SNS1 – The Hollow Mountain

This adventure takes place in a hollow mountain, in a realm of giant petrified mushrooms with a complex carved in to the top of the most mammoth. The groups adversary is The Tree That Sees, one of the young gods first creations, now abandoned & embittered. These are the roots of a GREAT adventure, however the editing & layout of this module (the First Printing) does a good job of making it almost impossible to enjoy.

Through the hooks & adventure start the party learns that some formerly peaceful nomads are now on the war path and conducting raids and capturing hostages … who are not seen again. This takes place in first three columns of text in the module. Short, sweet, and to the point. I love terseness in a background; I don’t need fives of the designers magnum opus in world history. Give me the lowdown, the basics of a hook, and get me going by leaving me with my options open. There is some significant boxed text in the opening encounter/introduction, which I did not like. Again, give it to me tersely and me get on with it. I will note that this is, perhaps, the last clear thing in the module.

Next we need to assume that there’s an overland forest adventure prior to arriving at the hollow mountain. That must be the case since the next section is ‘The Forest.’ Inside the forest lies the hollow mountain. It’s about 12 miles NE of the nomads camp. The nomads camp is a couple of hundred yards from the opening encounter/introduction. That’s it. No map at all. I hope the PC’s know that the hollow mountain is their destination, because no one has mentioned it yet. There’s a wandering monster table, but it’s unclear if it will ever get used. The instructions are to check every 4 hours with a 1 in 4 chance of a wanderer. Note that the hollow mountain is only 12 miles away from the nomad camp. I’m pretty sure _I_ can walk 8 miles in 4 hours, so it’s not clear to me that a party will ever get to make a wanderer check. There being no map and no forest encounter locations then there is no way to really have an outdoor adventure other than to maybe roll once and then declare that the party is at the mountain.

The next section is about the Giant Mushroom Cap. By slogging through the text multiple times I was able to figure out that the hollow mountain is hollow and contains a single large cavern full of petrified mushrooms and that the nomads live in the cap of the largest one. ‘Slog’ is not quite right; That information is contained in the first sentence, but is the ONLY description of the hollow mountain, either of the exterior or the interior. I had to go back and hunt & search to make sure that was the only description. It was. There are no encounters inside the hollow mountain except for the mushroom cap. The description of the mushroom cap notes that some of the water areas are partially submerged, show in light blue on the map. The map is actually in black & white. I _think_ the shading on the rooms keyed #19 & #26 on the map is darker than the others, but I can’t be sure. Good luck.

The mushroom is a mostly linear dungeon. There are at least four factions in the dungeon, competing for the love of the Evil bad Guy, and they won’t come to each others aid, however it’s not clear from the map where they reside. You’ll have to dig through the text and maybe highlight the different monster types in different colors and then note on the map where they live so the appropriate people come to each others aid. Oh, yeah, about the map … it’s keyed wrong. There are supposed to be about 26 keyed encounters on the map however it looks like the descriptions for five of the room were cut out, but the numbering continued. It doesn’t appear to be five rooms in a row; the room labeled “18” on the map appears to be #16 in the encounters, and the room go up to #26 on the map but only #21 in the book. It is NOT the case that five were cut out in a row, it seems to be somewhat random. The last room on this level houses the most powerful & evil of the Tree’s servants, the dragon Mavetofel. No stats are given anywhere in the booklet that I can find.

The next section is level2: The Temple of Roots. It appears to be located in a gigantic cave above the mushroom accessible only through the use of flight. No other location information. This most closely resembles a small six room funhouse dungeon. Well, there are six rooms numbered on the map, but only five in the text. It’s a proving/testing ground of old, with a couple of the tress cultists thrown in. That will eventually lead to Level 3: The Grove that Should Not Be, where the party will find The Tree That Sees. THAT is a pretty cool/bizarre/weird encounter with a creature born when the world was young. I thought it was a pretty cool creature,; lots of random effects and eyebeams from a creature straight out of weird fantasy. Finally, Level E is the Tomb of the High Priest, a two room map. Note, ‘E’, where the previous levels were 1, 2, 3. I _think_ this is a room/level that is an offshoot from the funhouse/testing ground level, but I can’t be sure. It says “Like all Lizardfolk chambers” and ” accessible through a small well-hidden trapdoor in the southern pole.”

I’m mostly at a loss about this module. It has some great ideas but someone, somewhere, screwed up. It _could_ be taken as a kind of “GM’s notes” kind of thing. By that I mean, it resembles a bit how I used to construct my own adventures. Just some ideas and a few sentences, maybe one per area, to make sure I remembers the feel and ideas I wanted to get across. Then someone may have come along and greatly expanded on certain sentences, while trying to tie the others in. Or, maybe they left out a few pages in the printers. The editing is bad enough that I can’t really tell one way or another. In any event, The Mushroom Cap concept is a nice one, and one I may steal for my own game, but the dungeon presented in it is very linear and mostly just a slog-fest of fighting. I spent so much time being confused by the writing and map that I _feel_ I may have missed something, however I’m pretty sure that’s not the case; what’s I’m missing isn’t there to begin with.

This is available on DriveThru.

https://www.drivethrurpg.com/product/112790/Saturday-Night-Special-1-The-Hollow-Mountain–Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Reviews | Leave a comment

Skull Mountain

SKULL MOUNTAIN – Dreamed of by thousands.

SKULL MOUNTAIN – A Holmes masterpiece of evocative art.

SKULL MOUNTAIN – …?

If you know what Skull Mountain is, from the Holmes set, and know nothing about this product then I suggest you stop reading and keep it that way.

Skull Mountain refers to the sample dungeon cross-section in the Holmes blue box D&D set. That piece of artwork in Holmes is a masterpiece of invoking the imagination. Volcano’s, lakes, caverns, multiple levels, and of course a mountain face carved to look like a skull. Therein lies the modules major issue. The old farts, myself included, have been dreaming of this ting since they were 10-12 years old. Like Episode 1, it’s doubtful that any product could live up to something percolating in a young boys imagination for 30 years. Related, Tom Bombadil looses something when he gets stats and a history. And then you don’t have that part of you anymore since the sense of wonder is taken away. That’s perhaps a bit too maudlin, however I am worried that my sense of nostalgia will get in the way of a review, so keep that in mind.

Two things are evident about the module. First, Jeff has changed the map ever so slightly to allow for a few more stairway/travel options, which is a very good thing. You probably won’t notice this unless you compare the versions side by side. Second, he’s put an incredible amount of thinking in to this. The dungeon that’s described certainly matches the original map, from the island, tower, and domes (3) in the final level to he position of the giant cavern formations on levels 5 & 6. He must have gone over the thing with a magnifying glass. He also has probably put an incredible amount of work in to a backstory, and denizens, which fit the map. The backstory makes sense, as do the occupants.

What we have here is the lair of an ancient black dragon, and as such it is probably the best example of a real dragons lair. These things are supposed to be old, very intelligent, and use spells; generally they are not portrayed that way. Our friend, Mr. Black, finds a cave complex in a mountain that bears a passing resemblance to a skull. He uses his powers to pretend to be The God of the Mountain, cowing a group of bandits in to worshiping him. That tends to be a Naga schtick, but he gets away with it. Over time his cult grows and expands the cavern system, as well as tidying up the rock outcropping so it really does look like a skull now. Eventually a volcano eruption causes some issues in the dungeon complex as well as with the cult. The Survivors on the outside loose their cultural identity and become bandits again, with some clever name evolution by Jeff. The same eruption brings some lizardmen to the dragons attention, and he plays god to them. Eventually he regains a group of cultist followers derived from a splinter group of the bandits. This perfectly explains the layout and names on the Holmes map, as we ll and providing fodder for the creatures and areas encounters in the adventure. The adventure hook is that the bandit/cultists have kidnapped the son of a guard leader in a nearby town that was pressuring them too much. The PC’s are sent in to get him.

Now, for all you prospective rulers out there, let me give you some free advice. If you live near a mountain with a giant skull carved in to it, with a cave system underneath, you might want to deploy a lookout or two and/or make sure your patrols in the area are strong and numerous. Yes, it’s going to cost more, however I believe my own attitudes would be typical of your common citizenry and I would be more than willing to pay a little more to make sure nothing ill happens in that area. It’s just good insurance.

The two major groups in the adventure are the bandit/cultists and the lizardment/cultists. The vast majority of the encounters will be with one of those two groups. Every level of this complex is used by intelligent people so there are no/very few encounters with anything other than the cultists or lizardmen. This means few to no encounters with vermin, which greatly saddens me. In addition the levels proper are quite small. I will admit a bit of disappointment when seeing the level maps however I’m pretty sure that’s ‘Expectations’ talking. Each level is quite small; the largest level on has about five rooms The domes on the bottom have 12 or  so rooms in one of them, but that’s the exception. There ARE multiple ways to get between levels, which is generally a very good thing, however the levels are so small that this doesn’t make sense; you generally won’t avoid an area by taking the back way since there’s not enough room to explore/sneak.

The trick & trap quotient is a little off also. There is a maze full of classic traps, pits, arrows, deadfalls, etc, which is used as a training ground for the priests, and some locked/poisoned chests, however I’, generally looking for more. The trick quotient is less then I’d like also; only a few are around although they tend to make sense in the context of the background. Wanderers are another problem; there generally are none until you get to the caverns own below. Then again, everyone is so close together up above that they should hear any combat going on and show up. There’s only one new monsters that interesting at all, the others being an advanced form of lizardman; advanced in the HD/AC/damage sense. There are a couple of encounters in the module that feel like they are out of 4.0: a dramatic set up n a fantastic location. Otherwise things are pretty straightforward, and I suspect there will be lots of fighting because of the lack of factions and Generic Bad Guy syndrome. There are about 36 encounters/rooms over the first nine levels and about 34 in the tower & domes at the bottom.

The layout resembles that of a lair dungeon. It’s quite small with a couple if interesting features, provided mostly by Holmes. Not a lot of variety, which probably makes sense given it’s size. Everything that is present makes sense in a way that few modules do. I will complain the text and column layout is probably TOO large for me, and while I don’t mind buying the monsters & traps in the text, it would have been nice to bold them to draw attention to them more quickly. This is one of the best dragons lairs I’ve seen described … however I can’t bring myself to think of it as THE Skull Mountain … however unfair that is. Then again, it’s unclear if anyone else’s Skull Mountain can ever match the one your built up yourself over 30 years.

This is available on DriveThru.

https://www.drivethrurpg.com/product/83885/Skull-Mountain?affiliate_id=1892600

Posted in Reviews | 2 Comments

Wheel of Evil

Ok, listen up: Do NOT bail on this review no matter what your first instincts are. I swear to you that this module is awesome. It is about problems that a guild of cheesemakers is having. There, I said it. Still here? Good! I know, I know; “The guild of cheesemakers is having trouble” and “save the cheese in our aging caves” sounds like the worst possible adventure; kind of like the worst dreck out of the d20 era. But the cheese is just the hook, and is a pretty damn good hook also. The adventure is for 4-6 characters of level 3-5.

We have a certain town and surrounding area that makes a good portion of it’s income making cheese. Every year they toil and trouble and then hold a big cheese sale during which they make most of their yearly incomes. Everything rides on their sale, and they have a problem. Now, remember your promise up above to stay with me? Time to test it again: The cave where they age their cheese is having kobold problems.

Ug! There we go again! Kobolds! WTF? Can’t the writers think of something better to use? “Generic humanoid monster/kobold #65423 dies by your shortsword. You get 8 cp and a rusty shortsword.” No! Not this time! I promise! The kobolds here are well done and not just PC fodder because the writer thought he had used too many giant rats. You see, after living for years hidden from the cheesemakers the kobolds now find their food sources infected with deadly mold. Curse you and your Fontina! You will pay! But you see, that’s all backstory. The PC’s only get to deal with a couple of kobold prisoners the town folk have captured. And the one kobold you speaks common does so with a pronounced accent: “Koboldz don’t vant no stinky skveezinks!” and so on. What? A kobold with an accent? And a motivation other than simple mayhem? What’s going on here?!

It turns out that the cheesemakes cave is linked to the kobolds caves, which are deeper in and not described. And both caves are linked to the Evil Ones cave. Ah yes, The Evil One. A creature from before time with alien values, a good touch of amorality, and a lust for dominance. This particular brand of Evil One is a mold/fungi/spore/slime creature from the beginning of time. Hence the tie in with the cheese: he’s trying to taint some of the cheese so that when the towns folk send out their samples, and this BIG wheel of cheese to the Baron, it has the mold masters mind control fungus in it. See! It makes perfect sense! Mold Monster taints human cheese to take over the world. Mold Monster also taints kobolds mushroom farms. Kobolds think humans moldy cheese is the cause. Humans don’t like kobolds destroying their cheese. And everyone lived happily ever … oh no, wait. Everyone has a foul disposition. The towns folks incomes are at risk while the kobolds food supply it at risk. Meanwhile, the Mold Master plots, schemes, and makes more monsters.

This place is CRAWLING with slimes, molds, fungi, ooze, jellies, and other assorted nasties of the ilk. I LOVE it! I’ve always had a soft spot in my heart for the proud & noble Vegapygmi’s from Barrier Peaks. A lot of OSR modules use yellow mold and green slime, so there’s a lot of OSR love for the fungi also. Having a module centered around it is wonderful. All told we get 18 pages, including the 2 map pages in the inside of the front and back covers, and 19 keyed locations in roughly 3 areas of exploration. There are some good tricks/traps, and six new monsters, as well as four player handouts. Background/introductions are kept suitably brief at only 2 pages, which combined with the table of contents and license page means that most of the module is devoted to the keyed locations and the new beasties. The monsters included are suitable unique with nice powers & vulnerabilities. It’s got a possible allied faction, the kobolds, if the party handles things correctly. Remember that cheese sale? I hope the party does. Too much fire/smoke/contamination, or too many rumors getting out and it’s going to ruin the cheese sale, which means less reward for the PC’s, since they are being paid in shares.

I LOVED this adventure! I initially put off reading it because I looked at the front couple of pages, but I was wrong Wrong WRONG. This is a fabulous and well put together adventure. Quite a bit of thought must have in to it on what produces GOOD gameplay, and it shows.

Now, go do a google image search on ‘Slime Molds’ and get ready to run The Wheel of Evil!

This is available on DriveThru.

https://www.drivethrurpg.com/product/78616/Wheel-of-Evil?affiliate_id=1892600

Posted in Level 3, Reviews, The Best | 1 Comment

AA#09 – The Lost Pyramid of Imhotep

This module may be the most well-researched adventure I’ve ever seen. The attention to detail is stunning, as is how the underlying mythology is portrayed in the makeup of the adventure. Imagine for a moment that dungeons were real; created by real people and were a part of the time and place in which they created. This is one of those dungeons. Imagine also that you are a real person who discovers that dungeon; how would you go about about exploring it? Well, that’s how you’re going to have to tackle this one as a player: very very carefully.

First, the basics. This is an adventure for 4-6 characters of levels 4-7. You get 12 pages in this product, with 1/2 page of license, a table of contents page, and a page of background/introductions. That leaves about nine for the keyed encounters, of which there are about nineteen. The map is very linear, essentially a straight line over six levels, with a couple of rooms in a straight line per level. There are tricks & traps and a few encounters, which makes the module most similar to a tournament event product. Players with post-graduate degrees in Ancient Egyptian Funerary Rites will greatly add to the success of the characters.

What we have is a funeral complex for an ancient egyptian architect. As such your characters are literally tomb robbers who will be plundering something akin to one of the great pyramids of Giza. Well, if the Giza builders had access to magic, their gods were real, and they were a little more blunt in displaying their faith and loved physical allegory. You know how at Stonehenge the rising solstice sun is right above some particular stone, or some such? Or how the egyptians buried their dead with objects so they would have them in the afterlife? Let’s think of those two examples and put them in to game terms and then locate them in this adventure; they’d fit right in.

The complex is laid out, I suspect, to mirror the journey of a person through life and their soul through death. As you get deeper in to the complex you get closer and closer to the boat ride to the end and the final destination of your soul. Thus the complex and adventure is a physical manifestation of the mythology of life, death, and the journey of the soul through the afterlife in ancient Egypt. With a light emphasis on “life” an “Death” and a heavy emphasis on the journey of the soul. The information required to pass the tricks, traps, and encounters will almost certainly NOT be in possession of the PLAYERS, unless your group added that PhD guy I suggested earlier. What your players have then is a REAL tomb to rob, just like real people would. Well, like they would if they didn’t just dig a hole to the middle through the bricks like they did in Giza. If _I_ were exploring a tomb I’d bring some books with me, have the phD guy with me or on a cell phone, and hire some guys with guns to go first, which is also the characters best bet if they want to win through. Multiple raiding attempts in order to solve the puzzles correctly, a Sage on call, and plenty of Augury and Contact Other Plane spells. Certainly nothing wrong with that approach; kind of like exploring the Tomb of Horrors over a period of several years. That might be fun in a campaign: put an ‘unbeatable’ dungeon somewhere in it that CLEARLY means certain death, and let the party explore it one room a month, or year, over the life of the campaign, at their own pace. How about some examples?

In one room you meet a statue who asks the party some questions. Note that these are not riddles; the answer can’t be figured out from the question. It’s more like Egyptian trivia. Normally some kind of hint is given prior to arriving at that point, like murals, or mosaics or something. Not in this bad boy. Either you know the answer or you don’t. So kids, the Ibis-headed statue wants to know “What animal must the wise man emulate?” Do you know? There have been no hints thus far in the adventure. You could guess … but … Ok, you may now use your Augury/Contact Other Plane or go back to town and get your PhD on the line. There are multiple rooms that put the characters and players in a similar position.

There are a couple of rooms with magical vehicles in them. I strongly dislike those things. A joystick that looks like a pyramid with three gemstones: one to start the flying machine, and a couple more to shoot it’s guns. You then get to have a magical dogfight with three other machines. If you win, the door out opens. (Which is a repeated theme; the door out of a room doesn’t open until you: answer the riddle, or kill the last snake, or some such.) There’s another room later on with the same such in it. Which reminds me, there’s a hallway that, when you enter it all of your breathe is sucked out of you: save vs. spells at -1 or die for every round you are in the corridor. No warning at all. Hope you sent your lackey first …

I shouldn’t forget the mono-molecular bread kitchen. There’s also a couple of nicely evocative images near the end that I won’t ruin, but it should completely freak out the players and awe them. The characters reward for making it to the end? Eternal life. Nice!

This reminds me of Tomb of Horrors, but requiring significantly more meta information about the culture of ancient Egypt. I understand that Robilar defeated the Tomb through the “use” of his orc lackeys. They would help here also. There’s no way this adventure can be handled by a group of 4th level characters in a single session. Augury only gives you a yes or no and Contact Other Plane is a 5th level spell. That’s the only way anyone is getting through room 2 unless you allow google at the table. If, however, I place this as “the unbeatable tomb” and allow/expect multiple forays in to it over several months of campaign play, then I can see it easily working and being a very nice goal for the players and their characters to achieve.

This is available on DriveThru

https://www.drivethrurpg.com/product/60551/Advanced-Adventures-9-The-Lost-Pyramid-of-Imhoptep?affiliate_id=1892600

Posted in Reviews | Leave a comment

SF1 – It Started with a Chicken …

This adventure is the first in the Splinters of Faith adventure path. There are ten linked adventures that should take characters from first level to fourteenth or so, although they also appear to be easily adaptable to drop in as singular adventures in any game world. This first adventure is for a group characters from first to third level. The publication is fairly brief, at 17 pages or so, with type large enough to be easily read by my aging eyes.

The first eight pages or so are devoted to the background and history of the adventure path, along with the table of contents and rights pages. The background is fairly standard fare: Evil High Priest tries to take over world, forces of good “defeat” him, a tomb is built and eventually forgotten about. I’ve read through a lot of these introductions/backgrounds and this is one of the better ones from a readability standpoint. It also includes a nice description of a non-standard magic item, which would be termed an artifact if it were compared to those entries in the 1E DMG. I happen to like this sort thing; non-standard magic items make life more interesting for the characters and provide quite a bit more atmosphere for a campaign.

A small village of dirt farmers is provided very briefly. Essentially we get a brief description of the tavern and a little more for the temple, with a very brief overview of the other dwellings in town. There’s not much to the village and not much description provided so this is NOT a ‘home base’ ala Homlet or Against the Cult of the Reptile God; at least not without quite a bit of additional work by the DM. The adventure hook did stand out though, as did the two if the NPC’s up at the temple, which I found very nice & evocative. Think of a tavern in a dying agriculture community with a bunch of farmers sitting around complaining about the village gossip, including their chickens going missing. The reward offered is a bag of potatoes and a jar of pickled eggs. Nice! The village priest and his wards are likewise given brief descriptions, just enough to bring the encounters with them life but not so much as it’s a slog to wade through. Overall we get about 2.5 pages of village description.

There’s a brief encounter outside of the dungeon and then 15 or so keyed encounters inside the tomb. The tomb map is well done but it is certainly not a complex looping map. The undead inside the tomb, and the environs they live in, are very nicely done and leads to a very sinister feel to the tomb. The only strangeness I found was that the undead have not exited the tomb yet, but one can always say their source of power is the tomb itself. There’s about 4.5 pages of dungeon description.

This is a small adventure but much much better than many of the larger ones I have read. The farmers in the tavern got my imagination going, as did the NPC’s at the temple. Combined with the encounter outside the tomb and the undead in the tomb it produces a nicely evocative adventure that does not feel forced at all. Those small attentions to detail really catapult the adventure in my upper tier. I have no qualms with recommending this adventure.

This is available at DriveThru.

https://www.drivethrurpg.com/product/85080/Splinters-of-Faith-1-Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Reviews | 1 Comment

Designers & Dragons

While perusing the Mongoose booth at GenCon I came upon a large black hardcover book, Designers & Dragons. This is a huge 438 page hardback book that covers the history of the RPG industry. That’s a tall order however the book certainly succeeds. It’s a very readable history of the various companies and trends in the RPG industry from it’s proto-history to the present day. It covers the history of roughly 50 companies in a major way and has 1/2 to full page histories of quite a few more. The author points out that he is trying to cover the major movers & shakers, either by size or by innovation, and he doesn’t try to cover all of the publishers who released one or two books and then disappeared … unless they had a major impact on the industry.
The book is broken down in to seven sections, roughly based on the various trends in the industry. Part 1, at 30 pages or so, covers TSR and the beginnings of the industry. We get all the details of the creation story, the various major staffing and policy changes, and the political issues inside, and how TSR weathered the various storms throughout it’s history. Major products and releases for each company are covered, as is some mention of supplements, however the book is not a catalog of the individual publications. Staff move around and jump from company to company while the companies themselves merge, buy each other, and then break apart again.
That basic formula is followed through the other six sections of the book: first wave, second wave, third wave, the CCG years, the D20 years, and the Indie revolution. Interspersed throughout the histories are sidebar mini-histories of related game companies and breakouts on other interesting areas. TSR & WOTZ get about 30 pages each, while Yaquinto gets about 2 pages, and mini-histories might get a half page to a page. Some of the interesting breakouts cover the history of RPG fiction, the publication history of Blackmoor , Greyhawk, the Wilderlands, and Kalibruhn, and the role of computer games and the internet on the publishers.
How the companies used their magazines as house organs or as general product was something I found very interesting. In addition, the issues related with the Canadian & English publishers was very interesting as well. This just came up again recently when I saw a video of an English gentleman railing on D&D and extolling the virtues of Runequest. This book covers the reasons why Runequest, and a few other games, are more popular in the UK than in the US.
I can’t recommend this history enough. It’s a fabulous read and has absolutely consumed my time for the last week. The author promises more to come at http://www.rpg.net/columns/designers-an … ons1.phtml. It appears that my copy is a pre-relase for GenCon, and the general printing is still to come.
It’s available as a bundle on DriveThru.
Here’s a list of the major sections:
Part 1 – TSR
Part 2 First Wave
FBI
Games Workshop
GDW
Judges Guild
Fantasy Games Unlimited
Metagaming Concepts
Chaosium
P3 – Second Wave
SPI
Steve Jackson Games
Task Force Games
FASA
Gamelords
ICE
HERO
Palladium
Yaquinto
Mayfair
Bard
Avalon Hill
Columbia
West End
Pacesetter
P4 Third Wave
Skyrealms Publishing
Digist Group Publications
R Talsorian
White Wolf
Lion Rampant
New Infinities
Creations Unlimited
Pagan Publishing
Atlas Games
AEG
Phage Pree
Dream Pod 9
P5 – CCG Years
WOTC
Hogshead
Kenzer & Co
Last Unicorn
Grey Ghost
Holistic Design
Pinnacle Entertainment
Imperium
Guardians of Order
Eden
FFG
Margaret Weis
Green Knight
Issaries
P6 D20 Years
Necromancer
Green ROnin
Troll Lord
Pelgrane
Goodman
Privateer
Mongoose
Adept
Paizo
P7 – Indi Revolution?
Evil Hat
Cubicle 7
Catalyst
Mini-histories & Breakouts
Wee Warriors
D&D&Computers
Greyhawk
Adventure Games
Worlds of Warhammer
EDU-Wares Space Games
Settings – Wilderlands
Different Worlds Magazine
Different Worlds Publications
Impressions Advertising
STrategy & Tactics Magazine
Fiction of Starfire
Amarillo Design Bureau
Great Licenses – SF
Little Soldier Games
Phoenix Games
Great License – Fantasy
Comics
Morrigan Press
Avalon Hill COmputer Games
Kelestia Productions
Eon Products
54 40 Orphyte
Fiery Dragon
Jefferson Swycaffer & the Rise of RPG Fiction
Settings – Kalibruhn
Eos Press
Arc Dream Publishing
Daedalus Entertainment
Ars Magica Fanzines
Crafty Games
Nightfall Games
D20 Firsts
Netbooks
Decipher
Glorantha Fanzines
Moon Design
Retroclones
Ronin Arts
Hekaforge Productions
Settings – Blackmoor
Storytelling Games
Fantasy Heartbreakers
Indies of Note
Otherworld Creations
Fred Hicks – Marketeer
One Bad Egg
Posted in Reviews | Leave a comment

Designers & Dragons

While perusing the Mongoose booth at GenCon I came upon a large black hardcover book, Designers & Dragons. This is a huge 438 page hardback book that covers the history of the RPG industry. That’s a tall order however the book certainly succeeds. It’s a very readable history of the various companies and trends in the RPG industry from it’s proto-history to the present day. It covers the history of roughly 50 companies in a major way and has 1/2 to full page histories of quite a few more. The author points out that he is trying to cover the major movers & shakers, either by size or by innovation, and he doesn’t try to cover all of the publishers who released one or two books and then disappeared … unless they had a major impact on the industry.The book is broken down in to seven sections, roughly based on the various trends in the industry. Part 1, at 30 pages or so, covers TSR and the beginnings of the industry. We get all the details of the creation story, the various major staffing and policy changes, and the political issues inside, and how TSR weathered the various storms throughout it’s history. Major products and releases for each company are covered, as is some mention of supplements, however the book is not a catalog of the individual publications. Staff move around and jump from company to company while the companies themselves merge, buy each other, and then break apart again.

That basic formula is followed through the other six sections of the book: first wave, second wave, third wave, the CCG years, the D20 years, and the Indie revolution. Interspersed throughout the histories are sidebar mini-histories of related game companies and breakouts on other interesting areas. TSR & WOTZ get about 30 pages each, while Yaquinto gets about 2 pages, and mini-histories might get a half page to a page. Some of the interesting breakouts cover the history of RPG fiction, the publication history of Blackmoor , Greyhawk, the Wilderlands, and Kalibruhn, and the role of computer games and the internet on the publishers.

How the companies used their magazines as house organs or as general product was something I found very interesting. In addition, the issues related with the Canadian & English publishers was very interesting as well. This just came up again recently when I saw a video of an English gentleman railing on D&D and extolling the virtues of Runequest. This book covers the reasons why Runequest, and a few other games, are more popular in the UK than in the US.

I can’t recommend this history enough. It’s a fabulous read and has absolutely consumed my time for the last week. The author promises more to come at http://www.rpg.net/columns/designers-an … ons1.phtml. It appears that my copy is a pre-relase for GenCon, and the general printing is still to come.

This is available as a bundle on DriveThru.

https://www.drivethrurpg.com/product/141205/Designers–Dragons-The-Complete-Set-BUNDLE?affiliate_id=1892600

Here’s a list of the major sections:

Part 1 – TSR

Part 2 First Wave
FBI
Games Workshop
GDW
Judges Guild
Fantasy Games Unlimited
Metagaming Concepts
Chaosium

P3 – Second Wave
SPI
Steve Jackson Games
Task Force Games
FASA
Gamelords
ICE
HERO
Palladium
Yaquinto
Mayfair
Bard
Avalon Hill
Columbia
West End
Pacesetter

P4 Third Wave
Skyrealms Publishing
Digist Group Publications
R Talsorian
White Wolf
Lion Rampant
New Infinities
Creations Unlimited
Pagan Publishing
Atlas Games
AEG
Phage Pree
Dream Pod 9

P5 – CCG Years
WOTC
Hogshead
Kenzer & Co
Last Unicorn
Grey Ghost
Holistic Design
Pinnacle Entertainment
Imperium
Guardians of Order
Eden
FFG
Margaret Weis
Green Knight
Issaries

P6 D20 Years
Necromancer
Green ROnin
Troll Lord
Pelgrane
Goodman
Privateer
Mongoose
Adept
Paizo

P7 – Indi Revolution?
Evil Hat
Cubicle 7
Catalyst

Mini-histories & Breakouts
Wee Warriors
D&D&Computers
Greyhawk
Adventure Games
Worlds of Warhammer
EDU-Wares Space Games
Settings – Wilderlands
Different Worlds Magazine
Different Worlds Publications
Impressions Advertising
STrategy & Tactics Magazine
Fiction of Starfire
Amarillo Design Bureau
Great Licenses – SF
Little Soldier Games
Phoenix Games
Great License – Fantasy
Comics
Morrigan Press
Avalon Hill COmputer Games
Kelestia Productions
Eon Products
54 40 Orphyte
Fiery Dragon
Jefferson Swycaffer & the Rise of RPG Fiction
Settings – Kalibruhn
Eos Press
Arc Dream Publishing
Daedalus Entertainment
Ars Magica Fanzines
Crafty Games
Nightfall Games
D20 Firsts
Netbooks
Decipher
Glorantha Fanzines
Moon Design
Retroclones
Ronin Arts
Hekaforge Productions
Settings – Blackmoor
Storytelling Games
Fantasy Heartbreakers
Indies of Note
Otherworld Creations
Fred Hicks – Marketeer
One Bad Egg

Posted in Reviews | Leave a comment

AA#19 – Secret of the Callair Hills

The Secret of the Callair Hills is a small 12 page adventure for the OSRIC system. This is a stand-alone adventure for 4-6 characters of levels 3-5. It should be fairly simple to drop this in to any standard fantasy world. The major opponents are undead and some vermin, with a few wild animals and bandits thrown in on the Wandering Monsters table. Goblins and Ogres also show up in the wandering table. While this is certainly personal preference, I like the creature allotment; it mostly makes sense to me. Undead, animals, vermin and humans are what I like to see liberally scattered about. The humanoids only show up on the wandering table so I can excuse their presence. We get one new monster in the back; a half page description of a level 5 Barrow Lord undead beastie. Again, this is a good thing: bad guys should be new & unique to add a good deal of mystery to the game. There’s no easier way to freak out a PC then drop in a new creature without unknown attacks & vulnerabilities.

Twelve pages isn’t a lot. An ad and the license take up two pages in the back and one more is taken up with the table of contents. Another is burned by the maps, leaving us eight pages, the same size as TSR G1/Steading of the Hill Giant Chief. Quite a challenge. We first get about a half page of history and background on the situation. I appreciate this brevity; I don’t need a five page history of what our bad guy had for breakfast and the twelve empires that rose & fell prior to the PC’s showing up. And as for that bad guy and history …

It immediately put me on guard. I don’t need social conscious shoved down my throat during my fantasy RPG. Recycler orcs, evil zookeepers and noble savages belong in Sophie’s Choice the RPG, not my fantasy RPG. I must now eat my words since this time it does fit nicely in to the plot. You see we are faced with a group analogous to the American Indians. Noble savages who do great things until the evil settlers show up and desecrate their burial grounds with agriculture. Our noble savages are wiped out when they protest. See? My knee-jerk is an eye-roll. A thousand years later new settlers show up on the abandoned land and start farming. Eventually they start to show up murdered in their farms. Nothing is taken and nothing is pillaged. We’re given about a half-page of information on getting the PC’s involved; a couple of hooks and a sample murder-cabin/farm.

The adventure proper is then launched in to. It works out to be a wilderness with scattered farms (working, abandoned, and murdered) with abandoned towers and burial mounds/barrows. There’s a simple abandoned fort and the evil bad guys barrow as well. The PC’s will spend their time crawling over the wilderness poking in to these objects. The core wilderness is about 23 miles wide, with the ‘barrowfields’ being about 12 miles wide. The wandering table is a little sparse in my opinion for this size of table, especially when wanderers are checked for every hour during the day (1 on a d6) and every hour during the night (1 on a d8.) Nighttime encounters will only be with lesser barrow spirits, of which there are a limited number. My opinions here may be flawed, which may come out in actual play.

Eventually the players will stumble on the main barrow and confront the ancient hero who still guards his land. If the PC’s have been respectful of the other barrows, and can speak his language (the mage DID memorize a comprehend languages spell, didn’t they? It’s OSR so they should have … ) then our Barrow Lord can be convinced that he is mistaken in his murderous quest and things can end peacefully. In all likelihood though the PC’s didn’t realize they were dealing with wronged noble savages and looted the tombs, which is just gonna piss off our Barrow Lord and force him to attack in a blind rage. Oh well, that’s what they make longswords & oil for!

I can’t decide about this product. On a very superficial level it’s a pretty bland wilderness adventure with a bad guy in a small lair at the end. But then again, the bag guy isn’t actually bad, he’s just misunderstood. That, along with a realistic (and brief) portrayal of barrows, is interesting. Then again, by ‘misunderstood’ I actually mean ‘running around murdering innocent farmers’ and I’m playing an RPG, not performing a historical LARP. It may be interesting however to insert some of the barrows from the MERP supplement ‘Bree & the Barrow Downs’ in to this to provide some more flavor & color.

This is available on DriveThru.

https://www.drivethrurpg.com/product/92769/Advanced-Adventures-19-The-Secret-of-the-Callair-Hills?affiliate_id=1892600

Posted in Reviews | Leave a comment

SF2 – Burning Desires

This is the second adventure in the Splinters of Faith adventure path and is for a group of characters from 2-4 level. The overall quest is restore an object known as the Scepter of Faiths. Each step along the way the party visits the temple of different faith with adventure associated with it, and I assume there will be a couple of more at the end during the which the big bad wolf/Evil High Priest is confronted. The temple portion is associated with the adventure path however the associated adventure it independent of the the adventure path, allowing it to be dropped in as a one-shot.

The module is about 20 pages long and is designed for a party of 2-4th level characters. There’s a license and add in the page, which long with the credits and table of contents eat up five pages. That leaves us five pages for the description of the temple compound, 2.5 for the wilderness description and background, and six pages of keyed encounters.

What we have is a dwarven temple compound. It’s a circular fortress temple, and, being dwarves, they have a mystic forge. The forge is supposed to have four mystical magic items, one for each element, however two are missing. One has been missing for a very long time and one has just recently gone missing. The second one is instrumental for the adventure path, and is the basis for the wilderness adventure that composes the second half of the module. The temple is clearly well laid out, from the map design, however the temple is rather blandly described. The theft of the mystic flame, the second item, involves a couple of clues in the temple, but again, it’s a little tenuous and a little bland. Fortunately, this turns around in the wilderness adventure.

The second half is a journey through a swamp to find the thief and the mystic flame. The swamp calls for a wandering monster check every three hours. a d20 is rolled and a result of 1-13 indicates an encounter, with about three of those being rather benign. The party will cover about one swamp hex an hour on rafts, so about every three hexes there will be a wanderer roll, with abut 50-50 chance of encountering monsters. The swamp is also rather large, covering a full map page, meaning the party will spend a lot of time in the swamp and hit lots of wanderers. The map is sprinkled with encounters, some brief and some more in-depth. Notably, a keyed encounter is missing from the map, Giant Frogs, which is the only serious error. Also, notably, is that about of the dry land islands in the swamp are populated with crocodiles. 8 crocs on each of them. Each croc is 3 HD. Ouch! I hope the party knows when run! I don’t really have a problem with overpowering encounters, especially in OSR modules, in fact it’s probably a plus.

There are two areas detailed in a bit more depth. One is a sunken temple complex with some undead in it. It’s briefly described, but with a little GM imagination it could prove a creepy place to explore, even though it only has six or so rooms. The second are the mud-tunnels of the giant crayfish, where our evil bad guy is hanging out. I have to say, this fires my imagination. The encounters are not really evocative in either place, but the description are: “sunken temple” and “mud tunnels of the giant crayfish” are both great encounter descriptions.

This is a solid adventure, and the journey through the swamp is nice. With a little GM work to fire some additional details in the encounters then it could be upgraded to a great & memorable adventure.

This is available on DriveThru.

https://www.drivethrurpg.com/product/85082/Splinters-of-Faith-2-Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Reviews | Leave a comment

Q2 – Eruptor’s Vengeance

Q2 Eruptor’s Vengeance is the second in the Pacesetter Games Quick-Play series. These series of modules are meant to be played in a single session or two. This particular adventure is for a group of characters from levels 2-4. This particular module has 14 pages, plus two more usable pages from the insides of the module cover. We cover contains a map of the cave system on one page and the stats for the various monsters on the second page. There’s a page of ads, one for the license, another that cover the table of contents and credits, another that has a page of 7 pre-gens, and finally one that contains a write-up of two new monsters. That leaves us nine pages for the core of the module, one of which is background information and another of which is the pre-cave encounter. That leaves us five pages for the 8 keyed encounters.

The adventure is a simple one that is chock full of possibilities: a dragon just died. The party, drawn by the smell of death in the air, stumbles upon the scene of a great battle in the wilderness. A dragon lies dead surrounded by the bodies of the group that killed it, and it looks like it JUST happened. Like any good vultures the characters will certainly search the bodies and find there a map to a dragons lair. The very dragon that lies dead in front of them. At this point every PC’s eyes should be glazed over with GREED. An unguarded dragon hoard … their for the taking. The two new creatures include a Dropper, a pointed stone-like creature which waits it’s entire life on a ceiling to drop on something walking underneath. Finally there is a Drake, a shape-changing reptilian creature that comes in different colors.

While there are only eight keyed encounters they are very well done and imaginative. If I take the definition liberally then there are seven or eight tricks/traps, including an interesting betrayal that I found particularly evocative. For it’s size this is a rather interesting little crawl, thanks in large part to the traps & tricks that generally do double duty in rooms. A room may have a ‘normal’ encounter and then it also has the trick/trap also, which usually doesn’t happen during the core encounter. You don’t need to be worried about the hoard unbalancing the campaign; there’s a good explanation for the reduced amount.

This is a great little adventure full of OSR spirit. A good premise, tricks, traps, factions, the module would have it all if the map was more complex, but then it wouldn’t be a quick-play module, would it? I have no qualms recommending this.
Let me tack on this: What if you, the DM, respec’d this to be for a group of 1st level characters and placed the most awesome dragon hoard ever? One that makes Smaugs look like a kobold purse? At LEAST four of every magic item in the 1E DMG, and several artifacts to boot. Of course, as the dwarves learned, news of a dragons demise spreads rapidly, and every wannabe demi-god and demon-prince is going to hunt the PC’s to find out where the hoard is … You’ve got riches & items beyond the dreams of avarice, but can you keep them? Now THAT’s a campaign!

Posted in Reviews | Leave a comment