Monday, April 24, 2017

Gravesand Beach - One Page Dungeon

It's been a long time since I did one of these - a one page dungeon.  Here it is a terrible place infested with the spirits of murdered few reavers, now transformed into gull-like avian horrors and the wreck of their giant turtle fortress, now home to a Sea Wyrm with plans and a clock collection.

I should note that this is my entry for the One Page Dungeon Contest this year.

HERE'S THE ONE PAGE PDF



Friday, April 21, 2017

Review S1 - Tomb of Horrors - Gygax at his most Gygaxian

TOMB OF HORRORS - RECENT INTEREST

Tomb of Horrors is a high level (8th -14th) AD&D adventure written in 1975 (published in 1978) by Gary Gygax.  In the past several years gotten a bit of press, being the D&D dungeon cited in Ernest Cline's novel "Ready Player One" and a while back the subject of a highly critical blog post over at John Wick Presents. The Alexandrian strongly disagrees with the Wick assessment, pointing out inaccuracies in the initial review.  Even more recently Tomb Of Horrors is one of the old adventures adapted (apparently without much change) to Fifth Edition. For me the question remains...

That's the first Tomb of Horrors cover.
"Is Tomb of Horrors useful and how?"

I want to address the standard complaint about Tomb of Horrors - the mythology that it is the most terrible and unfair killer of characters ever written. I don't think this is true, I'm sure plenty an antagonistic GM has made worse, but complaints aren't in a vacuum, and in general they are likely based on experience with the adventure.  Complaints about what some GM's will do to their players and how well Tomb of Horrors allows them to do it. Imagine one played Tomb of Horrors in some retro-nostalgic 80's suburban rec room, eating pizza combos and drinking grape Shasta soda into the nights of a long summer weekend - and the game went wrong ... that beloved dwarf fighter you'd raised from level one to twelve dies to some stupid trap that the GM totally encouraged you to test, even withholding key description. Then the rest of the party dies as well, picked off by traps and ultimately the lich thing at the end that they can't seem to harm. Some punches might have been thrown and the latent sadism and martinet pettifoggery of that kid who always wanted GM was to blame.  Now imagine how your 80's rec room child GM likely ran things, it was likely antagonistic, and more then normal on those particular nights - because you were playing Tomb of Horrors, the baddest dungeon penned by Gary Gygax, the game's inventor, designed for tournament play.   Imagine this with the gullibilty of an early 80's youth, with a conviction that one's hobbies have heights of virtuosity and heroes - that tabletop games aren't quite a game but an entire world of imagination.  This sort of scenario seems to me less justification for a loathing of Tomb of Horrors then a cautionary tale with the moral that playing games in a mean manner tends to annoy one's friends and that 12 year-olds are cruel.  There still remains a more objective question about the module however, does Tomb of Horrors encourage antagonistic GMing, and even if it doesn't is it interesting?

Tomb of Horrors is of course an early D&D module, written by Gary Gygax for characters levels 9-14 (there are some lower leveled demi-human characters provided as well, but they are dual, or even triple classed).  With 33 keyed areas it's not a huge adventure by old school standards, and the areas are generally more carefully described then in many modules of its era, likely due to the number of traps within.  Originally designed as a tournament module in 1975 it seems clearly targeted as a 'one-shot' adventure.

The upshot of all this?  Tomb of Horrors can be run as a terrible adventure lacking in fun.  The  real question is can it be run in some other way or is there something inherently badly designed about the adventure?

Wednesday, April 19, 2017

Mortzengerstrum the Mad Manticore of the Prismatic Peak - Review


MORTZENGERSTRUM THE MAD MANTICORE
OF THE PRISMATIC PEAK

A few days ago Trey of Sorcerer’s Skull and Hydra Collective released their first site based adventure for Causey’s gonzo fantasy setting “The Lands of Azuth”. Mortzengerstrum the Mad Manticore of Prismatic Peak is a forty page PDF with an adventure and a few extras designed for Fifth Edition D&D and a jolly, bright presentation.  It’s packed with great, cartoony art that compliments the setting by Jeff Call who also seems to have enjoyed himself and added a few special treats (like a centerfold ‘board game’ version of the adventure). I should mention that a map I drew some time ago is included as extra setting material in the PDF version, but I promise I’m not self-promoting as all I got for the map (and all I wanted) was a copy of the adventure PDF to read and review.

Two things come to mind when looking at Prismatic Peak, and thinking about the current ‘OSR’ or ‘DIY D&D’ subculture.  First is the problem or question of ‘personalities’ and second the perennial issue of fidelity to the implied setting of D&D.  Trey and Sorcerer’s Skull are not a ‘personality’ in the DIY D&D scene, but they should be a presence - Sorcerer’s Skull has been one of the most consistently updated blogs about fun and strange imaginative table-top games since I started playing again in 2011, and Trey’s published works (most recently Strange Stars, but most notably for me Weird Adventures) are consistently high quality, and consistently approachable.  They aren’t complexly written, difficult and literary like some other authors, but they are written with verve, humor and a deep well of pop cultural appreciation.  None of these products or their author courts controversy, either to stir up sales or out of some personal need for drama, but the product is still well-crafted with a unique authorial voice.  I think Trey’s attitude is well paired with the Hydra CoOp, who have consistently produced high quality location based adventure books that remain playful and unique while not abandoning the traditional ‘mood’ or play-forms of classic D&D.

Sunday, April 16, 2017

Veins of the Earth - A Review

The Underdark

I was reading and reviewing Wizard of the Coast’s
Out of the Abyss, which is fundamentally a decent campaign book about the Underdark.  It’s likely the best that Wizard’s has produced for 5E, but that means that compared to the recently, long rumored and carefully produced Veins of the Earth by Patrick Stuart and Scrap Princess (with help from Jez Gordon) published by Lamentations of the Flame Princess it’s 255 pages of flabby, dead writing, dull illustration and unimaginative drosk.  This isn’t to say Out of the Abyss is bad, it’s got some great bits, and tries hard to bring the weird and evocatively wonderful to 5th edition D&D, it’s just that it’s written by a committee of people with worse vocabularies, weaker minds, lesser imaginations and far far less love for their creation then the author and artist of Veins of the Earth.  Out of the Abyss isn’t a waste, but it won’t make you think, feel and want to run an Underdark game the way Veins of the Earth will.


This just seems appropriate

I am unsure about the quality of the physical book, though knowing the work that Lamentations of the Flame Princess puts into its physical products I suspect it’s very good.  The PDF is serviceable, though displaying as a double page spread and using a clear, but somewhat degraded typeface means one has to enlarge it a fair bit to read, scrolling about in a 350 plus page PDF.  I appreciate that unlike many DIY projects Veins of the Earth doesn’t use giant lettering and a few paragraph per page however, layout is clear and breaks the dense text up into nice manageable chunks.  The real hero here appears to be Jez Gordon, who has consistently provided both excellent art (he is not the artist for Veins) and stellar layout on everything he’s been involved in.  Scrap Princess’ art in Veins of the Earth is also excellent, and it’s consistency and volume is a fine compliment to the text, whose gestural, primal boldness conceals details of Veins’ dark underworld while inspiring the reader with shapes and an overall sense of frenzied, jagged, contrast.

Thursday, March 23, 2017

A fun little map

I drew this little map the other day during a session of Hill Cantons where during the sack of a minor city state by an army of aggrieved war bears the party ran down the city's recently deposed Czernobog/demon worshiping ruler along with a cadre of his fanatical warriors (dressed in absurd bronze and black iron harness, horned helmets and fur topped boots) in the ritual caves beneath the city.  The party was blasted with a fireball, and had terrible luck with initiative, but eventually stabbed, choked and hacked the wizard king to death without losing a member (though there were some rolls on the unforgiving death and dismemberment table).

Here's the map...


or if one likes a more classic feel...




This is Ironspire Island - a mysterious outcropping less then two miles long (hexes seem useless to me here - but hey, tradition) in the balmy seas off the Feral Shore.  It has not been explored as despite its interesting features, including the mysterious iron spires on its Eastern hill, the island is infested with zombies in the swarming hundreds - maybe even thousands.  A mystery of the Hill Cantons that I hope this map will encourage its players and Gm to explore.

Tuesday, March 21, 2017

Gongburg Solitudes


So there's this thing where people post hex maps up on Google Plus and then others come along and fill in various Hexes to create a complex hex map.  Of late Save vs. Total Party Kill has put together a nice little script that prepares these hex collections for display and use in a nice online format. The other night I ended up drawing this hex map below for kicks and posted it.  Apparently it didn't inspire, so I ended up filling in most of the hexes and creating the "Gongburg Solitudes" a Fallen Empire sort of small region.   

Gongburg and Environs

"The Gongburg Solitudes are are forsaken hinterland somewhere West of the Capital, South of the Pine Hells and East of the Black Shoals. Forgotten by men a place between others along the decaying Imperial Highway, the Solitudes are officially ungoverned and without significant military force or even patrols. Given their own forgotten and moribund condition, the Solitudes are a fine place to hide from revenge or justice, but like most abandoned baronies of the Empire they are haunted by their past, and secretly rich in once discarded wealth. Marble and wool could make the Solitudes a productive demesne, if they were governed by men and women of sense and vision - something utterly lacking in these fallen times."

Thursday, February 23, 2017

Strange Stars - OSR - A REVIEW

So a while back Trey Causey of Sorcerer's Skull Released "Strange Stars" a " setting for any game where modern transhuman science fiction meets classic 70s space opera." It was a pretty good all purpose supplement about a very "Star Wars" (or perhaps more "Ice Pirates") meets Ian Banks' Culture Novels or Lecke's Ancillary universe and it was followed shortly by a FATE mechanics book for the setting written by John Till. I know nothing about FATE so I can't comment on that one, but recently Trey and Hydra Cooperative put out Strange Stars OSR.  I think I know OSR and I even know Stars Without Numbers, which is a slightly crunchy (Optional DM facing crunch - it's fine) version of space Dungeons & Dragons using the contentions of the 1980's Basic & Expert books ('B/X' or Red and Blue Box).


Interior Sample of Strange Stars OSR

I also know Trey, in an internet acquaintance way, and think he's one of the best people working in the OSR gaming scene (though I don't think he'd consider himself OSR exactly, even if I think he's running a Wizard of OZesque 5e campaign or maybe a B/X Planet of the Apes game these days), who doesn't get nearly the credit he deserves.  Not only is Mr. Causey's blog always updating with something interesting to say (though often about comics or sci-fi movies, and usually fairly short), but it has been for years.  Mr. Causey's earlier works regarding "The City" are a phenomenal setting that was one of the early departures in the tabletop revival blogging scene from vintage rules recreation.  "The City" is detailed in "Weird Adventures" and is a 1920's weird fantasy New York attached to a Weird fantasy America and world.  It is amazingly well done, pulling from a rich well of popular culture and geek culture to create a truly inspiring and darkly humorous setting.  The folks at Hydra Cooperative are also pretty excellent, and produce high quality works, so I have a great deal of fondness for both author and publisher - but still I bought this PDF ($5.55) with my own money and so I promise to be critical of it where it's deserved.

Thursday, February 16, 2017

In the City at Night - Trade your Dreams for Tawdry Fashion

Pennington -Year One
The Capital is eternal, possessing the hubris of something that is, and it's 2,800 year history of continuous metropolitan occupation gives it some claim to being the largest, longest continuously occupied human city in the world, unless some poor bastards still cling to something akin to life in the blasted cities of the Imperial Heart Provinces. Still discounting bone singers, the Capital was a bustling city of high industry when the Papacy of the Red Sun's was truly the scattering of nomadic cattle raiding tribes that Imperial propaganda still paints it as.  Only Far Vehisu claims a longer history, and far Vehisu also claims to have been founded a thousand years in the future.

With great age, comes a deep, wide detritus of knowledge and a deeper one of trash. Much of the Capital's trash is magic, and some is still useful.  Below is a 2D20 table of magic items that may be found in the Capital.  The items shown are varied, but tends towards the less martial and more esoteric functions as conflict in the Capital is just as often whispered intimations in a dusty salon as it is knives under a canal bridge.