, * * ADARKURSHID * *. The lush jungles of the dome were filled with
all kinds of animals the lord had collected – Hothog Mirza bitterly lamented
the theft of his pricy medallion and golden mirror on a visit he had made. The
lord’s dwelling was something called “the Inverted Tower”, which the thief had
seen but never entered.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“He had seen our
face,” spoke Farzan once the man had nothing more to say, but Bron the Elder waved
his hand to signal his dissent, and looked at the quaking Hothog Mirza with a
stern expression, just as Abu Kasim emerged from the side room with blood on
his gemstone teeth, wearing a satisfied expression.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Our man will surely
not run to his master to explain he had just spilled his deepest secrets to the
enemy – right?”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They left the badly
shaken thief in his crumbling quarters, parting with the vampire-alchemist and
returning to their hideout.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRkIhShLkZjU80EBaW1aSw63Hd5DiXxa6BxVBkYnHWPZA77Sr8Q_WheKuEm4XcWz6bNxW82wTfrQ4Cu2uu4a4MM95sc8UfLvnuudwnxnUU1DnosLUU1iMLh4JzJmkkyza-czICYASxvJQx7yRfZBex9rPLBV4Oi1KpiCPR3eTgxjaOOpr0n7__fz_h/s1565/HyelSingh_Biodome.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1565" data-original-width="1554" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRkIhShLkZjU80EBaW1aSw63Hd5DiXxa6BxVBkYnHWPZA77Sr8Q_WheKuEm4XcWz6bNxW82wTfrQ4Cu2uu4a4MM95sc8UfLvnuudwnxnUU1DnosLUU1iMLh4JzJmkkyza-czICYASxvJQx7yRfZBex9rPLBV4Oi1KpiCPR3eTgxjaOOpr0n7__fz_h/w398-h400/HyelSingh_Biodome.png" width="398" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Biodome of Hyél Singh</td></tr></tbody></table></span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The following
day, they descended to the lowest level of the Underworld through a collapsed
shaft they had previously discovered beneath the House of Rogat Demazien, and
took the fastest route through the passages to a great semi-circular hall with a
single, straight metal track running between two enormous blast doors of
incredible antiquity. Its former guardian, a mighty metal warrior, lay there
defeated as smoky metal junk.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“ADARKURSHID!”, exclaimed
Farzan, uttering the power word. For a while nothing happened, but after some
time, the mighty gates slid open, and a tube-shaped carriage of bronze,
decorated with rich ornaments of demonic beings, rolled into the station. Doors
on the side slid open with a hiss, revealing a lit interior. They boarded the
carriage, and the doors closed as the contraption left the platform. The voyage
was long, and proceeded first north, then for a much longer to the west.
Eventually, it halted with a screech, and the doors opened again.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They emerged into
the dusty interior of a crumbing hall of rectangular shapes. Natural light
streamed in through mighty vertical windows, and an open portico. Beyond lie a
dense jungle alive with colourful flowers, chattering birds, and other sorts of
bountiful animal life. Above, a faint shimmer was visible through the haze: the
surface of the biodome, covering an area some six miles across. On rising
hills, clusters of metal pylons rose into the air.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“We should keep
this for our retirement days”, mused Farzan.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“It lies too
close to the City of Vultures, soon to be destroyed in an unfortunate catastrophe”,
countered Tigran Zard.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They followed a
path into the jungle, emerging at a gazebo with small monkeys playing and
fighting under a cracked dome. Remembering Hothog Mirza’s laments and watching
their valuables, the intruders followed a southern path that climbed one of the
hills, to one of the pylon clusters where they could get a better view of the
land. However, something was off: coming closer to the structure, they felt a
weird nausea and a constant buzz ringing in their heads, retreating until they
were out of range of the disturbance. Bron the Elder climbed one of the taller
trees. To the northeast, he spotted another pylon cluster on a hill, and a
lower plateau where enormous lizard-beasts were locking horns in a clearing of
fallen trees. To the northwest was a lake, beyond which rose yet another
pylon-crowned hill, with a low, flat structure between two higher points. North
of it, a mighty tree rose, and small green dots – large birds – seemed to be
flying around it. Still further north, on the far end of the biodome, a
perfectly geometric pyramid stood on another elevation point, each of its four
sides a different colour.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“The pyramid
doesn’t look like an inverted tower. We should look at the small flat building
first – and that one’s closer.”</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Returning to the
valley below, the jungle path led to the lake. Water lilies swam on the
surface, and the statue of a bearded man stood on the shore among mangrove
trees, pointing at the water with an accusing look. Enormous dragonflies the
size of a man’s arm droned above the surface. After determining that the water
was shallow, Tigran Zard volunteered to explore the area where the statue was
pointing and waded in, while Bron the Elder, Farzan and Farsi the Younger stood
ready. His curiosity was soon rewarded. An enormous green horror, with the
powerful hind legs of a frog and the gaping maw of a crocodile leapt at him. In
a short and furious melee, the frogodile was killed, its blood and guts
spilling into the water.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Get out of the
lake, <i>now</i>”, suggested Farzan, and the two combatants were glad to follow
his advice.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Further along
the path, the company passed a group of great apes – hulking, muscular brutes –
fighting in the treetops, not even noticing them. They quickly put some
distance between them and this area. The path now climbed up to the flat
structure on the western hill. It was a massively built, although heavily worn
building. A corroded bronze statue holding a halberd stood by a heavy blast
door; narrow horizontal windows were apparent, but they proved too dim to peer
inside. After ascertaining the statue was inanimate, the adventurers examined
the door more closely. A narrow horizontal slot was discovered, but Farsi the
Younger was unable to open it with his picks. Farzan thus used his <i>knockspell</i>,
and the portal slid open. The interior consisted of an abandoned room, filled
with badly decayed and obviously non-functional metal boxes, once dotted with
dials and levers. Spiral stairs also descended downwards, and unlike the room
proper, signs of foot traffic were in evidence. After a brief discussion, they took
the stairs down into <b>the Inverted Tower of Hyél Singh</b>.</span></span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFnXc5VzMYpvKPq8yWrmgk59bdqBUWRhZ2YNEIPc3KpDqpg6XEOMuySvi41oqFxffx3fdc1PZcgMjBjH8VwD45R5B5GCsrfacK-qci2DIZ-oKSNMjhEJuvDvxNU78YSlN7hw1dKO0RWxPmisGeWj0mmmftcvj6z6WyaFtOVuui2YgrNl3L8-gSYeXH/s2336/HyelSingh_Inverted_Tower.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2336" data-original-width="1656" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFnXc5VzMYpvKPq8yWrmgk59bdqBUWRhZ2YNEIPc3KpDqpg6XEOMuySvi41oqFxffx3fdc1PZcgMjBjH8VwD45R5B5GCsrfacK-qci2DIZ-oKSNMjhEJuvDvxNU78YSlN7hw1dKO0RWxPmisGeWj0mmmftcvj6z6WyaFtOVuui2YgrNl3L8-gSYeXH/w284-h400/HyelSingh_Inverted_Tower.png" width="284" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Inverted Tower of Hyél Singh</td></tr></tbody></table><p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;">The steps led
deeper, until Tigran Zard halted the others, pointing at a batch of faint,
painted eyes on the wall. Suspecting a magical trap, he suggested using </span><i style="font-family: arial;">dispel
magic</i><span style="font-family: arial;">, but Farzan was reluctant to use it up just yet. After simple
experiments with thrown dust and waving a trident before the eyes, which failed
to do anything, they just walked before the peering eyes. At once, a loud
blaring sound came from below. Any defenders would now know thieves were about.
Guessing that they may still need a little time to organise, they quickly
continued on.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;">A lit archway opened
to the west. Looking through, they stepped into the inverted tower’s interior –
but not the tower they suspected. This was no cramped underground shelter, but
the top of a great vertical hall of octagonal shape, descending into
unfathomable depths. Hexagonal crystal tubes suspended from the ceiling glittered
with a subdued light, reflected from splendid mosaic surfaces of green and
gold. Beyond the opposite balcony, the chatter of exotic birds could be heard
from a chamber just as magnificent as the main shaft. Downwards, ledges and
bridges could be seen at various depths, lit with diffuse magical lights. And
from deep below came complex music, its strains blending into each other, rising
and falling in a complex harmony.</span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Seeing no good way
across without getting exposed, they continued onwards down the spiral stairs.
An abandoned-looking armoury opened to the east, where four bronze warriors
stood without moving. The guardians were only inanimate for a long moment
before lowering their halberds and attacking in formation. In the confines of
the stairwell, they were eventually destroyed, but time also passed. Tigran
Zard quickly grabbed a fancy-looking shield embossed with a man-eating tiger (a
<i>cursed magical shield</i>, it turns out), and followed the others.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The stairs descended
on a wide ledge overlooking the central shaft. Across, a raised drawbridge generously
decorated with golden ornaments could be seen, a winch mechanism next to it. Two
more of the bronze guardians stood flanking it. Beyond, a domed room with an ornate
fountain sprinkling its water into a pool was mostly left in darkness. Looking
down, an alabaster bridge spanned the shaft on the next level. Bron the Elder
quickly motioned to his companions to hold the rope while he would climb down. He
was barely over the ledge when a bright flash of light came from the archway
across, a light beam searing his side but thankfully missing the rope it was
aimed at. A man wearing black, form-fitting syntextile clothing (a rare
protective outfit only found in the well-preserved vaults of the Ancients) with
a sunburst symbol darted back towards the opening. Farzan returned fire with
his chromatic glove, sending a beam back in the same direction and wounding the
man, who disappeared through the opening. Bron dropped down to the bridge as
the assailant bolted up the stairs. Cursing, Bron ran after the man as the
others covered the shaft from above. The music, rising from the depths in its strange
echoing harmonies, kept on playing. Tigran Zard prepared to follow his fighter
companion down the rope, taking quick note of the library to the east, a fantastic
stone gallery running along the wall a level below, and what looked like a lush
garden on the lowest level. The music came from the direction of the balcony,
rising and falling.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Bron the Elder
emerged into a dim hall. Beams of light shone from the ceiling, dividing the
intricate tiled floor into pools of light and darkness. The statue of a simurgh
stood watch over a collection of strange glass <i>objets d’art </i>displayed on
various pedestals. Stairs descended further down, while open spiral stairs
climbed back up. No movement was visible. He stood motionless, looking for
movement. Up above, Farzan and Farsi the Younger waited on the ledge, ready for
anything. There was quick movement behind the winch mechanism next to the
golden bridge, but they were ready, and the man behind it, identical in clothing
to the first, stumbled and fell as he was shot through the head with a beam
from Farsi’s laser rifle. <b>Darwesh Ral</b>, the first of Hyél Singh’s elite
bodyguards, was dead. Tigran Zard was now in the simurgh chamber, and Bron the
Elder nodded, briskly moving up the spiral stairs. There was a slight movement,
and he was immediately locked in a life-and-death struggle with an unseen
attacker who had barely missed him. Experience and strength prevailed, and Hyél
Singh’s second guardian, mighty <b>Qualandar </b>was cut down, his body and equipment
remaining invisible under the effects of <i>dust of disappearance.</i></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The way was open
up to the winch room. Tigran Zard and Bron the Elder climbed, coming across the
bronze mechanical men, advancing on them. Farzan and Farsi the Younger helped
as much as they could, but had to take care not to hit their comrades. A light
beam came, deadly, from deeper down the central shaft, aimed with utmost perfection.
<b>Farsi the Younger</b>, confident just a moment ago, stumbled and fell into
the depths, shot through at -17 Hp. (Lasers. Serious business.) Another beam aimed
at Farzan followed in quick succession, but only hit a stone ornament,
exploding it into a shower of stone shards.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“NOOOOOOOOOOO!”,
cried Farzan in rage as he saw his simulacrum die in an instant. From deep below,
the direction of the balcony, came a triumphant shout --<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“When you are
fighting with Hyél Singh, you are fighting with the best!”<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Enraged, Farzan
spoke the words of his <i>fireball</i>, hurling it down towards the balcony.
Hyél Singh dodged, taking only part of the blast as he darted to safety. The
fireball detonated in an echoing explosion. The stone balcony cracked and fell,
burying part of the subterranean garden in an avalanche of debris. A woman’s
terrified cry was cut short. So died <b>Zúr</b>, one of Hyél Singh’s wives, crushed
beneath the stones as she was watching the confrontation. One way or another, this
encounter would now end in murderous revenge.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Regrouping
above, the three remaining intruders tended to their wounds and gathered their
wits. Descending carefully, Farzan examined the simurgh room with <i>detect
magic</i>, revealing the beams of light to be magical, which were thus
carefully avoided. Stairs followed deeper down, flanked with alien-looking
tapestries and bas-reliefs of large stone faces, also magical. Finding no other
way, Bron the Elder pressed forward.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Great lord!
Uninvited prowlers have come before your exalted gaze,” droned the faces in
unison, but Tigran Zard only shrugged as he gestured forward towards a yet deeper
spiral staircase.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Yours are old
news.”</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They were now on
the level of the broken gallery. The magnificent music, playing without stop,
came from the east, from the direction of the podium, but a laser beam
scorching the wall behind them signified this was no time to tarry. They pressed
on, down to the lowermost floor. To the west, a comfortable guard room lie deserted.
To the east opened the columned hall at the bottom of the inverted tower. The
avalanche of broken stone from the balcony had covered some of the rich
flowerbeds and exotic plants. A long, exquisite dining table set with tableware
was cracked in half, and avantgarde chairs lie scattered about, next to large,
upturned jugs of beaten gold. A screeching peacock ran from the sight of the
adventurers. Hyél Singh and his last bodyguard were waiting somewhere behind the
cover of the enormous support columns.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">They waited
carefully, anticipating a move, and Farzan pointed at a shadow from behind one
of the columns to the east, from before a large arch leading into a regal bedchamber.
Tigran Zard quickly cast <i>hold person </i>at Hyél Singh, which was
immediately cancelled out by the lord’s <i>ring of spell turning.</i> Tigran
Zard cursed as the lord and his bodyguard quickly downed magical potions. Farzan
called on his greatest spell, <i>conjuring four shadows</i> and commanding them
to attack the master of the tower. Hyél Singh moved in a blur of lightning
speed, making quick work of three shadows with his flashing blade. Bron the
Elder carefully moved along the perimeter of the room, in the cover of the
columns. The bodyguard came forward, with the stature of a great hero, grown in
size and power.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“I, the
invincible Zarak Miir, shall finish you without this small thing!”, he laughed
as he cast aside his laser and reached for a heavy two-handed scimitar. The
fight was on, and blows were traded.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Farzan now aimed
his <i>dispel magic</i>, saved for just such an occasion, at the hasted Hyél
Singh. The spell broke the power of the lord’s <i>ring of spell turning</i> and
<i>longsword +1</i>, but failed to counter the potion’s effect. Tigran Zard’s
second <i>hold person </i>had likewise no effect on such a mighty warrior. Hyél
Singh finished off the final shadow with a blast from his laser pistol. Farzan aimed
a <i>lightning bolt</i> of 42 Hp, but the lord dodged aside and only took half
damage. He shot back at the exposed magic-user, and <b>Farzan, Savant of the
Seven Mysteries</b> lie dead on the luxurious floor tiles of the great hall.
Recoiling in horror, Tigran Zard withdrew, seeking shelter from the deadly
barrage.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">To the side,
behind the great columns, Bron the Elder and the power-filled bodyguard fought
for their respective lives. Experience, again, was on Bron’s side, and <b>Zarak
Miir </b>fell from two quick swordstrikes, dying too quickly to even realise he
was bested. From the side came Hyél Singh with dark fury in his eyes, sweating
and badly wounded, his black syntextile vest shimmering in the light. He rushed
Bron, and dropped him bleeding and unconscious on the palace floor.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">“Where are you?
Where are you??? Come out, come out, wherever you are!”, he called in furious
anger to the hidden Tigran Zard, now the sole adventurer standing.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><span lang="EN-GB">“Sea Demon,
accept my sacrifice in thy mercy!”, cried Tigran Zard, rushing the lord of the
palace with his </span><i><span lang="AMH" style="mso-ansi-language: AMH;">cause
serious wounds </span></i><span lang="AMH" style="mso-ansi-language: AMH;">spell.
The strike hit <b>Hyél Singh</b> square in his heart, which stopped beating at
once, and he fell, with a mysterious smile perhaps only he understood on his
lips.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Tigran Zard
looked around the field of battle, and all was still. When he had healed Bron
the Elder back to health, they were the only living beings inside the tower.
Dead was <b>Darwesh Ral</b>, and dead was <b>Qualandar</b>, defeated in the
initial breach.<b> </b>Dead were <b>Farsi the Younger </b>and <b>Zúr</b>, who
had died almost simultaneously. Dead was <b>Farzan, Savant of the Seven
Mysteries</b>, and dead was <b>Zarak Miir</b>, felled in battle; and so was the
lord <b>Hyél Singh</b>, killed in a desperate final struggle. And dead were his
three remaining wives, <b>Rufelza, Rozmeher </b>and <b>Izaida</b>, who had
drunk deadly poison to follow their man to the gloom of the Netherworld.<o:p></o:p></span></span></p>
<p style="margin: 0cm;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">* * *<o:p></o:p></span></span></p>
<p style="margin: 0cm;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm;"><b><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">GM
notes<o:p></o:p></span></span></b></p>
<p style="margin: 0cm;"><b><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></b></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">This was a two-part adventure, but took a single six-hour session. It gives
a good example of what kind of things an experienced high-level (high-level by
our standards, anyway) party can get into, and how they handle investigation, followed
by high-intensity combat against skilled and intelligent opponents. This was a
true test of skill, and it was won, even if victory came at a high price.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">It is also an example of where long-running campaigns can end up. The
challenges are complex and have no straightforward solutions. Instead, the open
environment and the toolbox of information, character powers and player
resourcefulness offer opportunities to achieve things. There was no set path towards
“He Who Is Not Known” (although the campaign’s setup establishes Avendar’s five
enemies as the party’s targets, and all follows from this fixed premise). From
fragments of information, Avendar’s avenging agents could establish their
elusive enemy was wearing an <i>amulet of proof vs. detection and location</i>,
and exploit that knowledge to infiltrate the City’s magic item trade, moving up
the chain through multiple intermediaries.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span style="font-family: arial;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;">We can see the City of Vultures as a collection of possibilities,
connections, true and false links. Over the course of the campaign, the players
have probed their central problem from multiple angles, attacking it from openings
they could find. We see this in this adventure as well. They </span><span lang="EN-GB" style="mso-ansi-language: EN-GB; mso-bidi-font-family: Vrinda; mso-bidi-font-size: 11.0pt; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin;">can be seen p</span><span lang="EN-GB" style="mso-ansi-language: EN-GB;">utting together information, seizing
and leveraging chance elements, and getting closer to their quarry. In fact,
one of the important players, the vampire Abu Kasim, was just a random encounter
from the <b>Nocturnal Table </b>(you can check him out, he is entry <b>374</b>),
whom the adventurers <i>turned </i>to their side, quite literally. Abu Kasim
then proved a useful ally infiltrating Hothog Mirza’s hidden lair. There was a dark
price to be paid, and these crop up now and again in adventures in the
labyrinthine, corrupt City of Vulures. The final, hard-won victory even rhymes
in a way.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">Very little of this was set in stone. After the previous session, I had
a few notes on how the characters may be led to Hothog Mirza through his bulk purchases
of fresh meat for his master’s menagerie, and some on how his role in the magic
item trade may expose him to a careful investigator. The former vector proved
to be the winner, but there may have been other, unanticipated ones. If you
have the general environment and a few fixed points, it is a matter of player
initiative and GM reaction. Other encounters were rolled randomly and
incorporated into the course of play.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">Relatively little adventuring took place in the biodome, perhaps wisely.
(A brief discussion on how cool it would be to encounter the inevitable velociraptors
notwithstanding.) The way to the Inverted Tower was relatively clean, and Farzan’s
<i>knockspell </i>allowed an entry that would have otherwise been more
complicated. This is what character capabilities are for. They could have used
that <i>dispel magic </i>on the alarm system, but you never know when it is
needed better. The mission goals might have been accomplished without
triggering an alert, or Farzan might have lived if they could just dispel those
potion effects. But this is how fog of war, resource management and
decision-making under pressure goes. You take risks and see the consequences
play out.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">Overall, the tower had a much more different scope than the players had
anticipated, and they adapted well. It was hairy, but victory was won through
decisive action, if not without a price. It is yet to be seen if Farzan can be
returned to life. This is one of those areas where I have a difference of
opinion with the D&D standard. I never removed <i>raise dead</i>, but it is
not as easy to come by as by-the-book campaigns – as already noted, 9th level
is high level in our games, and that goes for the NPCs who might cast the spell
as well. Tigran Zard attempted a divine intervention (this is a flat % chance
equal to character level for Clerics and divine champions), but the Sea Demon
could not be moved in this way. There may be others, just like with other campaign
goals.<o:p></o:p></span></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><o:p><span style="font-family: arial;"> </span></o:p></span></p>
<p style="margin: 0cm; text-align: justify;"><span lang="EN-GB" style="mso-ansi-language: EN-GB;"><span style="font-family: arial;">This session also demonstrates how outright destructive futuristic
weapons can be in a low-tech setting. This is by design – it is true power once
you get your hands on it. It is, however, not more powerful than having access
to standard magic items like wands or miscellaneous magical devices, and
cartridges are not easy to come by. These have played surprisingly little role
in the campaign so far, but the future may, again, be different. The finale
draws near, and the challenges will not be easier. Will Avendar be avenged? And
what price glory? Well, these fates are yet to be written!</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com9tag:blogger.com,1999:blog-6188119851730922397.post-8388952220600172022023-02-16T16:15:00.001+01:002023-02-16T16:15:38.465+01:00[REVIEW] The Hollow Tomb<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzvJLYo7v9MpK4obaSasuwOc6FHJHtxbejfvvIYe3Y_VriRS24ZMAYNjPjQJBFrfy9i-rzm94F1cNF9OyPlVlfmAkrUzyL_AlJr-whBZboRgdEb17laFerQAjjBQx6XOc-gJ7rG6NZT8SVg1D_IwGCXF_t1FZHlq9mZuQ8XMS15cpOOQc3d2tPGEBg/s1270/thirdbluewizard.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1270" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzvJLYo7v9MpK4obaSasuwOc6FHJHtxbejfvvIYe3Y_VriRS24ZMAYNjPjQJBFrfy9i-rzm94F1cNF9OyPlVlfmAkrUzyL_AlJr-whBZboRgdEb17laFerQAjjBQx6XOc-gJ7rG6NZT8SVg1D_IwGCXF_t1FZHlq9mZuQ8XMS15cpOOQc3d2tPGEBg/s320/thirdbluewizard.png" width="227" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Curently Smoking:<br />Imperial Beetroot Blend</td></tr></tbody></table>The Hollow
Tomb (2022)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by Harry Menear<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Published by Noisms Games<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Levels 2–4</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Enjoy being lost
<b>In the Hall of the Third Blue Wizard? </b>If so, this new zine/anthology
edited and published by <a href="https://monstersandmanuals.blogspot.com/2022/01/now-accepting-submissions-volume-1-in.html">David
McGrogan</a> might be of interest. The following reviews will focus on the
adventures in the recently published first issue. As the call for papers (appropriate,
as the book looks and feels like a scholarly journal) specified, submissions
would be expected to be between 2000 and 10,000 words, and they tend to be on
the brief side. This is both an opportunity and a hazard. Constraints can
encourage efficient writing, but they may also limit the scope and complexity
of an adventure. It is a fine balance to walk. Appropriately, some of these
reviews will also be on the short side. It is a fine balance to walk.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">A small tomb lair
integrating a plotline involving a family tragedy. The real tragedy that tends
to happen in adventure design is doing precisely this thing, but like classic
tragedies, people just cannot be deterred from making obvious bad decisions,
then suffer the predictable consequences. For all that, <b>The Hollow Tomb </b>does
some things fairly well.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The tomb itself,
a two-level affair with 19 keyed areas, is the site of a noble family’s
downfall. Lady Ingmar Urquost-Blut (of a decidedly male name) was drowned by
her profligate husband, Gregor Blut, who was in turn finally found out and slain
by his grieving father-in-law, Lord Vodcheck Urquost. Now all three haunt the
place as special undead, obsessed with their respective fates. Meanwhile, a
bandit gang of “political dissidents, doomed romantics, graverobbers, or
footpads and cutpurses” have occupied and plundered much of the upper level, increasingly
aware there may be more to the place than what they have found so far.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirXsC1ducU8s9Uog3yF51TiE6zMLO_Gp9M3nK941xxn_MNJy_wQCRUAoCvQxPN34V1pWKgbwyV3fr50Z_Waxsa26gDQ3Ry4sDr4_RD_vjdmjEIQU6lI_UZeq4hylA5lDc9Oq92RRhOrNXnWgn8CgLEyJXYbkFRO-y5pSfNURY-JTvYu69l4409lml3/s1061/Hollow_Tomb_LVL1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="648" data-original-width="1061" height="244" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirXsC1ducU8s9Uog3yF51TiE6zMLO_Gp9M3nK941xxn_MNJy_wQCRUAoCvQxPN34V1pWKgbwyV3fr50Z_Waxsa26gDQ3Ry4sDr4_RD_vjdmjEIQU6lI_UZeq4hylA5lDc9Oq92RRhOrNXnWgn8CgLEyJXYbkFRO-y5pSfNURY-JTvYu69l4409lml3/w400-h244/Hollow_Tomb_LVL1.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Upper Level (tiny)</td></tr></tbody></table><span style="font-family: arial;">Where </span><b style="font-family: arial;">The Hollow
Tomb </b><span style="font-family: arial;">thrives is in its attention to tone and incidental, vivid detail. It is
set in some vaguely Ruritanian land of scheming boyars and wheat fields; the
bandits are not just robbers but lads reading romantic poetry and cheaply
printed political literature; and the tomb’s encounters are competent at
selling it as Lord Vodcheck’s crumbling monument to his grief. Half-flooded
passages, a watery oubliette with Gregor Blut’s chained skeleton on the bottom,
and the decay of a family tomb are the high notes. There are limits to all
this. In this brief scenario, the broader setting – which sounds intriguing in
the few broad strokes it receives – does not play a functional part. The
personalities of the bandits will probably not play one either, as the
encounter with them is heavily tilted towards an armed confrontation. The
family tragedy which forms the central puzzle is reasonably well integrated
into play, but involves a major info dump in the form of a diary with Mucho
Texto (probably </span><i style="font-family: arial;">much</i><span style="font-family: arial;"> better if given to players as a handout than as boxed
text).</span></span></p>
<p class="MsoNormal" style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/TXPC2HXjrYU" width="320" youtube-src-id="TXPC2HXjrYU"></iframe></div><div style="text-align: center;"><br /></div><p></p><p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;">The encounters
are competently done. Monster placement is quite fine. There are environmental
hazards and man-made traps, decent magical puzzles, and an exploration element
that is tightly integrated into the environment. A secret room can be accessed
with the help of musical notation, or excavated physically. Thigh-high water
conceals nasty traps. You can mess with the architecture to get into places.
There are limitations posed by the module’s scope – you can only do so much in 19
keyed areas over only 5.5 pages, one of which is occupied by the maps. The
writing is a mixed bag. It is at its strongest when the author just describes
things naturally – this is expressive and even vivid, with a strong sense of
identity. It is much weaker when it is hammered into modern fads of supposedly
superior “technical writing”. The end result is neither elegant nor any more
usable than the traditional model. Consider this room summary:</span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><i><span lang="EN-GB">“<b>Sarcophagi
</b>(smashed open). <b>Valuables </b>(gathered up treasure from the coffins and
piled in a corner. 800 gp in jewelry and coins). <b>Marble frieze </b>(dominates
the East wall, depicts Ingmar playing the harp…” </span></i><span lang="EN-GB"><span style="mso-spacerun: yes;"> </span>(etc.)<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">This description
offers no advantages over simple descriptive prose, even though the text fragments,
in fact, use good wording and strong imagery. This is a case of questionable “good
practice” stifling actual writing talent. Sentences were developed for a reason,
and this is one thing that separates modern man from the guttural shrieking and
grunting of gibbering subhumans. I highly recommend trying them.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">In summary, <b>The
Hollow Tomb </b>is a flawed mini-module, but it is playable, and offers
glimpses of good stuff. This is something that could be the beginning of
something developed further and designed on a larger scale. For all its issues:
definitely not bad. There is promise here.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">No playtesters
are credited in this mini-module.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: *** /
*****</span><o:p></o:p></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com3tag:blogger.com,1999:blog-6188119851730922397.post-12670346029832360012023-02-09T18:26:00.000+01:002023-02-09T18:26:03.292+01:00[REVIEW] Winter in Bugtown<p><b><span lang="EN-GB"><span style="font-family: arial;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix9Q-ouBXvmyk75luixR5vjoncWx1BFYG0lSZxDIgb91kGTI_-FrDp3oxqOpIdbmFMwigHX4aTdDkFMMRfJxHx36JJmzSGoMlwTh6qeT7WSd6hYNZq1fZ4sCCByqEW1yk3jtrh_yt7hkUy5ZDoboS9Qu_4hAs7ScSQAeONUJ64hoNQ4NWmOLfC81ZL/s1270/thirdbluewizard.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1270" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix9Q-ouBXvmyk75luixR5vjoncWx1BFYG0lSZxDIgb91kGTI_-FrDp3oxqOpIdbmFMwigHX4aTdDkFMMRfJxHx36JJmzSGoMlwTh6qeT7WSd6hYNZq1fZ4sCCByqEW1yk3jtrh_yt7hkUy5ZDoboS9Qu_4hAs7ScSQAeONUJ64hoNQ4NWmOLfC81ZL/s320/thirdbluewizard.png" width="227" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Currently Smoking:<br />Pill Bug Pipeweed</td></tr></tbody></table>Winter in Bugtown (2022)</span></span></b></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">by J. Colussy-Estes<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Published by Noisms Games<o:p></o:p></span></span></p>
<p class="MsoNormal"><span lang="EN-GB"><span style="font-family: arial;">Low levels</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Enjoy being lost
<b>In the Hall of the Third Blue Wizard? </b>If so, this new zine/anthology
edited and published by <a href="https://monstersandmanuals.blogspot.com/2022/01/now-accepting-submissions-volume-1-in.html">David
McGrogan</a> might be of interest. The following reviews will focus on the
adventures in the recently published first issue. As the call for papers (appropriate,
as the book looks and feels like a scholarly journal) specified, submissions
would be expected to be between 2000 and 10,000 words, and they tend to be on
the brief side. This is both an opportunity and a hazard. Constraints can
encourage efficient writing, but they may also limit the scope and complexity
of an adventure. It is a fine balance to walk. Appropriately, some of these
reviews will also be on the short side. It is a fine balance to walk.</span></span></p>
<p class="MsoNormal" style="text-align: center;"><span lang="EN-GB"><span style="font-family: arial;">* * *</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><b><span lang="EN-GB">Winter in
Bugtown </span></b><span lang="EN-GB">is a scenario describing an underground
city of whimsical bug people, half Derinkuyu and half ant farm. Under the
surface world of a podunk fantasy setting lie tunnel systems of jaded insect
aristocrats, giant pill bug racing, a hive of brain bees, and a dormant swarm
of undead locusts kept at bay – so far, most of the time – by the machinations
of mothman necromancers. This is as high-concept as it gets, and the question
that comes up with these things is always “Creative idea, but does it work?” As
it tends to be with these projects, it doesn’t. That’s the summary.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">However, to
defeat the bug, we must first understand the bug. What makes modules like this stumble?
Being an undisciplined thought experiment with little concern for functionality
is the main reason. The scenario is not a working adventure: it is a very
broad-strokes, high-level overview of one with a few random tables to recreate
the underground city of Ghir Oom. This worked fairly well in <b><a href="https://beyondfomalhaut.blogspot.com/2023/01/review-cerulean-valley.html">The
Cerulean Valley</a></b>, where similar elements were used in the construction
of a small sandbox setting, with a very good understanding of how to help run a
mini-campaign in it. <b>Winter in Bugtown</b> is neither proper setting nor
proper module, but a hybrid which does not play to the strengths of either,
while being too much of both.</span></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjprOBq8bA3XjDlPDaPLJP_bxQTHq3-SjMkHaFfvwpT3NwB9kcqXPsSARpADEbUjqx7l3vejDriZgy_fLoYbD1IbEe6vjdA9590fvRLvFjc6fgQ3WvQWgqDYQqa6kcOan2VvwGMBw-wvspfU1OW0K7yH-NglXf3sMWHk9ZArFZOGynYx0JafWq42TpI/s1876/Bugtown_map.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1876" data-original-width="1729" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjprOBq8bA3XjDlPDaPLJP_bxQTHq3-SjMkHaFfvwpT3NwB9kcqXPsSARpADEbUjqx7l3vejDriZgy_fLoYbD1IbEe6vjdA9590fvRLvFjc6fgQ3WvQWgqDYQqa6kcOan2VvwGMBw-wvspfU1OW0K7yH-NglXf3sMWHk9ZArFZOGynYx0JafWq42TpI/w369-h400/Bugtown_map.png" width="369" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Six-Zone Dungeon</td></tr></tbody></table></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Ghir Oom lies
below a dungeon below a ruined temple, which receives a four-line overview and
a table of hints that lead further below, but the dungeon is otherwise left
undescribed – as are the nearby Duskfire Woods, for which the scenario offers a
table of eight adventure hooks without useful resolution. The bug city proper
consists of six loosely sketched zones, all of which are surrounded by tunnels
and sub-complexes of things that don’t receive useful attention either. Some of
this is mitigated by semi-useful random tables: there is one for weird finds which
run the gamut from spider dolls to a maggot mask that does 2d6 Hp damage as it
affixes itself to the face. The “What Can I do With This Dead Bug?” has tasting
notes for texture and flavour (if you <i>really </i>wish to eat the bugs),
salvageable bits, and valuable body parts (if you <i>really</i> wish to get
rich selling bug ovaries/testes).</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">There are ideas
which play well on disgust and the natural human loathing for bugs, such as a maggot
nursery of docile surface creatures serving as a host to a new generation of giant
wasp maggots, or a gross hive of brain bees. The mothman necromancers are
properly creepy and mysterious, with a “dungeon under the dungeon under the
dungeon” trick that always works well. This is well done. However, you can’t
paper over the fact that this is a slightly souped-up six-zone dungeon, where
you can’t actually do much. The conflicts being described are sufficiently
specific to strike a spark, but it turns out the bug people, for all their
oddball whimsy, don’t actually have interesting conflicts going on. Plipple, a
mantis shepherd child, is bored, and likes to spend time in the mantis nursery.
Fellefe, a mothwoman necromancer, is compensated for maintaining the warm light
of the bug marketplace, but tires of the responsibility. Narqua, another
mothwoman necromancer, is fed rotting fruits by a zombie goblin, and keeps a zombie
raven she calls “Baby” and strokes mindlessly while speaking. It turns out the
bug city is just modern Seattle, which makes this more of a horror scenario
than you might first think.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The aesthetics are
way past the shark-jumping point. In the 2000s dungeonpunk era, it would be a
half-fiend wereshark wielding a spiked chain – no, TWO spiked chains! Here, it
is encounters like <i>“A palanquin carrying a group of four mothmen passes by, carried
on the backs of four zombie bears. Fine spidersilks hide the faces of those
inside.”</i>, and <i>“Bing Fifty-One – Mitefolk locust trainer who smokes a
pipe and is missing a middle arm.” </i>When you already have a basic premise with
a bug city and mothman necromancers, you need to be careful not to push it from
highly weird into the ridiculous, lest it become a circus freakshow. Well, that
did not work out so well here. Worse, it is a <i>bana</i>l circus freakshow. The
whimsy becomes grating, and ends up twee and powerless, a safe and pastel-coloured
fantasy.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">The problems mount
as you go into the details. Not only does the general framework not work, many
of the individual bits and pieces don’t work either. You can see this in random
encounters with a <i>“captured adventuring party, stripped and caged, starving”</i>,
who inexplicably and suicidally <i>“take the first opportunity to attack and
steal their rescuers’ belongings” </i>if freed. Why would they ever do this,
considering the encounter is assigned to an area far underground, where there
are hordes of bug people between these rescued fools and the safety of the
surface world? The adventurers are not described beyond the superficial idea
kernel. We don’t know their capabilities, numbers, or any other distinguishing characteristic
which may help us run the encounter, as stupid as it is. On another occasion,
an encounter which can occur in any region of Ghir Oom (1:6 probability) sprays
the party with pheromones which makes all encountered insects and insectoids
attack violently on sight, completely upending the social/interaction element
of the scenario in one swoop <i>that the players may never even realise the
reasons for.</i> We also get stuff like a <i>“mothman necromancer seen in the
near distance”</i>, who raises an arm, points and vanishes, placing a curse on
a random party member which can only be lifted by killing this specific
mothman. That is not how D&D, and specifically old-school D&D works: we
have combat rules and PC abilities to determine whether the event can actually
happen this way, and <i>remove curse </i>spells that can counteract similar afflictions.
This is a nitpick, but it reveals the underlying problem: this is not adventure
gaming, but attempts at crafting “story” at the expense of player agency. The
encounters are a mess. The zone descriptions are a mess. The aesthetics are a
mess. It is all a mess.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-family: arial;"><b><span lang="EN-GB">Winter in
Bugtown </span></b><span lang="EN-GB">is a perfect example of a module where the
ideas are all it can offer, and the execution is a disappointment. The wild
stuff – the parts that are imaginative in their own way – is not really so
remarkable when there is an entire design movement doing the same kind of stuff,
and the novelty wears off. You start to lose interest in the eccentric
flourishes and the quirky oddball bugmen, and come away disappointed because
there is no solid structure underneath. More than that, the deeper you look
into the module, the sloppier it gets and the more practical issues emerge. If
this was an orcs-in-a-hole dungeon, its deficiencies would be plain to see. As
is, the veneer of colourful paint serves as a temporary distraction. However,
the substance remains weak: this is just a mishmash of underdeveloped high-fructose
ideas in a confused structure that’s neither setting nor module, and does not
work as either.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">No playtesters
are credited in this adventure.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><span style="font-family: arial;">Rating: * /
*****</span><o:p></o:p></span></p><p class="MsoNormal" style="text-align: justify;"><span lang="EN-GB"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUwpWmP9ZprI5UuFX0eAhc8bzj69y8vKXmUyUgvJBIDJJrGLJV-n3KwsnN34lrIBMOKDz8LLRqJE41_gkcPhVdbpZipAwS5E7MZs1wNLmYYr90zY-6OkMBZaeQ71H_Z57qN_gFKQe2n9cP5o97ZREPhbDBmkwnmWnNH1oAH-WUc-z4KmWnspETvpQP/s500/bugtown_happy.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="487" data-original-width="500" height="312" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUwpWmP9ZprI5UuFX0eAhc8bzj69y8vKXmUyUgvJBIDJJrGLJV-n3KwsnN34lrIBMOKDz8LLRqJE41_gkcPhVdbpZipAwS5E7MZs1wNLmYYr90zY-6OkMBZaeQ71H_Z57qN_gFKQe2n9cP5o97ZREPhbDBmkwnmWnNH1oAH-WUc-z4KmWnspETvpQP/s320/bugtown_happy.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">You will be eaten by the bugs,<br />and you will be happy.</td></tr></tbody></table><br /><span style="font-family: arial;"><br /></span></span></p>Melanhttp://www.blogger.com/profile/07165894144553629675noreply@blogger.com8