Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Wednesday, January 25, 2023

Just got Lynched

Bryce Lynched that is. 

My adventure Gilded Dream of the Incandescent Queen just got reviewed at tenfootpole and received a coveted "The Best" rating!




Some carefully selected quotes from the review:

"It's doing everything right ..."

"So, surprise surprise surprise, Terribly Sorcery gets it."

"Again, if I really think about this then it seems pretty nifty. And it is ABSOLUTELY better than most of the garbage I run across. (This is what praise from me looks like. Its not the best food ive ever eaten in my life. Why is that the case?)"

"The ability to create, and communicate, the truly MYTHIC in quite well done. The designer understands the need to do this in an adventure and has the ability to do it."

He didn't quite like my minimal prose stylings, but you can't have everything in life. Anyway, as usual you can get the adventure for FREE in Footprints magazine #25.

Monday, August 8, 2022

[Play Report] Helvéczia - The Seven Knaves

A few months ago, I got the wonderful Helvéczia boxed set from EMDT (read all about it here, and then go buy it here). One day when my online B/X group was a bit short-handed, I decided to run the starting adventure included in the book. My players had a great time. I thought I would have to explain everything to them but they understood the premise instantly and got right into character. Now they ask me when we can play "the fop game" again!

Here is how it all went down:


THE SEVEN KNAVES



Meeting on the Road

Three wanderers ambled along a cliffside highway after sunset:
Tarasz Lobodou - a handsome Cossack wearing expensive boots and a feathered hat;
Wilhelm Rudd - a sure-footed, sharp-eyed Dutchman with a crossbow, at home in the wilderness;
and 
Zenzi - formerly an innkeeper, this German was now pursuing his education in arcane sciences, while carrying a sack full of grenades.

Tarasz, introducing himself: "People outside Zaporizia can't pronounce my name very well."
Zenzi"Yes, and those inside don't want to!"

Having just been turned out of Oberwalden village by the sullen residents, they were on their way to the next town and the next adventure when they came upon an old moss-covered stone cross by the roadside. A dishevelled vagrant slept beneath it, his hat over his face. Tarasz shook him and he woke with a start of fear, only relaxing when he noticed the group wasn't hostile.

The tramp introduced himself as Bernard, explaining that he had been begging for alms at a house up the road when he was set upon by a gang of toughs who took what little money he had and gave him a thrashing for his troubles - they posted a few guards on the road by a stone arch, so he wouldn't come back. 

Moved by the poor man's plight, Tarasz gave him a few coins [+1 Virtue]. The group thought they might investigate these ruffians to see the truth of his story.

But first, Wilhelm's keen eyesight spotted a distant red glow in the nearby forest and the group decided to investigate, with Bernard in tow. Walking along a narrow path through pine forests that had never known a woodsman's axe, they came to a small patch of glowing red mushrooms with fireflies dancing above. Each adventurer took a piece, and the glow persisted after they had been picked.

The forest path continued past the mushrooms until the group came upon a small mountain lake (more of a pond, really) surrounded by rushes. A cave opening in some rock formations was visible beyond. Peering into the water, Zenzi noticed a yellow glow amongst the weeds at the lake's bottom. Wasting no time, Tarasz stripped to the waist, set his sword & pistol carefully aside, held a dagger in his teeth and dove into the water.

Lucky he was to bring a weapon, as the brave Cossack was immediately attacked by a gigantic man-eating frog! The horrid beast almost swallowed him whole, and only swift action with his main-gauche allowed escape. Meanwhile two more of the creatures leapt towards the group on the shoreline, one almost swallowing Bernard whole.

Zenzi, noticing one of his areas of study is Amphibians: "This is the greatest day of my life!"

While Tarasz swam for dear life, a keen-eyed crossbow shot by Wilhelm and a blast from one of Zenzi's grenades taught the other amphibious predators a lesson. Making it to the shore just ahead of his pursuer, Tarazs managed to put a final bullet in it a split-second before it bit him again! After the fight, Tarasz swam down and recovered a glowing golden cross from the bottom of the lake while Wilhelm managed to treat Bernard's wounds [a very lucky Medicine roll!].

In the cave was a tomb, showing an armoured man and an inscription: Von Oberwalden. Part of the carving was movable and had a place for a key or signet of some kind. Zenzi made an impression of the symbol, but lacking any such key the group moved on.


The House

Emerging from the woods, the party espied a moss-covered stone farmhouse across the road. Cheery light shone from its windows and the sounds of song & merry-making could be heard. Further back up the highway, a stone arch was visible against the starlight.

Deciding on a 'divide-and-conquer' strategy, Wilhelm snuck through the woods while the rest of the group walked up the road with a lantern towards the stone arch. Lurking in the trees, Wilhelm could hear the two guards playing dice and grumbling about their posting.

Tough 1"We have to sit out here, watching out for that bum! Meanwhile Raoul and the lads are drinking in a nice warm cabin. Pfaugh!"
Tough 2, notices the party appraching: "Oh, what's this? Mayhap we've got some relief after all."

But it was not to be. As the party got close enough to recognize, Tarasz whipped out a pistol and the game was up. Caught by surprise, they considered their options but were thoroughly demoralized to see Wilhelm emerge from the trees at their flank, crossbow levelled. The toughs were forced to admit they had robbed Bernard, were interrogated, then bound & gagged and left in a roadside ditch. The beggar was overjoyed to get his handful of coppers back [+1 Virtue for everyone].

Tough 1"As a good Christian, you wouldn't shoot an unarmed man?"
Tarasz, brandishing pistol: "Mayhap I'll send you to G-d and let him be the judge of that!"

The group learned very little except the gang's leader was a rich gentleman named Raoul, and something important was happening tonight. 

As the party returned to the house, the Oberwalden town church bell tolled ten o'clock. The sounds of merriment still issued from inside. Listening carefully, Wilhelm felt sure there were no more than six men inside. The stables held only a fierce-looking, night-black warhorse nobody dared approach. The party decided to lie in wait for a while, reasoning that after all this drinking somebody would have to come outside to relieve themselves.

Half an hour later, their patience was rewarded when a shabbily-dressed thug stumbled out towards the forest. Tarasz and Zenzi crept up on him carefully, the latter preparing to cast a spell on him: The Mirror of Narcissus.

Zenzi's player: "And just as he whips it out, I step forward and meet his eyes..."
Tarasz's player: "I take some small steps back from the scene."

Failing his Temptation save, Witless Heinz (for so he was called) saw Zenzi for a simple rogue just like himself, happily having a few drinks. He spilled the whole story: Raoul was a tough & fearsome leader who sometimes ventured into the woods all alone and showed signs of knowing magic (his boots were shoed in reverse). He had told the gang that an important visitor was arriving tonight, commanding them to return to the house at eleven o'clock. The group sent Heinz back inside with a commandment to keep silent about them [he made a Temptation save to keep his mouth shut, another of the company's lucky rolls this night!].

The group heard Oberwalden's church bells ring out eleven as they deliberated on their next move. Finally they decided on the direct approach: Zenzi threw a grenade through the window while the rest of the group charged in through the stable door! There was the crash of gunpowder, screams of agony & fear, fire and smoke. Tarasz spotted the rogue Raoul standing in the front doorway, lace spilling from his cuffs. The black-clad Spaniard held up a crystal globe which seemed to absorb Tarasz's mind, drawing his whole consciousness towards it - but the Cossack's will was stronger than this black magic and he resisted. Inside, Wilhelm cut down some Frenchman who tried to blast him with a blunderbuss, while Bernard went wild with a club in the confusion & smoke.

Seeing things were turning against him, Raoul tried to flee down the highway, but Tarasz managed to hit him with a flying tackle, knocking the crystal sphere from his hand just as Zenzi came around the corner! Together the two of them subdued the rogue.

As the smoke cleared, Wilhelm saw that poor Witless Heinz had been laid low by Bernard in the latter's zeal to punish the ruffians who robbed him. Taking pity on the fool, he saw to his injuries [another great Medicine roll, and +1 Virtue!].


The Visitor

With the villains subdued, the group searched the house and interrogated Raoul. They found a few Pfennigs on the ruffians, and Zenzi took Raoul's spare set of fancy black clothes, putting them on so he resembled the dashing criminal.

Searching Raoul was illuminating: the party found a catalogue of grave sins (murder, arson, etc), each one signed by himself and another called Goodfriend. The man was tough-minded and resisted interrogation, but the group did manage to get a few details out of him - the mysterious midnight visitor was to be the Devil himself, with whom Raoul would make a bargain most foul!

A plan began to form. The group tied Raoul to a tree outside and cleaned up the house as best they could. Zenzi carefully cut Raoul's moustache off and stuck it to his own lip. 

As midnight tolled, the clatter of wheels and neighing of horses could be heard. An elegant black carriage pulled by four fierce chargers pulled up to the small country house. Its driver was obscured by a cloak & broad hat, with clouds of red sparks issuing from beneath as if exhaled by a furnace. Stepping jauntily out of the coach, dressed in an elegant vest & monocle was the sooty-faced Devil, horns and all! 

He rapped sharply on the door and Zenzi invited him in. "Ah, nice to see you again Raoul. Do you look a bit different...? No matter." Whether Zenzi's hasty disguise had fooled the demon [another fantastic roll this night!] or all men looked much the same to him was unclear.

"You have the papers?" Zenzi produced Raoul's paperwork and Goodfriend reiterated the terms: worldly fame, wealth, magical power & skill at the Devil's Bible (playing cards) in exchange for a sequence of heinous crimes... and one immortal soul! After signing the contract, Zenzi really didn't feel any different, but Goodfriend said the changes would take effect the next day. He offered to do deals with the rest of the group, but when they weren't interested he bid everyone farewell, jumped into his carriage and was gone with a clatter of hooves.


Return to the Crypt

After this, Raoul gave up some of his secrets under intense pressure from Wilhelm [torturing a captive, uh oh, -1 Virtue!]. The group was able to recover his treasure - a lockbox with some coins and a signet ring showing a snake coiling around a sphere - the same symbol as in the Von Oberwalden tomb.

Returning to the forest cave, the signet ring unlocked a deeper passage inside. Descending the stairs, Tarasz just barely avoided a hidden spear-trap [lucky save!]. At the bottom was a large stone coffin with a carving of a bearded man with a mace & shield, while four moldering coffins lined the walls. 

Opening the sarcophagus revealed an ancient armoured corpse with a sword on its chest, holding a scroll-case. When Zenzi's Faithful Servant spell retrieved the scroll, the sword rose into the air and attacked! A tense struggle ensued but with Zenzi's quick thinking, a chunk of coffin-wood and Wilhelm's net, the sword was thrown back into the sarcophagus and the lid slammed shut.

Opening the scroll case revealed an ancient paper: The Testament of the von Oberwaldens. This ancient will seemed to indicate that anyone who held it and the signet ring is the true and rightful master of Castle Oberwalden and the whole valley around it!

With this new windfall, the group wonders what strange escapades might come next?


The Catalogue of Sins:

Tarasz - offered charity to Bernard (+1 Virtue)
Everyone - returned Bernard's stolen money (+1 Virtue each)
Wilhelm - showing mercy, healing Witless Heinz (+1 Virtue)
Wilhelm - torturing Raoul (-1 Virtue)
Zenzi - using Student spells (-1 Virtue)
Zenzi - making a pact with the Devil! (-3 Virtue)

Tarasz: +2
Wilhelm: +1
Zenzi: -3

Zenzi's future...?

Tuesday, November 30, 2021

REVIEW - Dream House of the Nether Prince

Dream House of the Nether Prince
AD&D level 14+
by Anthony Huso
blog - thebluebard.com
art by Valin Mattheis - website
maps by Tim Hartin - website
buy hardcover and pdf here


Since I read Ben L's review of The Night Wolf Inn and had to get myself a copy, I have followed the exploits of Anthony Huso, one of 1st edition AD&D's most devoted exponents. He has a long series of posts on his blog about his BtB AD&D home game. He makes no apologies for his playstyle and is uninterested in compromising for the mainstream.

Also, he likes Blue Oyster Cult [1]. My kinda guy!

The final adventure in the author's six-year home game, Dream House of the Nether Prince is set inside the abyssal palace of the Demon Prince Orcus. Being a fan of the goat-headed one himself, obviously I had to get my hands on it.

A digression: 

Back in the bad old days of the '90s, we had Planescape. I could never quite get my head around it [2]. The idea of a fantasy-Dickensian London where you run into a demon at a bar, but he's just hanging out drinking a funny-coloured beer, looking for mortals to tempt or selling you Green Steel weapons... it never sat right with me. Just like Twilight did to vampires, Planescape took what should be the most profound manifestations of evil - beings that are truly inhuman in every sense - and watered them down into regular guys with horns & tails.

Huso keeps demons harsh. Dream House begins with The Enchiridion, an 11-page treatise on AD&D demons. This section really showcases his imaginative approach. He takes every hint & clue dropped by Gygax in the core books, extrapolating outwards from there while remaining faithful (as far as I can tell) to the source material. This section covers a huge range of topics ranging from special Abyssal effects to new treasure, demonic transmogrification and more.

Maybe you already have rules for some of these in your game, but The Enchiridion has something worthwhile for everyone. The sections on amulets and summoning are really interesting. The rules are a bit complex in terms of what happens when demons are killed with/without amulets, what happens to the amulets, etc. but they are absolutely Gygaxian: I can see how players interacting with these systems will produce lots of downstream effects that will drive ongoing campaign play. They can see what works and what doesn't, make demonic enemies, strike bargains (successfully or not) or struggle to destroy a demon permanently.

I love the treasure section, always a high point of Huso's work. Gold piece values are provided for an entire economy based on human corpses (the demons eat them) and abyssal larvae. Along with these are exotic trade goods, some new and some from his other adventures like Dam Marmara or ebonwood bars. This kind of variety in treasure keeps things interesting, especially in a high-level adventure that has literally tens of millions of gp for the taking!

A section on abyssal weather, special effects & other hazards adds icing on the Cake of Pain that adventuring in the lower planes is meant to be. Effects range from maddening winds to sulfuric rain, toxic snow, mutations and even earthquakes. All of this should make your players rue the day they ever delved into the Abyss before anyone rolls initiative. 

Planescape this ain't.



ACHTUNG!!!

BIG-TIME SPOILERS AHEAD



Dream House is written for the author's home campaign and no concessions are made to the rest of us. The only hook we get is the following:

"You have obtained the gobbet of mindless immortal flesh, known as the Starfire Neonate. To prevent [a hideous elder god] from ending your world, you must bring the Neonate's imbecile god-flesh into direct contact with [the elder god]. Much like the meeting of a Xag-ya and a Xeg-yi, the event will destroy or [more likely] banish both.

Because the [elder god] inhabits the trackless depths of the Prime Material's cosmic void, the only way to find and reach it, is to use a gate. The only known gate is in the Abyss, and it is located in Orcus' Iron Vauntmure--for the Prince of the Undead doth treat with the [elder god] time to time.

Ergo, the PC's motive is quite simple.

1. Arrive in Pazunia
2. Enter the Iron Fort
3. Find and Open the Gate
4. Force the Starfire Neonate to Touch the [elder god]"

It then goes on to explain that this whole adventure (and maybe your whole campaign!?) is part of an elaborate long-term plot by Orcus. The characters are going to be catspaws in his never-ending war with Demogorgon, whom Orcus hopes to draw out at an opportune moment and defeat for good.

This is totally awesome but rather specific and may not apply to my game or yours. Cool that we get a slice of Huso's totally fucking wild home game, but it would be nice to get a few more readily usable hooks or rumours. Honestly though, if your DMing chops are remotely up to the task of running this adventure you can come up with a reason for the PCs to go there.

*****

The adventure section itself runs 89 pages, spanning 137 rooms over three castle levels and the caverns below. It is crammed with hordes of unflinchingly dangerous monsters and dickish traps. I want to see the character sheets of the party that survived this shitstorm. Did your group squash Acererak and piss in Vecna's eye-hole? Maybe you have a shot at this.

There aren't many rooms of the "let's mess with it and see what happens" type, usually staples in modern OSRland. There is no faction play based on reaction rolls and figuring out what the NPCs want. Dream House is a pounding, ceaseless battery of monsters and traps. Curiosity and fiddling with things is rarely the right move. Many rooms are simply a drain on resources best bypassed or avoided. This adventure demands that the players function at a high level of competence all the way through. Individually some of these encounters may not have too much going on, but the overall effect is powerful and highlights Huso's approach rooted in a deep reading of the DMG and the classic Gygax modules, especially the S series I think.

Notes are provided on monster behaviour in terms of investigating disturbances, guarding areas and chasing foes in the form of small icons next to the monster statblocks. This is a nice shorthand that you will definitely use.

The tunnels below the fortress are called The Warrens of the Prince and they're just a warm up: pit traps into frozen abysses, ghoulification curses, Vrock packs, 14,000 Manes demons and a few really harsh uniques (the 24 HD scarlet beast of revelation!!!). This level is mostly monsters and traps and I felt a lack of interactivity here, although the rooms that do have more going on are very cool. There are a few bangers like the Rag-Man, and the treasure room with possibly every cursed item in the book. 

As the players ascend things get progressively more strange and interesting. The first floor is the Court of Orcus. Here we get another dose of dangerous passive effects. These are generally under-used in modern adventures and it's a shame. Huso does these really well, adding another layer of tactical challenge for characters who are presumably loaded down with tons of game-breaking magic items & spells, without engaging in cheap gimping. The Braziers of Devotion act as gaze attacks that force victims to sacrifice valuable goods in them and Dimensional Ward Stones slay anyone Teleporting into their area of effect (there goes the scry-and-die, oops).

The rooms get more dickish here. Doors that Finger of Death you, illusory walls, 20HD zombie guardians, disintegration pits, mutations, suicide-inducing fear effects, squads of Yochlols and Type VIs. A few no-save screwjobs like the stairs that throw you out into the Deep Astral for 1d10 years. They are sometimes telegraphed, but Huso is also counting on players that are as seasoned as their characters being able to spot dangerous situations.

The rooms also get much cooler, with more weird things to look at and interact with: the Wand of Orcus is kept here, there are weird high-tech machines you can play with, a dangerous game of 'pill-roulette' administered by grotesque eyeless undead bitches, and even one of Tiamat's eggs! Orcus His Damned Self is here on his throne and will address the group if they get close, urging them to ascend further to reach their goal (all part of the plan).

The second floor is the High Temple Prisons, consisting mostly of unique foes that are dangerous in the extreme. There are a few imprisoned folks to be rescued like captured paladins, devas and a solar. The most involved room is a little extradimensional war between Orcus and Tiamat. The PCs can enter, travel around the small hexmap and team up with Orcus' forces to fight packs of ancient chromatic dragons! Yikes.

The top floor is called the Spires of Damnation. This floor is almost all unique enemies, specials and weird stuff including some really nasty combats. You know what you're getting into at this point. 6 Mariliths are killing the Incubus King. A masked demon orgy. A pack of 23 vampires and their mistress, the Duchess of Bats. Sut, the Walking Demon. The Dark Seer. Any one of these would be a battle to cap off someone else's campaign - in Dream House they are packed in cheek by jowl.

Finally, we come to the end. If the PCs can survive Witch Hall, avoid being crushed in the Thighs of the North and reach the Doors of Ultimate Sacrifice - the Prince's Duel begins! Demogorgon appears, and each Demon Prince will speak to the group during a time stop, offering them safe passage, absurd riches and other sweet stuff to side against the other. Once a bargain (if any) is made, battle is joined! The stat blocks for Orcus and Demogorgon run into multiple pages including special abilities, immunities, artifacts and minions. Satan help you trying to run this combat anyway, but I think miniatures would be a necessity. Rules for The Primal Order by Peter Adkison (some kind of supplement for divine & demonic powers I think) are also provided, if you have that book.

After the battle (if anyone survives), the Golden Doors can be approached. They require willing sacrifices to open, just in case you thought the struggle was over. At this point you're saving the world, so that paladin you spent half of a real-life decade building to 15th level? The one who was only a week from retirement? Who had plans of raising sheep on a little farm outside Midwall? He's not gonna make it home.

The Appendices consist of about 25 pages of supplemental material. Sci-fi weapons sit alongside powerful magical artifacts, some new illusion spells, demons & undead. Everything is cool and worth using. A d100 random undead table (references monsters from Dragon and even AD&D modules), gated demons table and some monster statblock summaries are useful references. Finally, the Epilogue offers some helpful advice on running Orcus & Demogorgon and how the fortress reacts to the PCs. 

*****

There you have it. Dream House of the Nether Prince is not perfect, but it is pure. The work of a true disciple of Gygax. It asks for a great deal - few players are ready to face this challenge, perhaps even fewer DMs could run it. Everyone in your group should be seasoned AD&D veterans to even contemplate this. But what heights you'll climb together! The party will either be ground up by the numberless, ravening hordes of the Abyss - or win through after tremendous battle and sacrifice to see a Demon Prince destroyed and the world saved. This is what D&D is all about.


Good: Grand, ambitious, epic, unique. Beautiful artwork. Great supplemental sections. Insanely lethal. High-level AD&D the way God and Gary intended.

Bad: Big-ass stat blocks. Heavily combat-focused. Can be tough to scan due to the amount of information. Refers back to other material you may not own. A niche product in multiple ways. Insanely lethal. 

9/10 Demon Princes

The book has a credits section, playtesters aren't listed, although you can go read about the final session on Huso's blog.


*****

[1] - I had owned the Night Wolf Inn for a year, and then listened to Secret Treaties again. Give it a try.

[2] - Even though Planescape: Torment is probably the best computer RPG ever made, Balance In All Things, Amen.


Now some Abyssal music to play us out:



Thursday, November 25, 2021

REVIEW - Trilemma Adventures Compendium: a friend in need...

Trilemma Adventures Compendium
system-neutral
by Michael Prescott & others
published by Trilemma Adventures
print & pdf here



One-page dungeons. We know them, we have mixed feelings on them. The contest has been around for over a decade, producing mostly unplayable garbage and a few nice-looking maps (which are also unplayable). Can the format be done well?

Since 2014, Michael Prescott has been creating one- and two-page dungeons, beautifully rendered with his own black & white drawings. All of these adventures are up on his blog in pdf format FOR FREE[1]. In 2019, he launched a kickstarter to release them in a hardcover collection. In my usual fashion I totally missed backing it, but managed to buy one of the surplus copies after the campaign finished. Now that I've had a chance to run a handful I can offer a decent review.

Firstly this is a lovely volume. Heavy-duty covers with a great texture like a nice old book (what is this material called?). I don't fear the consequences of stuffing this in my bag to bring it to game night. Silver foil text, one of those soft red fabric bookmarks, nice thick glossy paper. Every spread has beautiful isometric maps and illustrations by Prescott or occasionally a guest artist. All the artwork fits together remarkably well, the book has a consistent look throughout. Formatting and layout are simple and well done, using bolding and a bit of colour to highlight relevant details. The whole aesthetic is simple & clear, distinctive while focusing on readability.

"Okay so far" you ask, "but you did say system neutral one-page dungeons? Can these be any good?"
To be fair: six are actually a single page [2], most are two pages and a handful are three or four. 

What these adventures do very well is present interesting & imaginative situations. A disused healing shrine inhabited by giant spiders who are curious about humans. An evil wizard imprisoned by an aging, weakened order of knights, desperate to recruit new members. A ruined tower that grants wishes using a complicated ritual of numbered rooms. Almost every adventure has a weird & cool premise (sometimes excessively so - we will return to this idea later). They are poised on the edge, ready for the PCs to show up and knock things around. Prescott consistently creates these dynamic areas, packed with potential energy for adventure. They jump into the reader's mind, leaving him with that familiar but elusive "I can't wait to run this!" feeling.

There are no +1 swords or giant rats. Almost everything is new and strange. The adventures are written with a certain type of OSR mentality the reader will probably recognize - a B/Xian perspective familiar if you read blogs like Goblin Punch, Against the Wicked City & similar. I would say in terms of pure creativity, Trilemma is up there with the most interesting material I've seen from this corner of OSRdom.

The adventures are of course small, and this is a problem - the largest about 20ish keyed areas, and most hover around 6-10. This limits the scope of action. You can't have much of a dungeon-crawling experience here. This is one of the key complaints with one-page dungeons. Although Prescott's are some of the best in the format, they contain more potential adventure than they do adventure - the DM must still provide a fair bit of the latter. It might be better to view most as detailed hexcrawl locations, dungeon sublevels or even just adventure seeds.

Although they make for minimal dungeoncrawling or exploratory experiences in themselves, these adventures serve well - at least they have in my games. Because they are so dense with ideas, they colour the campaign world around them. I ran The Moon is a Mirror for my group over the course of two sessions, but it sent the campaign in a completely new direction - we are still dealing with the effects a year or so later. This is exactly the kind of thing I crave as a DM, don't you?

Fuck man, The Cleft of Five Worlds could be a two-page brief for an entire underdark campaign setting! Each paragraph is like a hex description of a dungeon I want to play in and it's tied together with a bit of history and overarching relationships. Of course if you wanted to run it, all your work is still in front of you. Ultimately, the Trilemma Compendium gives the lie to the idea that one-page dungeons are something you just 'pick up and play' - I have never been able to do that with these adventures.

The monsters are quite a highlight. There are five or six standard "by the book" monsters but everything else is new and almost all are great: the implacable Brass Soldiers, bloodthirsty Chitin Drakes, Cave Stitchers, Lantern Worms, Moon Babies and tons more. Some are a new spin on and old concept, like the Avatar of Suvuvena (basically a CIFAL from the Fiend Folio). Some new humanoid races are included like the Dradkin (kinda sorta like dark elves), the Heelan (reptilian desert-dwellers) and several more. All the monsters fit together remarkably well, combining into a whole bestiary with a unified tone and feel. You could pick and choose, but looking at them all gives the reader a clear impression of the Trilemma world.

This is expanded upon in the appendices, which develop a setting for all the adventures to live in. Sections for monster descriptions (no statistics, but more detail on ecology, special abilities & such), magic items, maps, history and a guide to the Trilemma world.

The world guide is hard to read. The relentless newness of everything, which works fantastically in a one-pager (since I'm looking for a density of ideas) actually works against the Compendium here. It is hard to grasp because there are so few familiar touchstones to latch onto. It washes over the reader in an undifferentiated stream. Or at least it did for me - maybe I just have trouble with all the names.

The Trilemma world would also require a great deal of DM work to use. For instance, I cannot find a scale on the world map! I wonder if it would have been better to leave it as something just implied by the adventures themselves? I have my suspicions, but would love to know for sure whether I'm seeing Prescott's home game world or something he created after the fact to tie his adventures together.

The section on hooks, rumours & lore is great. Every adventure gets a set of 9 rumours and it all goes in a huge d1000 table. The table format is probably unnecessary - I assume you are going to hand-pick which of these adventures you're using - but the rumours and lore themselves are good, and I like that Prescott considered this element.

The system-neutral thing might turn some people off, but Prescott has your back, kinda - after the Kickstarter, he published a bestiary book providing monster stats for B/X which covers most of the creatures you will encounter in the Compendium adventures. Of course if you're playing B/X, you can probably eyeball stats for most of these guys - but it never hurts to have another monster book, and most of them are really cool anyway. Get it in pdf if you want to save money.


How to use this?

I recommend picking out a handful of adventures you like. Use some as hexcrawl locations, dropping them into your campaign map exactly as-is. Use your favourites as more significant locations: put some work into expanding them, add some more rooms based on the existing themes or graft them on to an existing location. Connect them to other areas of your game world. Maybe the reason I like this book so much is that it fits quite well into how I create my own campaigns. I don't mind that these adventures are small, really - what I crave is density of ideas, and the Trilemma Compendium has that in spades.

There are 49 adventures in this book. I would use all but a handful based on merit alone. I have run three so far in my home games, and placed ten or twelve more around my campaign setting. I look forward to the players finding them!

You could use this as an entire Trilemma Campaign. It would have a very specific flavour - short dungeons, lots of hopping around. I think it would suit a certain type of player group. It would lack the depth and exploratory elements of classic play without extensive additional work.


The Good: Gorgeous production, lovely artwork, highly imaginative, a new & distinctive flavour of D&D. Sweet monsters and magic items. Plenty of interactivity. Huge ideas-to-page-count ratio. The best tiny adventures you're likely to find. It has provided me hours of fun and I anticipate more of the same.

The Bad: Familiar one-pager flaws: limited scope, require DM investment & energy to fully realize. The gazetteer section is of limited utility. Filthy system-neutrality. Too strange to use all the time.

6/10 Minions of Sorg

The book has an extensive credits section, including playtesters.


*****

[1] - Rendering my review somewhat pointless. Just go look and see if you like them. 

[2] - I'm just going to say 'one-pagers' for the duration of this review, to save space.

Friday, April 2, 2021

REVIEW - On Downtime & Demesnes: just what I needed

I bought quite a few LARGE gaming books in the last year or so, but they take some time to read thoroughly. When this landed on my desk, it immediately moved to the top of the list - but it took me a while since I've been so busy actually playing lately!

*****

On Downtime & Demesnes (Basic D&D version)
by Courtney Campbell
Hack & Slash publishing
print and PDF here

Once in a rare while, an RPG supplement comes out that doesn't need doctoring around with, adaptation or fiddle-fucking - it just works. OD&D (hahaha I see what you did there) is one such product.

Courtney Campbell has proved his worth many times over, both on his blog Hack & Slash and his other products on DTRPG. Even if all he ever released was his classic treasure document (which I use constantly) he would still have made a huge contribution to my own gaming table. Before he gutted it, his blog was a tremendous resource for traps, tricks & DM techniques, along with controversial classics like the legendary "Quantum Ogre."

How many times has your player tried to do something and you thought "Huh... where are the rules for that?" What I often find I need in a gaming book are not more combat rules or magic items but guidelines, tables, sub-systems and procedures. The kind of things I usually have to write myself, ad-hoc when the situation calls for it. I have always had to range far and wide across blogs, published books, pdfs and my own customised rules to cover the situations dealt with in this book. Now Courtney gives us the total package at a single stroke! In a way, the book is like a best-of collection from one man's gaming blog all put together in a nice & usable package. It is accompanied by plenty of Courtney's hand-drawn black & white artwork, which brings a charming '80s 1st-edition feel to the whole thing.

With OD&D we get an extensive list of downtime activities, domain-management rules, options, tables, ideas and hooks. Want to build a castle? Clear a hex? Buy & sell trade goods? Learn a new skill? Find rumours? Whatever it is, Courtney has your back.

Carousing. Healing. Rumours. Bragging. Buying fancy clothes. Gambling. Buying influence! Building your own vehicles! Simple rules for magic item creation and spell research!! Even some good rules for ARENA FIGHTS by Jove, and a few sample arenas to have them in!!! In true B/X house-rule fashion, almost everything is handled with a 2d6 reaction-style roll. Usually on an 9+ something good happens, but this varies between sub-systems. 

I used this book in my home game the week I bought it. Vuk Thuul the oracle sacrificed an animal to his mysterious "divine patron" (a demon lord, hahaha). I had no idea what would happen, and then I cracked open OD&D and noticed there are rules for exactly that!

In addition to rules, guidelines and tables, great ready-to-use content is sprinkled throughout. Whenever Courtney gets specific, his imagination blasts off the page. Sections include "Example Mercenaries & Companies" (5 pages of juicy, weird NPCs I would run any day), "Strange Funeral Rites," "Dungeon Doors," "Strange Inheritances" (could easily kick off your next campaign), "Random Items for Sale at a Bazaar," "Strange Pet Stores" (OK, not sure when I'll use that) and several quirky, memorable sample villages.

I also like the lists of "100 obnoxious peasants" and "100 noble patrons," written by Chris Tamm of the legendary Elfmaids & Octopi blog. This section was cited in Melan's review and he didn't seem to like it much. They definitely bear the familiar feel of Tamm's work, but I don't mind that at all and will for sure use them. Just reading them sent me into fits of chuckling as I imagined the bizarre, dangerous and funny antics these NPCs might bring to my game. Would I use these tables every single time? No, but that ain't no crime.

Campbell draws from a wide range of wisdom here in developing these rules. Actually, I think he doesn't cite his sources enough. Would it be too much to ask for a mention of the 1st edition DMG(!!!), or maybe Jeff's Gameblog for the carousing rules[1]? Maybe a lot of this stuff is covered in ACKS, which he does list in the bibliography? (I haven't read it). Also, this book does duplicate some material you probably already have, especially in the AD&D dungeon master's guide - in fact, it could probably be thought of as a B/X DMG. I don't mind too much. Having almost every fucking thing I could want to run the "Greater D&D" in one book is more than worth it.

One other complaint I'd level at OD&D is that it covers such a tremendously wide range of material, sometimes it doesn't do so with the depth I'd like. The Influence rules could have been delved into more deeply, or maybe explained better. And the "carousing mishaps" table has 10 entries of familiar stuff - compare them to Ben's vivid table here. Ultimately this is a minor complaint, this book was clearly written so it can be used in anybody's game, and a DM who wants to expand these tables to suit his own setting obviously can.

I bought this in pdf and after paging through it once, I immediately ordered a hard copy. It's going right in between Realms of Crawling Chaos and Labyrinth Lord on my old-school gaming shelf, it is that good. If you want to run a sandbox game (and if you don't... what's the deal?) you will definitely make use of this. If you play just about any old-school game or retroclone, there is now one less reason to bring your 1st edition DMG along to game night anymore, just to reference the rules on sages for the twentieth time. Just as well, since mine is crumbling before my very eyes!


Don't waste your RPG lunch money. The marketplace is crammed with unimaginative dreck, impossible-to-run adventure path railroads, retro trade dress porn, kickstarter money grabs and pretentious glossy award-baiting. Buy something you can actually use at the table for once. Who the fuck says the OSR is dead? This is as OSR as it gets. 

9 eccentric henchmen out of 10.


[2025 UPDATE]

With hindsight, I find myself rethinking this review. The fact is I have not found myself going back and using this book! I have the d30 companions, the Wilderlands books, the Ready Ref Sheets, the AD&D DMG and those classic blog articles to reference. A 9/10 gaming book should get pulled off my shelf for use, well... on 9 out of 10 occasions, right? This thing is not mandatory at all.

Thus, I must downgrade OD&D.

6 eccentric henchmen out of 10.

A flawed gem of quality and interest, but by no means mandatory, it does not rise to the level of its predecessors, and once you discover those you may find as I did that it gathers dust on your shelf.



*****

[1] - Jeff's "Party like it's 999" post is not the first time carousing is mentioned (Dragon magazine covered this in the old days), but it is the benchmark for the rules that OSRmen play with today. 

Courtney's new book Artifices, Deceptions & Dilemmas is out now I think, so watch for a review of that one too. In the meantime, get fucking hyped with this:



Saturday, March 13, 2021

REVIEW - Knock! #1: miss me with that nonsense


KNOCK! #1
Edited by Eric Nieudan
Layout by Oliver Revenu
Contributors: see below
Published by The Merry Mushmen
get the pdf here


Knock! is a new OSR zine I somehow discovered on Kickstarter last year. I hardly ever back anything, but the blurbs for this product were too compelling to resist:

"It has everything you’d want from an old school slash adventure gaming publication: articles about the history of Dungeons & Dragons, reflections about genre and gameplay, some clever rules, a bunch of maps, tons of random tables and lists, 7 new classes, 7 new monsters, and 3 complete adventures. If you’re reading this, some of the names below will ring a bell, or five: Emmy Allen, Benjamin Baugh, Joe Brogzin, Caleb Burks, Brooks Dailey, Nicolas Dessaux, Paolo Greco, James Holloway, Anthony Huso, Arnold K, Ethan Lefevre, Gabor Lux, Bryce Lynch, Fiona Maeve Geist, Chris McDowall, Ben Milton, Gavin Norman, Patrick Ollson, Graphite Prime, Stuart Robertson, Jack Shear, Jason Sholtis, Skullfungus, Sean Stone, Chris Tamm, Daniel Sell, and Vagabundork."

As is my wont, I sent KS the money and promptly forgot about it. A couple months ago it arrived in my mailbox and I excitedly packed it in my overnight bag for a work trip, not knowing what I was in for...

To start with, the book looks tremendous. Revenu needs to get some more work, right now. The print quality is high, the colours are so bold & vivid they fairly jump off the page. I don't think any of my other gaming books come close to being so brilliant. Even LotFP doesn't look this good. Each bloody article has individual fonts, colour schemes and a layout all its own. This must have been a huge undertaking, and I can't lavish enough praise on the zine's aesthetic. Even the damn dust jacket has a whole adventure on it (which Bryce reviewed here, saving me the time).

But how does it play? Well, I am no expert, but I cannot see how I would ever use 90% of this zine. In fact, Nieudan cops to this on the first page, where he writes

"This first issue is a bet: a bet on your interest in owning content you may have read before, collected in this dense volume for posterity and for prep sessions."

May have??
Dude, had I read half this zine before this Kickstarter was ever dreamed of.

All, and I do mean all of the content by the heavy-hitters, those who often singly but definitely combined made this an auto-buy for me (Arnold K, Gabor Lux, Daniel Sell, Anthony Huso, Graphite Prime, Chris Tamm, Jason Sholtis, Emmy Allen) turned out to be existing material from their blogs! I am not exaggerating. I don't need to pay some guy to give me a glossy, high-colour version of these articles. I had that shit bookmarked for years, my son.

Do you not already read these folks' blogs? Have you guys not heard of the OSR links to wisdom? You know that people have been updating that page for something like a decade now?

Furthermore, this book is simply not user-friendly - not during prep, nor at the table. This is where the Mushmen's obsession with cool layouts works against them (or would work against them, if I thought they had actually made this book to be used). The articles are more easily read on the blogs where they were originally posted, and the tables (except for a few very short ones) are fucking colossal, undifferentiated blocks of text! It comes across more as an art project than a tool or game document.

As I read through this zine recognizing article after article, a growing sense of indignation rose within me - I felt I'd been had. Like Don Draper trying to blend in with some hippies, Knock! throws out the "right" talking-points but none of them come together. Halfway through reading, it all I could think of was Geeks, MOPs and Sociopaths. It all comes across as if Nieudan woke up one day, read someone's "What is the OSR?" blog post, and decided to create a zine on that basis. The articles are all over the map, and while many of them are tremendous and useful CLASSICS individually, there is nothing connecting them together which might justify buying a bunch of shit I already have, no 'editorial voice,' no curation that might be considered a value-add.

I can't get over one question: who the fuck is this zine for

Where are the supply-demand curves for people who haven't read these articles already, but are willing to spend *checks notes* fifty Canadian dollars on a glossy OSR zine? What does that Venn diagram look like? Clearly, I am not the target audience. I suspect that most people who buy Knock! #1 will read through it, say "hey, nice" and put it on their gaming shelves where it shall rest, un-referenced, for many a year. Am I all alone in being displeased with that?

The answer of course was available from the beginning which, paradoxically, only adds to my feeling of being hoodwinked. As if the Mushmen were saying "hey man, you didn't read the fine print! Not our fault." 

Knock! is exactly what it says: a bric-a-brac of OSR material. 

According to dictionary.com, bric-a-brac is: "Miscellaneous small articles collected for their antiquarian, sentimental, decorative, or other interest." That description fits this zine precisely. An assortment of stuff, packaged in an attractive form and not especially useful. Meant to be put on the mantelpiece or sideboard, for kitschy display purposes.


4/10 well-read blog posts. Don't piss down my back and tell me it's raining. 


[EDIT 2025]

To rectify Knock! #1 with my updated review standards (posted on the right side), I must downgrade this. I was thinking about doing it anyway, I was not hard enough on it in the first place.

3/10 grift attempts!


*****

(Having said all the above, if the Knock! fellows want to use one of my blog posts in an upcoming issue, I will delete this review.)

Now, a little palate-cleanser:




Monday, March 30, 2020

MINI REVIEW: Hex Kit software

A brief detour from our wildly successful foray into the True Scientific Realism of historical weapons & armour. Thanks to everyone who has commented on those posts so far with an idea, correction or suggestion. Doing those tables is hard on my hands & eyes (all those pointed brackets) and the last one will be the biggest yet, so be patient.


*****

I recently took a chance on Cone of Negative Energy's mapping program. Hex Kit and all the additional tilesets are available in this highly affordable bundle right now. I was booting around on Roll20.net and saw them available there as well. Check out their website for some more details.

Hex Kit is very simple, low-resource, bare bones hexmap software. You can buy the tilesets to use in Roll20 if you do that kind of thing, but the program itself (as bought from DTRPG) works perfectly for me at home for my own use. The great strength of this program is its utter simplicity and ease of use, and the gorgeous hand-drawn artwork.

Here is a player's map I made yesterday in about an hour. Most of that time was taken up with double-checking it against my paper map, to make sure I had it right! There is more territory beneath the black hexes but we don't want my shifty players looking ahead:


Click to enlarge

Hex Kit has a perfect balance between simplicity and depth. All you have to do is pick a tile and start clicking on your map to fill hexes. If you pick a category (eg: forest, mountains, haunted wood, etc) the individual tiles will be assigned randomly, which just makes things look great. Most terrain types have 20 or more tiles so duplicates are far enough apart that I never notice. If you want to fine-tune your map you can click over & over to cycle the look of an individual hex, or just go into the terrain type and pick from individual images. I haven't had to do this yet.

It uses multiple layers for icons like towns, castles, ruins, whatever - but also cliffs, rivers and coastlines that will overlap your existing terrain. The coasts especially are lovely, the Fantasyland tileset has hand-drawn pieces that cover any cross-section of a hex you could ever need.

Click to enlarge

Observe a work-in-progress above. This shows a few of the Traveling Through Dangerous Scenery tiles, and the workspace. Simple buttons for paint, erase, clear a tile, labels & descriptions, rotate a tile, flip a tile, zoom and select a tile. The layers interface which is straightforward, and then your tilesets below. If you've ever used photoshop, GIMP or the like this will be a snap, and if you haven't it won't be too hard to pick up. A few minutes of messing with it is all you'll need.

There is also a 'custom map generator' that I'm still getting a handle on. It allows you to fill a hexmap quickly with any number of types of hexes randomly, based a hierarchy of elevation that you set. At the very least it's nice as a starting point, because if you resize the map it will automatically fill the new hexes for you!

If you don't get the bundle, Hex Kit comes with a default black & white tileset called Classic which is nice, but not nearly as cool as the full colour tiles. At a bare minimum you have to get the Fantasyland tileset, but Traveling Through Dangerous Scenery is also fantastic. There is an outer space set and one made to look like a pirate's treasure-map as well - get them if they sound useful, they look great but I don't know if I'll ever need them myself.

I do enjoy doodling a map with my coloured pencils but CONE's work is just ridiculously good here and I'll be using it from now on. Go check it out for yourself!

Friday, December 6, 2019

Random Monster Generator Spotlight 5 - The Metamorphica Revised

I haven't been too loud on the blog for a few weeks, but plenty of gaming is happening over here. The Land's End crew is halfway to fourth level and very busy indeed - they raided the twin snake-man towers of science & sorcery, stole some ancient technology and just committed their first "war crimes" against the Neanderthals!

I also started running some LotFP adventures I have lying around with a gang of newbies. The first session was a blast (we played No Salvation for Witches) and I'm working on a follow-up. Maybe I'll talk about it all sometime but I find regular narrative play reports a bit tiring to write and they aren't nearly as exciting as those old Planet Algol ones I loved so much.

These days I'm running out of random monster generators to compare. Instead I want to dive deeply into a book that really blew my mind:

*****

THE METAMORPHICA REVISED

By Johnstone Metzger
Released by Red Box Vancouver
Print ($20) and pdf ($10) on DTRPG here
On Lulu softcover or hardcover

I remember perusing the Metamorphica Classic (still free to download right here) and thinking "yeah, this is pretty cool." The revised edition has updated that sentiment to a well and true stoking. This book is like Frank's Red Hot: I want to put that shit on everything.

It's sort of hard to review because it's so fucking large. Even ONE section from this 269-page beast would be a useful book in its own right. The Metamorphica Revised has it all: Tables. Tables of other tables. References. Sub-tables. Categories of other tables that refer to sections of larger tables. Mutants. Science. Plant monsters. Psionics. Super-heroes. Demons. Animal-men. It's all presented in a comprehensive way and organized so it can be used for various applications depending on your game (more on this later). There are no stats provided, everything is system-neutral. Normally I would hate that but it works here as you'll see.


The Big One

The main body of the book is the d1000 mutation table. Metzger gives us many ways to use it. We can roll a d1000 if we want but the various mutations are grouped by type, allowing us to roll through numerical brackets to get something particular if we want a physical, mental, psychic or supernatural mutation.

The entries themselves vary widely and are too numerous to list (they go on for 111 pages). Many entries are 1 in 1000! Simple stuff like "herbivore," "multiple heads" or "kidney stones" sits next to weird shit like "heal brain," "bag of creatures" or "demonic phenomena" (a four-page d200 table on its own). There are more results here than I could ever use. No statistics or numbers are provided, leaving every DM to adapt or create rules for each mutation in their own game.

The only gripe I can think of is that Metzger included ANYTHING AND EVERYTHING he could think of on this table. I am not sure when I'd find a chance in my game to straight up roll d1000 and play through. But that's okay, because the next sections show us how to use the book in even more ways:


Additional Tables

This is where this book really shines. This image is from the beginning of the book, but it conveys the idea. Check this out:




Do you see those grey numbers along the side? Those are PAGE NUMBERS. All the tables are like this! Can you imagine what a bitch this book would be without them? Indexing like this makes it worthwhile to recompile the giant d1000 table in different ways for various applications, as Metzger does throughout. Physical and mental, beneficial and detrimental mutations are grouped up so you can get something for your purposes instantly.

This section also includes a whack of tables for generally useful things. Randomly determining colours, body parts, animals, materials, monster powers, bizarre features, etc.


Themed Sections

This is where the book really gets awesome! Metzger recombines elements from the great d1000 table in new ways, and offers brand-new entries to serve a specific genre.

After The Fall - Tables for your post-apocalyptic mutant game. Mutant plants, beastlings, hyperevolved animals, pages of new tables for generating mutant hordes, and a whole d1000 table for the scavenged detritus a mutant might carry around.


The Ficto-Technica - The longest themed section, this one is totally mental and took me a while to get my head around. An abstract system for generating science-fiction devices and magic items, it works by combining prefixes, suffixes and descriptive terms to name the item and leaving you to decide what it does. Combinations are sorted by type of technology, like 'the corrupt arts,' 'the pure sciences' or 'genotech.' The magic item tables come right at the end and include guidelines for living or demon-possessed items, magical armour & weapons and strange magical gear. You won't find any +1 swords, and like the rest of the book you'll have to do the heavy lifting after the tables give you the kernel of an idea. Want more Goblin Punch-style artifacts for your OSR game? You could do a lot worse than this.


Popular Science - This section is short and sweet, mostly consisting of brand-new tables. Procedures for creating space aliens, comic-book superheroes and anthropomorphic animals, along with guidelines for rolling up mutations on the main table based on what kind of scientific experiments you were subjected to.


Swords of the Chaos Lords - This is basically Realm of Chaos part three and for my home game it's worth the price by itself! Much will be old hat to anyone familiar with those venerable Warhammer books. Guidelines for creating infernal sorcerers, demons, chaos champions and - you better believe it - chaos spawn. Most of the tables in this section point to existing mutations from earlier and group them up in different ways. Tables for the ill-effects of infernal sorcery, summoning mishaps, demonic motivations and a full d1000 table of bonus 'infernal characteristics' round this section out.

As an example, let's create a Lesser Demon. This is complicated and comes with some 'default' mutations like Immune to Disease and Immune to Poison, but I'll stipulate to those and assume that you know what the 'outsider traits' are in your own game system. This is what I rolled:

Body: Cactoid with the head and left foot of a dog

Superhuman strength
Invasive
Increased metabolism
Inhuman features push through this demon's skin when it is angry, wind and storms follow this demon wherever it goes, prayers or declarations of love cannot be spoken, vehicles crash and spin out of control.

Demonic Equipment: Retinue of lesser demons, Retinue of damned souls, Magical armour

Motivation: Inspires the careless expenditure of resources, so they are used for no good purpose.

I dare you to put this thing in your game and not have a memorable session at the very least! I need to roll up its magic armour, so let's flip back to the Ficto-Technica:

Shape: Amulet
Powers: Grants the wearer 2 mutations when worn: Arcane Tracking, Absorb Mental Properties.

That's a fantastic magic item! It might even be worth tangling with this dog-headed cactus demon. I think a DM that drew on these tables for demonic antagonists would start triggering acid flashbacks in his players pretty quick. I want to play in that game.


Overall

In a word: thorough. Absurd breadth and variety, collected and organized. Procedures and ideas tailored to the genre you want. For such a massive database, Metzger really knows how to make this thing usable and easy.

A few minor quibbles: there could have been more page references when the book directs you to a distant table, which happens a lot. The grey page numbers along the sides of the tables are a bit faint in the print version, it actually took me a while to notice them. And an absolutely demented degree of cross-referencing does sometimes happen.

How Many Rolls: 1 or more... sometimes lots more.
Would I use this in the middle of a session: Depends on the application - there is a LOT of cross-referencing and page-flipping. You might want to get some sticky tabs. To generate a new creature, no. For its intended purpose of mutating your characters, hell yes!
Variety and Reusability: Approximately 1 lifetime of gaming. "Creativity aid, not creativity replacement."


Johnstone Metzger, I bow to your dark genius.

Sunday, September 8, 2019

REVIEW: The Spire of Quetzel


The Spire of Quetzel
by Patrick Stuart, Chris McDowall, Ben Milton & Karl Stjernberg
published by Fria Ligan
for the Forbidden Lands RPG
pdf here ($10), print here ($21.13)

I spotted this from a mile away on the shelf at my FLGS. I was surprised. Rumours of this book had reached me from the distant lands of Kickstarter but having not backed it I thought I'd never see a physical copy.  Despite knowing nothing about Fria Ligan or the Forbidden Lands game, I picked it up on name-check value alone. I think it turned out to be a good move, especially for 29 wooden nickels (excuse me, Canadian "Dollars").

The Spire is a slim but handsome hardcover with a great feel and obvious quality of production. It covers four site-based adventures in 71 pages. The lost world, swords-and-sorcery vibe of this book gels perfectly with my Land's End home game. Honestly If I asked these guys to write adventures JUST FOR ME I don't know if they could have done any better. If you want a TLDR for this review: I'll be dropping three of these adventure sites into my home game as-is. Each one is perfectly sized as a 'major hex location' - somewhere the PCs could stumble upon for one- or two-session adventure.

The imaginative content of these adventures is really good - all four authors blast it out of the park. The Spire of Quetzel is pure Patrick: a hallucinatory tower that winds through dimensions, built by a demon-queen and housing her not-quite-dead body. Going in here is honestly just a really bad idea, but if the players are (really) lucky they might make off with some really cool stuff. Every room presents an interesting situation or knotty problem in a strange, visually powerful environment. I am already jonesing to run it.

The Bright Vault is a strange 'social' adventure in a prison for demon-spawn. Each one has its own personality and goals while their enigmatic, disembodied jailer manipulates them (and the adventurers) for its own purposes. The teeter-totter social situation is balanced against the possibility of savagely dangerous (I think?) battle with these weird childlike monsters. This adventure could go in any direction once the PCs arrive. The magical treasure in this one is really inventive, like a magical "flashlight" which prevents death only as long as it's trained on the target.

The Hexenwald is a small forest inhabited by five witches. It could be used as a safe haven to rest, resupply and gather information or the PCs might decide to jack these crones up for their strange loot and magic items. Either way, social dynamics and buried secrets add interest to what otherwise would be quite well-mined territory. I already have a few swamp-dwelling witches in my home game, so this one won't get included whole cloth - but that only proves these guys are writing exactly the kind of adventures I want!

The last location, Graveyard of Thunder is an ancient dinosaur tomb! Just like elephants (or so I'm told), this ancient T-Rex called One-Eye has wandered back to its ancestral graveyard to die. Guarding it is the last lizardfolk of its tribe of dinosaur-worshippers, charged to protect the sacred site with its life. Outside a band of greedy orcs lust after the treasures and will happily send the PCs in to deal with the guardian. Seems like something I've heard before, but Stjernberg executes with a wide-eyed purity here that leaves no room for cliches. Will the PCs blaze past the guardian, fight One-Eye, maybe get eaten or take the ancient trident of lightning? Team up with Ssilsk to defeat the orcs? Who knows man, but I'm looking forward to finding out!

On the downside, this book is laid out poorly. I don't know if I can fault the authors for it. Each one follows the same format, so it must be dictated by Fria Ligan (anybody care to ask one of these dudes?). Each location is divided into several categories: Background (site history for the DM), Legend (some read-aloud text to get the players going), Getting Here (a few suggested hooks or travel info), Locations (the actual site key), Monsters and NPCs (stats, personalities etc), and Events (things that might happen at the location). This format is fucking horrible and you don't have to be Bryce Lynch to figure that out.

For example: in The Spire of Quetzel, area 3 is called the Red-Bricked Tower and is keyed as one would expect under "Locations," on pages 7 & 9 (pg 8 is a map). This area is prowled by the Bent-Backed Wolves and the Ghosts of Ash, statistics for which are found under "Monsters and NPCs" on pg 15. Meanwhile, the number of these creatures encountered is listed in the "Events" section on pp. 20-21. This is the only location in the whole book where you'll ever meet these creatures! Why the hell do I have to flip to three different spots in your 20-page adventure to run one single area? Every location in the adventure is done this way. Come the fuck on guys.

This steep downside is mitigated by the fact that I don't play Forbidden Lands, and so the monster stats are not useful to me: I'll have to do a fair bit of advance prep to make these adventures work in my home game anyway. But it's still no excuse! They claim to be inspired by the OSR in the introduction to the book - you wanna drop the name, you'd better play the game son.

The open-endedness of these locations is what I really like the most. They are perfect for a wilderness hexcrawl like my home game. Ideally I want an adventure location that can be returned to more than once - or at least permit me a multitude of approaches and strategies. My players love to kick ass, but they also like to meet strange creatures and make friends. These four sites fit that second demand perfectly. The work it'll take me to adapt the monster stats and take notes to avoid the formatting problems is worth including these wickedly creative adventures in my game.

EDIT: if you also want to get this adventure to use in your D&D game, the Forbidden Lands quickstart rules are here for free, they might give a point of comparison for porting the monsters over to your system of choice.

*****

Now let's take a trip to 2029 for a minute:




Saturday, August 17, 2019

Random Monster Generator Shootout 4 - Curse of the Random Monster Generator Shootout!

I dug through the mailbag, the comments and some of my books - wouldn't you know it, I found enough tables to warrant another round.


*****



Elegant Fantasy Creature Generator
by Raphael Sadowski
from Nine Tongues Tales
get the pdf here (PWYW)


I dig this one. Mr. Sadowski packs a big punch in a simple little 16-page PDF. Like the tome of adventure design from last time, the EFCG concentrates on 'top-down' generation. Rather than rolling stats, it generates creature's shape, size and attributes and leaves it to the DM to assemble & stat up in the end. Although it means more work for the long-suffering DM, the possibilities are limitless. The first few tables remind me of Raggi's RECG a little bit (is that really a crime?) and it distinguishes itself elsewhere so I'm fine with that.

It includes a few entries rarely seen in creature generators, like "static" for creatures that don't move, or the classic "swarm." The Mental Faculties table was a nice touch too. The Random Features section is a really good mix. Special abilities, visual quirks and odd behaviours all mixed together, so you really don't know what direction it'll take you. If he had only covered the basics this would still be pretty decent, but the Finishing Touches section puts the icing on. Peculiar Circumstances, the Weirdifier and Horrifier tables add strange behaviours, compulsions or abilities that you almost never see in these things, like "oneiric - you will have ominous dreams about its presence long before you even meet it." Fuck yeah. Let's give it a try.

THE LONELY ALIEN

I rolled:
Static; alien; instinctual; iridescent purple, blue and orange; precious trophy; levitation; singing; tragic; materializing.

Holy christ I damn near rolled up the horta! This rules. How to make sense of all this strangeness? A carcosa-coloured creature of otherworldly anatomy that can't move, but levitates. It has a tragic past which it sings about. Some part of its body is valuable, which could account for the tragedy - maybe the rest of its race has been hunted down for parts? Materializing is good - through a particular ceremony you can summon this creature from the ether if you seek to kill it for valuable parts (rare spell component anyone?). Then you must deal with the entity's tragic song which reduces you to tears, rendering you unable to act (mass Hold Person) while it eats you. If you cast Comprehend Languages and learn that it laments for the death if its race, maybe you get an attack of conscience about killing it? Fuck yeah. Put some clues in a ruined temple in the wilderness, I've got myself a great swords and sorcery hex location!

Number of Rolls? There are 9 tables, but Sadowski encourages the reader to continue rolling until the idea comes together. I didn't use every table and made 12 rolls to generate that creature up there.
Would I use this in the middle of a session? No way. Sadowski explicitly says not to in the introduction.
Variety and Reusability? Looks like it has enough possible combinations to get over the 'almost infinite' hump. I'll be using this one again for sure.



The Monster Machine
by Vincent Baker
from Fight On! magazine #2
print or PDF here


Holy shit, Vincent Baker wrote a piece for Fight On!? Well, this one is weird as hell and doesn't resemble any other generator I've reviewed so far. After four rounds of this stuff, that's a damn good thing.

Start by rolling twice on the Materials table. Then pick or roll for abilities based on what materials make up your monster. Pick a weakness associated with one of the materials. Then write up a description and tie it all together. That's it! Just as much space is taken up by a sample bestiary of 9 monsters generated with these tables. All of those are pretty cool, and I would be happy just swiping a few of them for my own game either way.

This table won't generate many "naturalistic" monsters. More like magical beasts, aberrations and sorcerous experiments. If that's what you need, give it a look! On the downside, like most of the early FO! material this thing is written for OD&D I think, and some of the terminology is unfamiliar. What's defense class or "DC"? Is that like Armour Class? What does "level" mean in this case? Is it like hit dice? What's a HTK? I'll just go with it and see what I get:

FOSSIL GUARDIAN

LVL: 4
DC: -1
Speed: 6

I rolled:
Made of - Bone, Stone 
Abilities - Impale, Frighten, Knock Down, Armor, Bludgeon
Weakness - Slow-moving

Ancient skeletal guardians assembled from multiple creatures. Look like 10' tall humans with spikes and blades of bone protruding everywhere. Now so old that mineral deposits have built up and begun turning them into stone. What antique culture made them? Usually assigned to guard a single place (doorway, treasure vault, etc). Because of slow movement, they'll only pursues fleeing opponents if they are recognized as interlopers a second time.

Number of Rolls? 8-10
Would I use this in the middle of a session? Nope. Even though there are only a few tables, it takes a bit of thinking to get a useable monster.
Variety and Reusability? Fair ta middlin'. There are only so many abilities, but the vagueness of the Materials table throws a lot of this work back on the DM. The attacks and weaknesses are broad enough that they could fit any application, but I worry that with such a broad-strokes approach, you won't be able to roll a result on this table strong enough to force your thought outside its normal track. Which is the whole point of a random monster table.



RPGPundit Presents: Weird Gonzo Race Generator
by RPGPundit
from Precis Intermedia
get the pdf here ($4.99)


43 pages? This better be good! It starts out oddly, asking me to roll on a Favoured Ability table for which stat gets a +1 bonus, then for hit dice. Not putting your most Gonzo foot forward...

After those tables and some explanations regarding notation used in the document, we make it to the meat of things. The Basic Species table determines what category of creature we have. From there, we scroll down to a subtable that offers a selection of abilities or traits unique to it. Each of these is a page or two. That's why this thing is so long! For any given creature, you'll only use a small section of the whole document. The Basic Species entries are decent, with some standards (lizardman, underwater, anthropomorphic mammal) and some really odd entries (asshole species, wuss species).

Progressing to the individual tables, I was irritated by the piddly entries. Why am I rolling on tables with results like "add +2 to an ability" or "+1 to willpower saves"? After reading through a bit more, I started to understand why these minor bonuses are included. Rather than wild-ass monsters, this PDF is for creating new (mostly humanoid) races with stats on a human level, like dwarves and elves. Just as dwarves have that bonus to detect unusual stonework and elves have resistance to paralyzation, this blob-creature I rolled has "half damage from fire, double damage from cold."

In the introduction Pundit writes that these races aren't intended for player-characters, unlike "Mutant Hordes of the Last Sun," which I am considering checking out next. This pdf is not without its flaws, but for 5 bucks I'd say it's well worth it for the intended application.

I rolled:
Favoured ability - Intelligence
Hit dice - 4d6
Species - artificial (non-robot)
Ability - enhanced resilience
Special powers - herbivore only, innate spell ability (one 1st-level wizard spell)

Fuck man, I wish I had a bit more to work with... These tables gave me no clue as to the look of this race, though. I'm going to roll again on the Basic Species table for another entry to combine with:

More rolls:
Species - blob (no tentacles)
Ability - toxic

So a race of small, artificial magic vegetarian blob-men. Now we're talking! They can't manipulate objects, so weapons and armour are out, but they defend themselves with a secreted poison and their minor magics. Created by a radical sect of druids to protect wildlife from encroaching civilization. I'd run that shit in my game.

Number of Rolls? Minimum of about 8. In rare cases (lots of "roll 2x and combine"), could be as many as 17.
Would I use this in the middle of a session? Maybe. Depending on your rolls, generation could be dead simple or involve a bit of flipping back and forth. The party entered a new dungeon and you're really tired of orcs? Need a quick humanoid opponent for this random encounter? This thing gotchu.
Variety and Reusability? Reusability could go a long way, but the variety is limited. This document aims for a specific type of creature. It's not a one-stop shop for monster generation, but might have exactly what you need - I think I will refer to it more for strange alien races in Land's End.


******

Fuck man, a lot of really strong contenders today. Baker's Monster Machine is classic old-school wild imagination, especially for being a tight three pages! Pundit's entry is good once I got a handle on it, but long and of very specific usefulness. I think my personal favourite is the Elegant Fantasy Creature Generator, as it balances length, breadth and depth well and creates a LOT of material for my brain to grasp onto.

I'll use all three of these in my home game.

Now for something fast & nasty (just like a good monster table):