RPGs

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 16

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This room is down the hall and to the left.

Room 16

Inside this room is a Lesser Iron Golem. It is like an iron golem in all respects, but only has 4HD and it does 1d8+1 points of damage per hit.

It instructed to attack, the problem was it attacks everyone even its makers. So they left it here. 

There is double treasure type E scattered about the floor of this room. 

Blogging A to Z Theme Reveal: Doctor Who

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Once again, I am participating in the April A to Z Blogging Challenge, but this year I wanted to do something a little different than more normal witch or monster-related postings. 

This year is the 60th Anniversary of my favorite sci-fi show of all time, Doctor Who!

Doctor Who 2023 Logo

I thought it would be fun to celebrate all things Doctor Who next month. 

Not 100% sure what I'll talk about, but I know I have plenty to work with.


AtoZChallenge theme reveal 2023 #atozchallenge

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 15

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Continuing down the hallway there is another cell on the right (where the ghosts seemed to have been running too).

Room 15

This room also has two more Wraiths. They appear to be two adventurers in the process of looting a corpse. The corpse is now only old bones.

The wraiths will break their loop and attack the characters.

The skeleton has a rusted sword, tattered clothes, and a dagger in its back.  There is a bag with 15 gp in it.



Jonathan M. Thompson Memorial Bundle

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A couple of weeks ago, I mentioned the GoFundMe page for the funeral expenses of Jonathan Thompson. 

Pinnacle Entertainment has now set up a bundle on DriveThruRPG to help aid in more of his family's expenses. 

Jonathan M. Thompson Memorial

Jonathan M. Thompson Memorial [BUNDLE]
(not an affiliate link)

This bundle has close to 150 titles valued at $644.54, all yours for $25.

There is a wide variety here too. Old-school OSR, lots of Savage Worlds, even some Chivalry & Sorcery. Or, in other words, a lot of Jonathan's favorite games.

So please pick this up. Lots of great titles, and the proceeds go to help a grieving family.

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 14

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Continuing down the hallway, you see two figures leaving the cell on the left.

Ghosts from Cell #14

The figures are two Wraiths and they are leaving the cell, as they have done 1000 times since they died. They are vaguely humanoid. One appears to be a male fighter and the other a female wizard or cleric.

When they spot the PCs they will attack.

There is a small hoard of treasure in Cell #14. Items from previous victims. They used to be adventurers themselves but are now dead. 

Miskatonic Monday #182: Of Fathers

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Of FathersPublisher: Chaosium, Inc.
Author: Aleksi Martikainen, Sean Liddle, Jef Wilkins, Jukka Särkijärvi, & Petri Leinonen

Setting: Jazz Age Chicago
Product: ScenarioWhat You Get: Twenty-Six page, 2.09 MB Full Colour PDF
Elevator Pitch: Revenge isn’t something you just dream about. Plot Hook: Your father was murdered and the police say you did it. Plot Support: Staging advice, eight NPCs, one handout, and one Mythos entity.Production Values: Decent.
Pros# Straightforward, detailed plot # Potential introduction to the Mythos# Potential introduction to the Mythos for a cultist!# Easy to adapt to other time periods and settings# Somniphobia# Oneirophobia

Cons# Needs a strong edit and further localisation# Underdeveloped in places# Oddly out of period photographs# Linear plot
# No maps# No pre-generated Investigator included
Conclusion# Linearly plotted murder-mystery which wafts in and out of dreams tempting the protagonist with the power of revenge# Murder-mystery with the potential to create a hero or a villain

Monstrous Monday: Monsters and XP

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LilithNot the art I will use for Lilith, but it is cool.

The work continues on my Basic Bestiaries. I spent some time over the weekend working on various Demon Lords, and working on revisions to my stat block that work well for me and any potential readers.  This has lead me to an issue I need to resolve.

One of the goals for all my Basic Bestaries is to provide players of whatever version of the Great Game they are playing (pre-2000) and their clones a useful and complete stat block for their games.  Another goal was to add what I felt were the best options for new school (post-2000) play. Generally speaking this has worked out well enough with a few extra notes added. But I have come to place where things have gotten messy. That is, how should I denote XP gained.

There are minor differences between all the various clones and even in the versions of D&D itself on how XP should be calculated and/or displayed for defeating a monster.

Let's take an example, the Aglæca from a previous Monstrous Mondays.

Here is the stat block.

Aglæca
Large Humanoid

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 8d8**+16 (52 hp)
  HD (Large): 8d10**+16 (60 hp)
Attacks: claw, claw, bite
Damage: 1d6+4 x2, 1d8+4
Special: Cause fear, magic required to hit, regenerate 1 hp per round, infravision, sunlight sensitivity. 
Size: Large
Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: XIX [D] x2
XP: 1,750 (OSE) 1,840 (LL)

Ok, a few things first. Items in RED are AD&D/OSRIC and some Swords & Wizardry add-ons to what would be a Basic D&D stat block. Items in GREEN are "new school" add-ons like ascending AC and the XP values for OSE and Labyrinth Lord.  I also want to point out one other item I have discussed in the past using different die types for size categories.  This is something from D&D 5 (and in the SRD). Not only does it make sense, it also replicates something I was doing in AD&D 1 anyway (though I only used d6, d8, and d10).  It helps solve a lot of issues with hp spread and size. 

But...there is a consequence of this. 

So my issue recently has been one of XP calculation. I want a book that can be used by players of AD&D and Basic D&D, as well as OSE, Labyrinth Lord, Swords & Wizardry, OSRIC, and Basic Fantasy.  The trouble is they don't all line up with XP point calculations.  And more to the point even something like my Aglæca here is a Large creature, so it's hp, and thus it's XP value, will be greater in AD&D and OSRIC than they would by the book.

What should I do about this?

Solution 1: List Them All

I did this above with just OSE and LL above.  It is comprehensive but unwieldy. 

S&W CL: 10 / XP: 1400
OSE: 1750
LL: 1840
BF: 1015
B/X: 1250
OSRIC: 1150
Advanced: 1150

The OSRIC and Advanced could be collapsed into one (and should).  My d10-based hp calculations do make some of these a little different. 

This works, but like I said, it is unwieldy.

Solution 2: The Point Spread

In truth DMs/GMs always tweak their numbers. So why not a point spread?  Something like this:

Min: 1015
Mean: 1365
Median: 1250
Max: 1840

Smaller. And provides a nice spread without going into details for each system (though the calculations are from all the systems).

Of course, when I publish, the B/X and Advanced numbers have to be removed.

I am also considering a median value or even a weighted mean.  And despite my desire to do so, I doubt I'll add anything like a standard deviation.  (ETA: I added the Median)

Solution 3: The Big Table

I could provide a huge table in the end with all the monster and all their XP calcs.

It wouldn't be that difficult since that is already what I have.

XP Tables

It will likely be some combination of "all the above."

Next task. Reorganize the stat-block for easier reading.

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 11

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Continuing down this hallway, there is another cell on the right.

Cell 11

The door to this cell is open. Inside are three Zombies. Two are visible in the center of the cell, and the other is propped up against the wall and blends in.

The first two will attack per normal, the other will not attack until the characters are within arm's reach (5 ft).  The third zombie is the experiment, it has a bit more intelligence and cunning for an undead corpse and can move faster. It surprises on a roll of 3 or less on a d6 and can attack at any point with its initiative rolls.  It attacks as a 3HD monster and has the respective XP.

The zombies have no treasure.

Friday Fantasy: The Sunless Garden

Reviews from R'lyeh -

The Sunless Garden was originally published in 2004 as Dungeon Crawl Classics #10: The Sunless Garden. This meant that that it was first published for use with Dungeons & Dragons, Third Edition, but in 2022, publisher Goodman Games took the original module—regarded as a classic of its time—and updated it to not one, but two different fantasy roleplaying games. One is for Dungeons & Dragons, Fifth Edition as Fifth Edition Fantasy: The Sunless Garden, and the other is for Dungeon Crawl Classics Role Playing Game, as Dungeon Crawl Classics: The Sunless Garden, and both as Gen Con Exclusives at Gen Con 2022. However, the version for Dungeons & Dragons, Fifth Edition would be subsequently released as Fifth Edition Fantasy #23: The Sunless Garden. However, it is the version for Dungeon Crawl Classics Role Playing Game that is being reviewed here. Dungeon Crawl Classics: The Sunless Garden is designed for a party of Fourth Level Player Characters and details a strange cave below which there is a lengthy dungeon. Whether run for the Dungeon Crawl Classics Role Playing Game or Dungeons & Dragons, Fifth Edition, the scenario is easy to add to most ongoing campaigns and needs nothing more than a small village and a forest known for smugglers and Treants.
The Sunless Garden begins in or around the trading post of Garland’s Fork. Perhaps the Player Characters are passing through or visiting, or they have come to investigate reports of smugglers in the area, but when they discover to their horror that all of the inhabitants have been transformed into black trees! The trail of clues quickly leads to a strange cave, full of vegetation which seems to have been warped and mutated under a nauseous purple light. What has twisted the plants and fungi so, and caused the former guardians of the forest to turn dark and monstrous, if not outright evil?

The scenario consists of two levels—‘The Sunless Garden’ and ‘The Dark Garden’. It is entirely possible that the Player Characters will miss the entrance to the lower level, The Dark Garden, and even if they do, it will not necessarily affect the outcome of the scenario. The solution to the problem presented at the beginning of scenario—the villagers transformed into trees and the mutated vegetation—can be found in ‘The Sunless Garden’ and thus never need to go any further. However, this would be miss out on the contrast between the two levels and the contrast in tone between this scenario and others directly written for use with the for the Dungeon Crawl Classics Role Playing Game rather having been adapted. ‘The Sunless Garden’ and ‘The Dark Garden’ vary in several ways. The upper level of ‘The Sunless Garden’ is wide open cavern that almost has the feel of a mini-wilderness area with its lush plots of vegetation, trees, fungi, and mulch, all of it twisted—such as the infamous exploding apples which go off if plucked from the tree—and all under the baleful purple light. In addition, there are several side locations off the main cavern, mostly worked areas in contrast to the main cave, and all populated in intelligent fashion with plenty of detail for the Judge to describe to her players.

Once they discover its entrance, what the Player Characters find below in ‘The Dark Garden’ is much more of a traditional dungeon. It has long, worked corridors, traps, stairs going up and down, mostly empty storage rooms, and so on. Progress is mostly linear through the dungeon, especially through its later parts. There are some fantastic encounters on the lower level, such as with a Sea Hag—washed in via the level’s big trap—who waits manacled to a wall, waiting to be rescued, but ready to strike, and a handful of delightful locations like the smuggler chief’s secret sewing room and display room, the latter including a giant copper piece a la the penny in the Batcave. There are some fantastic treasures to found too. Some are mundane, but many are incredibly bulky and difficult to transport. There is the possibility here of the Player Characters surviving the dungeon with a lot of money if they carry it off. The magical treasures are delightfully inventive, such as a Ring of Dryness, which prevents the wearer from getting wet at all, including sweat. Which means that the wearer pants heavily to help regulate his body’s temperature!

The other contrast to The Sunless Garden is between its editions. The Dungeon Crawl Classics line has always harked back to an earlier age of adventure and dungeon design, indeed that was its selling point when Dungeon Crawl Classics #1: Idylls of the Rat King was published in 2004. Yet the original style of the Dungeon Crawl Classics line was to emulate the style, look, and feel of the modules for Advanced Dungeons & Dragons, First Edition, right down to the shade of blue used for the maps. This is not something that modules for the Dungeon Crawl Classics Role Playing Game aim for, having their own distinctive look and feel—especially in the isometric perspective of their maps and the taking of inspiration from Appendix N of the Dungeon Master’s Guide. As a consequence, Dungeon Crawl Classics: The Sunless Garden does not feel like a scenario for the Dungeon Crawl Classics Role Playing Game, or rather, one half does and one half does not. The upper half of ‘The Sunless Garden’ does feel like a classic Dungeon Crawl Classics, darker, twisted, and murkier, but the lower half of ‘The Dark Garden’ does not. It is bigger, emptier, and not strongly connected to the cavern above. Part of the issue is the lack of motivation in the scenario for the Player Characters to proceed further into the dungeon if they have cleared the cavern. Here a good Judge should be able to add motivation, perhaps connected to the band of smugglers mentioned at the beginning of the scenario.

Physically, Dungeon Crawl Classics: The Sunless Garden is presented in the classic style of the Dungeon Crawl Classics Role Playing Game. Thus, artwork is decent, the maps good, and the writing clear. However, it does need an edit in places and feels slightly rushed.

Dungeon Crawl Classics: The Sunless Garden is an adaptation of an earlier module and it shows. The adaptation does not feel as smooth as it could have been and is better in the first half than the second half. Consequently, the scenario will need some input from the Judge to make ‘The Dark Garden’ work as well as ‘The Sunless Garden’ does.

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 10

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This cell is around the corner on the right. The cell door on the right is open and inside is a glowing portal. 

Cell 10

Standing in the room is a human woman. She has two crystals in one hand and is furiously writing notes. She speaks to the party very excitedly, but her language is unknown. She ignores whatever the party says to her; she is too excited about whatever it is she writing. 

She is really only interested in this portal. She has no treasure to mention. If she is attacked she jumps through the portal and runs off.

If the characters follow, the portal will close behind. Take the character sheets from the players and hand them their new Castles & Crusades character sheets for the same characters. 

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 9

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You come to a turn in the hallway. It turns to right, but before it does, there is another cell door on your left.  These cell doors are open.

Cell 9

This room is empty. There are signs of a recent battle. A pile of bones that look like they belonged to a couple of dire wolves is here. 

There is no treasure in this room.

--

There is still a group of ahead of the party and they dealt with the skeletal dire wolves.

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 8

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 Continuing down the hall there is another cell on the right.

Cell 8

This cell appears to be used as a storage area.  There are several chests, all are empty except for two.

Chest #1: has a Small Bag of Holding inside. The bag itself is empty.

Chest #2: Is actually a Mimic and it is starving.

The mimic itself has no treasure.

Not Yet a Mail Call Tuesday: ReAction D&D Figures

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 Well...not exactly a Mail Call Tuesday today. Though it will be sometime in June/July.  But I had to mention these.

ReAction, the company that makes action figures for various properties in the style of the old Kenner Star Wars figures (3.75" scale), has a new series coming out.

Wave 1 of their Dungeons & Dragons line has some very familiar faces.

Wave 1 ReFlection D&D Figures

There is the Sorceress (D&D Moldvay Basic), the Efreeti (DMG), and the Githyanki (Fiend Folio) in the first wave for preorder now.

Damn it. Just when I was in a good place NOT to give WotC any money out of protest for the OGL shenanigans. 

Anyway. As someone who really went hardcore with D&D with the Moldvay Basic (my first proper D&D) and writes so much about witches, I am morally obligated to buy the Sorceress.  I owe it to that 11-year-old I once was. Besides, she is certainly popular.

Sorceress CardSorceress

The other figures also look great.

EfreetiGithyanki

The Efreeti also has another advantage. At 3.75", that translates to 18.75' in D&D 3/4/5 scale.  So I could use it as the Efreeti Pasha. It would have a certain level of "street cred" to use the same figure as the front of the DMG for it.  Everyone in my current gaming groups knows all about 1st Ed AD&D, so to them, pulling this guy would have the same effect as pulling out Tiamat or Orcus.

All three of these figures have also, in one form or another, have had premium statues made of them. The Efreeti and the Githyanki from Wizkids and the Sorceress, in her modern guise of Seoni, from Dynamite. These figures are a lot cheaper.

You should be able to preorder these anywhere.

I am getting mine from Super7, which has better shipping. But I have seen them at Entertainment Earth as well. They will likely be on Amazon soon.  Of course you could order them from your FLGS or FLCS.

These are not the same scale as the new D&D Cartoon figures, but they are close to last year's NECA Skyla and Kelek figures. Come back around in June/July, and we will see.

Miskatonic Monday #180: The Tunnels Under Temple Meads

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Tunnels Under Temple MeadsPublisher: Chaosium, Inc.
Author: Peter Willington

Setting: Jazz Age Bristol, United Kingdom
Product: ScenarioWhat You Get: Eighteen page, 2.59 MB Full Colour PDF
Elevator Pitch: Hell is being hunted for reasons unknown...Plot Hook: The Investigator must find out who he is and why he is there.Plot Support: Two NPCs, four handouts, and three maps.Production Values: Plain.
Pros# One-to-one format more engaging# Good staging advice for the Keeper# Short, one-session, one-to-one scenario# Strong sense of personal horror# Memories recovered via actions and exploration# Could be run player versus player with more players# Potential campaign starter for one Investigator
# Different setting in Temple Meads railway station# Nyctophobia# Diokophobia# Paranoia
Cons# No background beyond the scenario# No advice for continuing the scenario
# No Sanity rewards# No Sanity losses# Combat-focused scenario
Conclusion# Short, one player, one Keeper amnesia-to-memory hunt as the Investigator is thrown into a hunting ground in a railway station. # Potential introduction for an Investigator to a campaign, but no advice or background for that.

Hard City, Cold heart

Reviews from R'lyeh -

Hard City: Noir Roleplaying is a roleplaying game which takes the player into the dark, dangerous world of high streets and long shadows, of uncertainty and ambiguity, of desperation and dedication, of beguilement and betrayal, of the lonely man who would seek the truth and the many who would hide it, where ultimately any resolution will end badly. This is the world of Film Noir and hardboiled fiction, both a genre and a style, best typified by films such as The Maltese Falcon, The Big Sleep, and Double Indemnity, and the works of James M. Cain, Raymond Chandler, Dashiell Hammett, and Mickey Spillane. The heroes are always cynical, often as dangerous and damned as their enemies, who might employ lowlifes and punks, but they are invariably as clever, classy, and charming as they are callous. Some, like the classic femme fatale, is ultimately all of that, often at first demure and desirable, but eventually revealed to be cunning and selfish, ready to betray not just the hero, but her co-conspirators and fellow crooks too. These play out in a city of soaring skyscrapers, between the cracks where the light of what is right and just never seems to shine, even if the cracks run all the way to the highest office.

Hard City: Noir Roleplaying is published by Osprey Games, best known for roleplaying games such as Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence and Jackals – Bronze Age Fantasy Roleplaying, and board games such as Undaunted: Normandy. It enables the creation of Player Characters through trademarks rather than skills, enabling players to create classic archetypes of the genre, and combines this with light, dice pool mechanics designed to facilitate fast play and resolution in a grim, gritty city of America of the middle decades of the twentieth century. The result is a storytelling game in a classic genre, both black and white in its look and in the tales it tells.

A Player Character in Hard City is defined by his Trademarks, Edges, Flaws, Drives, Ties, and Belongings. Trademarks are broad, thematic Tags which are the most obvious interesting thing about a Player Character; Edges are specialisations or advantages; Flaws are difficulties, passions, or disadvantages; and Drives are a Player Character’s motivations. A Player Character has three Trademarks, one from his Past, his Present, and his Perk, five Edges, two Flaws, a single Drive, and two Ties. The Edges are listed under the Trademarks, which also provide options for Flaws. Past Trademarks include Bureaucrat, Button Man, Grifter, and Newshound; Present Trademarks include Enforcer, Finder, Infiltrator, and Performer; and Perk Trademarks include Badge, Dirty Fighter, Femme Fatale, and Weasel. Drives can be Altruistic, Debt-related, and Selfish, and Ties can be with people and places, positive, and problematic, and ideally, they should be with other Player Characters. Lastly, a Player Character has Moxie and Grit, the former a Player Character’s luck and willpower, the latter his toughness and capacity to survive.

The creation process is a matter of making several choices and the choices do lend themselves to creating some classic characters from the genre. So, the Veteran, Investigator, and Brave Trademarks could model Sam Spade; Grifter, Charmer, and Femme Fatale for Brigid O’Shaughnessy; Criminal, Finder, and Weasel for Joel Cairo; and High Society, Leader, and Huge for Caspar Gutman. It is eased by a table of flaws and a table of names, the latter including a list of regular surnames and hardboiled surnames. So, for example, an ordinary name might be Audrey Lewin or Ronald Scott, but their hardboiled versions could be Audrey Shields or Ronald Hawk.

Eudoxia Lionidze
Trademarks
Past: High Society (Edges: Educated, Charm)
Present: Infiltrator (Edges: Break & Enter, Escape)
Perk: Femme Fatale (Edges: Cunning, Strong-willed)
Flaw: Lack of Trust, Irresponsible
Drive: Pay off my brother’s gambling debts
Ties: I don’t trust Anton Powell because he gambles too much; I’m pretty sure Burt Torres knows who killed Gladys Janes
Moxie: 3
Grit: 3

Mechanically, Hard City uses a dice pool of six-sided dice, consisting of two sets of dice, Action Dice and Danger Dice, each in a different colour. To undertake an action, a player assembles the pool using Action Dice, starting with a single die, whilst the Game Master adds Danger Dice. Action Dice are drawn from a Player Character’s Trademark and an appropriate Edge, plus from any Tags from the Threat or Scene, Position, Belongings, and Help the Player Character might be receiving. Danger Dice come from Injuries and Conditions the Player Character is suffering, plus from any Tags from the Threat or Scene, Position, Belongings, and the Scale of the obstacle. Once the dice pool is assembled, the dice are rolled. Matches between the Action Dice and the Danger Dice are cancelled and the highest remaining Action Dice are counted. A six is a success, four or five a partial success, and three or less a failure. Extra results of six count as Boons and can have an Increased Effect of the success, Set Up an Ally with an extra success, can speed Extended Checks, and Add a Tag to a Scene or Threat. Botches occur when only results of one remain and can lead to Increased Danger, Inflict Serious Harm, and Extra Strikes in an Extended Check.

A Player Character also has Moxie. This can be spent to Demonstrate Expertise and add a second Trademark to a roll, gain A Little Luck to change a single die up or down by one result on both Action Dice or Danger Dice, Take a Breath to remove a Condition, or even details to a scene with a Voice-over. Moxie is refreshed when one of a Player Character’s Flaws comes into play and makes life complicated for everyone.

The outcome of a roll is to inflict Consequences which mean that a Player Character or NPC can suffer a cost or complication, a Tag can be added or removed, whether from the Player Character, Scene, or Threat, a Threat can be added or increased to a Scene, or Harm can be inflicted. Harm can be a Condition such as Angry, Dazed, or Dishevelled, or it can be an Injury of varying severity. All of these can be used to add Action Dice and Danger Dice to the dice pool, depending on the situation. When it comes to what a Player Character might be doing, Hard City does not so much provide extra rules for how investigations, chases, interrogations, arguments, and fights work, as suggest how the rules apply and what the possible Consequences might be, whether to the Player Characters or the NPCs. When it comes to actions within a turn, any shooting and fighting is done last, talking and moving first, emphasising the hard talking and words have meaning nature of the genre.
Eudoxia Lionidze has been hired to retrieve some letters that the mobster, Carlo Garcia, is using to blackmail her client. She has already managed to get the letters by attending a party at Garcia’s house and climbing over the balcony into his study from the room next door. As she exits into the hallway, bottle of champagne and glass in hand, slightly dishevelled after clambering over the balcony, she is confronted by one of Garcia’s goons, asking what she is doing there. Eudoxia is going to have to bluff her way past, and with a grin, says, “Oh I am so sorry. I just needed to lie down. Get my head straight. Too much to drink…” Eudoxia’s player creates his pool of Action Dice by starting out with a single die and adds one for her High Society Trademark since she is dressed like she should be at the party, another for her Charm, and suggests that her appearance and Belongings would earn her another die. The Game Master agrees, means that Eudoxia’s player has four Action Dice to roll. The Game Master adds six Danger Dice to the pool, including one for Goon and another for his Condition, which is Suspicious. The player rolls the dice and gets a one, five, five and six on the Action Dice and three and five on the Danger Dice. The five on the Action Dice and the Danger Dice cancel each other out, which leaves the six from the Action Dice as the highest result, and means that the security goon believes Eudoxia, giving him the Trusting Condition. With a slight misstep of the slightly drunk, she makes her way back down to the party and her companion for the night. In terms of progression, Hard City is about the School of Hard Knocks, and a Player Character can learn from his setbacks as much as he can his successes. Two many setbacks and a Player Character can begin the next case or investigation with lower Moxie or even a Condition even as the Player Character improves.

Hard City is set in 1946 in a large, nameless city, either by the sea or the bay. It could be Los Angeles, San Francisco, or Chicago, but its particulars are described in more than enough detail to be a playable space, covering a little of its history, its movers and shakers and troublemakers, crime, but paying particular attention to its districts, complete with Tags, place suggestions and possible story hooks.

For both the players and the Game Master, there is an introduction to the genre with a decent bibliography, whilst for the Game Master there is advice on running the various aspects of the roleplaying game. This does include avoiding the social attitudes of the period in which the genre is set, but in the main focuses on two types of Case—or scenario. These are investigations and capers, the former more complex than the latter, but the latter requiring more planning upon the Player Characters. There is also a discussion of MacGuffins and suggestions as to possible campaign frames, primarily investigative in nature, but all supported by a list of example films which exemplify their set-ups. Only the ’Wrong Time, Wrong Place’ campaign frame differs from this, which explores ordinary men and women getting caught up in bad situations, typified by Double Indemnity and The Postman Always Rings Twice. This is all accompanied by a Case Generator.

The advice itself focuses on the fiction and playing to it, and on making the most out of scenes. This includes ‘Enter Late, Exit Early’ and Raymond Chandler’s famous adage that, “When in doubt, have a man come through the door with a gun in his hand.” In modelling its genre, the framing of scenes in Hard City is intended to be succinct, focused, and interesting. The players are meant to engage with this, bring their characters’ Drives and Flaws into play as much as their Trademarks, to make the lives of their characters if not difficult, then at the very least, interesting. Though ideally, difficult. As a consequence of this and the need for the players to embrace the various aspects of the genre, Hard City does demand more of its players, that they roleplay hard in every scene their characters appear in. Rounding Hard City is a pair of ready-to-play Cases—‘Engagement with Death’ is an investigation into the disappearance of a wealthy industrialist’s son, whilst ‘In at the Deep End’ is a caper in which the Player Characters must recover a piece of missing artwork. Both are classic Film Noir plots which nicely emulate the genre.

Physically, Hard City is very nicely presented. The book is tidily laid out and quite easy to read, but the best feature is the artwork. Luis F. Sanz’s illustrations are excellent, really capturing the feel and tone of the genre with a wide cast of characters and varying situations. If there is anything missing from the book it is a handy rules reference at the end of the book.

Hard City: Noir Roleplaying is a roleplaying game in which the players need to play hard and talk hard in order to bring out the best and the worst of their characters. Thematically and mechanically, it keeps everything simple by focusing on the trademark aspects of the genre and encouraging the players to bring them into play. The result is an impressively presented and clearly written storytelling roleplaying game whose look and play is designed to emulate the desperate, dangerous, and morally ambiguous tales of the Film Noir and Hardboiled genres.

‘B2’ Series: BEX-1 Descent Into The Caves of the Unknown

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The reputation of B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Yet since then, Wizards of the Coast has all but ignored B2 Keep on the Borderlands and the module that preceded it, B1 In Search of the Unknown, barring the publisher’s 2012 Dungeon Module B2 The Caves of Chaos: An Adventure for Character Levels 1-3. This was the playtest scenario for D&D Next, first seen in Ghosts of Dragonspear Castle, which was essentially previewing what would go on to become Dungeons & Dragons, Fifth Edition.

Instead, it would be other publishers who would revisit both scenarios in the twenty-first century. So Kenzer & Company first published B1 Quest for the Unknown, a version of B1 In Search of the Unknown for use with HackMaster, Fourth Edition, and would follow it up with not one, but two versions of B2 Keep on the Borderlands. First with B2 Little Keep on the Borderlands: An Introductory Module for Characters Level 1–4 in 2002, and then again in 2009 with Frandor’s Keep: An immersive setting for adventure. Another publisher to revisit B2 Keep on the Borderlands was Chris Gonnerman, with JN1 The Chaotic Caves, a scenario written for the Basic Fantasy Role-Playing Game. In addition, Faster Monkey Games published its own homage to B1 In Search for the Unknown with The Hidden Serpent, whilst Pacesetter Games & Simulations has published a number of extra encounters and sequels for both scenarios, most notably B1 Legacy of the Unknown and B2.5 Blizzard on the Borderland.

Yet Wizards of the Coast did not ignore its extensive back catalogue. It would release numerous titles in PDF, and even allow Print on Demand reprints, including both B1 In Search of the Unknown and ;B2 Keep on the Borderlands. Further, in 2017, it published Tales from the Yawning Portal, a collection of scenarios that had originally been published for previous editions of Dungeons & Dragons, including Advanced Dungeons & Dragons, First Edition, Dungeons & Dragons, Third Edition, and even D&D Next. These scenarios though, did not include either B1 In Search of the Unknown or B2 Keep on the Borderlands. Which upon first glance seemed a strange omission, but then came the announcement from Goodman Games about Original Adventures Reincarnated #1: Into the Borderlands.

Arguably, Original Adventures Reincarnated #1: Into the Borderlands would prove to be the ultimate version of the classic module, but authors have continued to revisit the original even since such as with the fanzine version from Swordfish Islands LLC, which so far consists of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. Yet there remain oft forgotten visits to the famous ‘Keep on the Borderlands’ and the equally infamous, ‘Caves of Chaos’, which are worth examining and shining light upon. For example, ‘Warriors of the Gray Lady’ is a prequel to Return to the Keep of the Borderlands by Jeff Grub, but there have also been expansions to B2 Keep on the Borderlands. It is often forgotten that the infamous Caves of Chaos are not the only cavern system to be found in the region. Located in the unforested area between the Caves of Chaos and the eponymous keep are the Caves of the Unknown, mislabelled on the wilderness map as the ‘Cave of the Unknown’. This is mentioned twice in the module. Once on page 12 where it says, “The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze.” and then again, in location #51, in the ‘Shrine of Evil Chaos’, where a “Boulder Filled Passage” can lead to the Cave of the Unknown. Left up to the Dungeon Master to design and detail, one option has been to simply insert the Caverns of Quasqueton from B1 In Search of the Unknown and this was the option chosen for Original Adventures Reincarnated #1: Into the Borderlands. However, other designers have embraced Gygax’s advice in B2 Keep on the Borderlands and created their own dungeons to fill this spot. Perhaps the earliest was Keep on the Borderlands: The Expansion, published by Usherwood Publishing in 2013, but RC Pinnell, who has a history of writing sequels to classic Dungeons & Dragons modules, would release his own version at about the same time as Original Adventures Reincarnated #1: Into the Borderlands was published.
a designed for a party of between four and nine Third to Sixth Level Player Characters, and consequently intended to be played after the Player Characters have explored the Caves of Chaos. Published in 2018, it is written for use with editions of prior to Dungeons & Dragons, Third Edition, and details a cave network of some twenty caves and connecting tunnels which is home to a tribe of Troglodytes. The tribe are refugees from a civil war taking place deeper into the earth and having found a new home in the caves led several raids on the Caves of Chaos above, feeding on the Humanoids they killed and captured until the leaders in the Caves of Chaos determined the source of attacks, invaded the Troglodyte caves, killed many of the tribes’ members, and then sealed the tunnel leading from the ‘Shrine of Evil Chaos’. In other words, the evil clergy practicing their vile faith in the ‘Shrine of Evil Chaos’ and pulling the Humanoids of the Caves of the Chaos into a rough alliance are also responsible for filling in the “Boulder Filled Passage”.

The Cave of the Unknown is much like the other Caves of Chaos home to the various Humanoid tribes. Although a natural cave system with no worked areas, there are guard posts, caves and chambers for the chief of the Troglodytes, his queen, his elite warriors, both teenage males and females, and so on. A supply cavern contains boxes and crates of items gained through and trade which are perfect for adding objects and items that could be stolen or missing and perhaps serve as a possible hook to explore the caverns. Some of the cave descriptions are far from interesting, but there are exceptions. The queen’s chamber is connected to a bubbling mud pool which is difficult to traverse and fight in and she also has a pack of Cave-Dogs, specially bred by the queen so that they have immunity to the infamous stench that Troglodytes excrete. However, this does mean that these Cave-Dogs lack the sense of smell they are typically known for.

Overall, locations and encounters such as with the queen are far and few between and in this, the description of the Caves of the Unknown feels very much in keeping with the Caves of Chaos of B2 Keep on the Borderlands. They are static, all but waiting for an incursion by the Player Characters. There are potential roleplaying hooks present, although they are not explicitly stated. The Player Characters could ally with Gothmog, the Troglodyte chief, in taking his revenge on the clergy in the Shrine of Evil Chaos and their allies and the queen could be turned against Gothmog. There is also the fact that the Troglodytes are trading with someone deeper into the earth. It is not stated who, but that could easily be linked to another scenario—perhaps in the mode of G1 Steading of the Hill Giant Chief and its sequels. In any of these cases, the Player Characters will need to be more circumspect in their approach to investigating the Cave of the Unknown rather than simply slaughtering everything before them. If they do take that approach, they do face some tough opponents and a good number of them, but if they are successful, then there is plenty of treasure to be found. 
Physically, BEX-1 Descent Into The Caves of the Unknown is plain. The map nicely apes the style of B2 Keep on the Borderlands right down to the blue background.

BEX-1 Descent Into The Caves of the Unknown feels as if it could be something more and as if it could be more interesting. The Dungeon Master will need to work hard to bring the back story to the Troglodyte presence in the Caves of the Unknown into play and involve the Player Characters, thus turning the adventure into more of a sidequest than the side note  it reads as written.

GM’s Day: Fifth Edition Fantasy: Ambush at Dragon’s Cove

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March 4th is International GM’s Day which commemorates the death of the later E. Gary Gygax, co-creator of Dungeons & Dragons and father of the roleplaying hobby in 2008. DrivethruRPG has its own GM’s Day Sale which runs through the first half of the month, but Goodman Games is celebrating with its own ‘Dungeon Day’ which includes the release of three scenarios for free—two old and one new. The two old are Danger Crawl Classics: Danger in the Air and Fifth Edition Fantasy: The Three Wizard Conundrum, both of which were previously released for Free RPG 2023. The all-new adventure is Fifth Edition Fantasy: Ambush at Dragon’s Cove. This is an adventure for use with Dungeons & Dragons, Fifth Edition and is designed for four to six First Level Player Characters. Although suitable as a means to introduce players to the roleplaying hobby, it is not written as an introductory product. So, it will need an experienced Danger Master.

Fifth Edition Fantasy: Ambush at Dragon’s Cove is a wilderness adventure with an environmental theme. The village of Port Knell is home to oldest known nesting beaches for dragon turtles, Dragon’s Cove, and both the village and local sailors benefit from the protection of one of these creatures, Lyrdella the Brave. This year, her duties means that she cannot protect her eggs as the young dragon turtles hatch and begin their perilous journey to the sea, so she asks a local druid called Sycamore, to stand in for her. However, the somewhat flirtatious druid has other plans and so hires the Player Characters to stand guard over the dunes. Other suggestions are included as to how to start the adventure, but as written and as is traditional, it starts in a tavern. Since the adventure is set in the wilderness—or at least on a beach—and involves interaction with the dragon turtle hatchlings, a Druid or a Ranger amongst the party will be useful, especially if they have a good Animal Handling skill.

The adventure consists of four encounter areas and has the feel of a race in that the Player Characters have to prepare their charges, that is, the dragon turtle hatchlings, and then hurry them safely to the sea. It also means that the adventure is linear, but for a short, one-session adventure like Fifth Edition Fantasy: Ambush at Dragon’s Cove, designed for First Level Player Characters, this is not really an issue. In the first encounter, the Player Characters will ready their charges for the journey, whilst in each of the subsequent encounters, they will be challenged by foes natural and unnatural, who all see the young dragon turtles as potential food. The natural foes are those which would likely be faced by turtles in our environment, whilst the unnatural foes are more akin to hunters or egg thieves, but both of course, adapted to fit the fantasy setting of the adventure. The unnatural foes are also tied into the background of the scenario and Sycamore’s involvement, although that will not be immediately obvious, and may not be revealed until the very end of the scenario.

Rounding out the scenario are suggestions as to what to play next in the Fifth Edition Fantasy series and rounding out Fifth Edition Fantasy: Ambush at Dragon’s Cove is the regular column for the line, ‘Flog’s Eye Sees All!’ which usually provides updates for the line. It explains the point of GM’s Day and Dungeon Day and extolls the virtues of the hobby and is a slightly tongue cheek to both Gygax and Game Master’s everywhere.

Fifth Edition Fantasy: Ambush at Dragon’s Cove is cleanly and tidily laid out in the standard style for the line. It is easy to read and consequently should be both quick and easy for the Dungeon Master to prepare for her group with no fuss whatsoever. The artwork is excellent and overall, this could easily have been included in a magazine or anthology of adventures and made a fine-looking addition to either.

The Fifth Edition Fantasy line consists of stand-alone, setting-neutral adventure modules, typically one-shots that can be played in one or two sessions. Fifth Edition Fantasy: Ambush at Dragon’s Cove fits that brief, playable in a single session and setting-neutral. However, this makes it easy to slot into an existing campaign or setting, or being for First Level Player Characters, form part of the beginnings of a campaign. Although there is plenty of combat involved, this is not the scenario’s only challenge and the overall objective of getting the newly hatched dragon turtles to the sea gives it a theme and challenge that will probably be more appealing to some prospective players than a simple combat-focused affair.

Overall, Fifth Edition Fantasy: Ambush at Dragon’s Cove is an environmentally engaging one-session race to the sea.

Quick-Start Saturday: Aegean

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Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?Aegean Quick Start Rules is the quick-start for Aegean, a roleplaying game about a group of mythic heroes building a new, free city on the shores of the Aegean Sea..

It includes a basic explanation of the setting, rules for actions and combat, the gods, the adventure, ‘The Nesaean Boar’, and five ready-to-play, Player Characters.

It is a one-hundred-and-one-page, black and white digest-sized book.

The quick-start is lightly illustrated, but tidily laid out. There are a lot of examples of the rules which speed the learning of the game.

How long will it take to play?
Aegean Quick Start Rules and its adventure, ‘The Nesaean Boar’, is designed to be played through in three to five sessions. Notes are included for the Game Master who wants to run it in a single session.

Who do you play?
The five Player Characters are all would be mythic heroes. They consist of a ranger and hunter, a famous athlete, a healer, an oracle, a merchant, and a wealthy soldier. All are available to download from the publisher’s website.

How is a Player Character defined?
A Player Character in Aegean has five characteristics—Might, Reflexes, Cool, Insight, and Cunning—and several broad skills, such as Lore, Melee, and Perform. All are rated between one and five, although specialisations increase the rating of skills by one. He also has the attributes Resolve, Risk, Endurance, Standing, Wounds, Hubris, Glory, and Fate. He can also Gifts and Talents, the first bestowed by the gods upon heroes of divine parentage, the second representing his greater expertise.

Resolve represents the gods’ favour and is spent to add to a story detail, gain a single success, or activate an item property. A Player Character does not begin play with Resolve, but can earn it when tens are rolled on the dice. It has to be used by the end of a session or the Player Character gains the disfavour of the gods and earns Hubris. Risk represents the danger he is in and can be gained through play involuntarily or voluntarily, the latter to add successes to a roll or to activate an item property. When Risk exceeds a Player Character’s Endurance, he gains a Wound. Gain enough Wounds and they can be spent as Scars in a fashion similar to Experience Points. Hubris is a Player Character’s Pride and if it exceeds his Glory, the gods’ disfavour is gained and he is Cursed. Fate can be a Player Character’s Goal, Belief, or Passion.

How do the mechanics work?
To have his player undertake an action, a player rolls a pool of ten-sided dice. This is equal to the value of the characteristic and the skill being used, plus any appropriate specialisation. Rolls of eight or more are counted as a Success. A Standard Difficulty does not require extra Successes for a Player Character to succeed, but harder tasks do, all the way up to a Difficulty Factor of five or Divine. Risk and Resolve can be spent to gain extra Successes. Rolls of ten can be used to gain an extra Success, a point of Resolve, remove a point of Risk, activate an item property, or give another Player Character a Success.

How does combat work?
Combat in Aegean is quite tactical taking into account terrain, range, and a variety of manoeuvres and actions. Actions include Defend, Disarm, Harm, and Taunt, whilst manoeuvres include Aim, Prepare, and Sacrifice Item. Initiative is interesting in that it can flow back and forth between the Player Characters and the NPCs. When the Player Characters have the initiative and continue to succeed in their combat rolls, the players can decide who acts next. If a roll is failed, the initiative passes to the Game Master and NPCs and if the Game Master fails a roll, it passes back to the players to decide who acts next. This continues until both Player Characters and NPCs have acted, but it can flow into the next round because whomever acts last in the round and succeeds gets to decide who acts first in the next.

How does magic work?
One of the pre-generated Player Characters does have the gift of Oracle, which grants him the ability to predict the future once per session. This is represented by an Insight (Lore) roll and this can be used to replace the results of a roll by another Player Character or NPC. If good roll, it can benefit the Player Character, if a bad, it can penalise an NPC.

What do you play?
Aegean is set in a mythic age which combines the periods of before the fall of Troy and the Greek dark age and Classical Greece when Sparta is at her military might and Athens a beacon of democracy. The given adventure, ‘The Nesaean Boar’, begins in Vlokis, a coastal colony recently founded by Athens where the Player Characters live. They are asked to investigate an attack upon a farm belonging to Nesaea by a boar in which her family died. The adventure will take the Player Characters from Vlokis to Delphi to consult the oracle and discover a means of dealing with the creature, before locating said means and returning to confront the beast in its lair.

Is there anything missing?
Surprisingly not. Aegean Quick Start Rules also includes rules for item properties, downtime activities, and dealing with the gods, as well as advice for the Game Master in running the adventure. Further, there is scope for the Player Characters to gain Experience Points and their players to spend them to improve skills and purchase Talents. This enables a group to play further adventures, such as those in the Aegean Adventure anthology.

Is it easy to prepare?
The core rules presented in the Aegean Quick Start Rules are easy to prepare. The Game Master will need to pay closer attention to how the Resolve, Risk, and Hubris rules work as well as how to to handle interaction with, and portrayal of, the gods.
Is it worth it?
Yes. The Aegean Quick Start Rules present a concise, but detailed version of the rules that are tactical and engaging and encourage the players to roleplay through the need to balance their characters’ Risk, Resolve, and Hubris on the path to their characters becoming heroes. Although the Aegean Quick Start Rules are not free to download, they do offer scope for long term play, something that most other quick-starts do not. Whether or not a group decides to play beyond the given adventure, the Aegean Quick Start Rules are still a solid introduction to the rules and roleplaying in Mythic Greece.
Where can you get it?
The Aegean Quick Start Rules are available to download here

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