Wednesday, December 7, 2016

Review: H1 Bloodstone Pass

Here is another review of an old adventure from my collection.

For more, see my reviews page.




by Douglas Niles and Michael Dobson
TSR 1985
$4.99 in PDF

Bloodstone Pass was the first adventure module written specifically for the Battlesystem rules system. If you don't know Battlesystem, it was a mass combat system for AD&D, with counters representing from 1:1 (heroes) to 10:1 (fodder-types) figures per counter. It basically let you play out tabletop-wargame style battles that were fully compatible with the AD&D rules, just by adding a few abstractions and stats to deal with masses of troops at once. The boxed set came with some battles, but H1 Bloodstone Pass came out with a campaign.

It is set in the Forgotten Realms, between Vaasa and Damara. To be strictly accurate, it's set in a pass between those lands, but it doesn't mention the Forgotten Realms. I've never been clear if those were always part of the canonical setting and just preceded it, or were added in to accommodate these lands. The module treats them largely as names.

The adventure setup is one that screams out for pre-gens: the PCs are refugees from war. They've lost the majority of their hard-won magic items, all but a few coins in their pockets, and all of their holdings, henchmen, hirelings, followers, and titles. They're destitute, or at least as destitute as high-level adventurers with a couple of choice magic items can be - opportunity knocks. I say pregens because I've rarely met a player willing to accept "you've lost everything and you're starting over" gracefully.

The PCs get caught up in a Seven Samurai-esque situation. After a place-setting encounter with a traveling menagerie that needs assistance, the PCs get recruited for 5 silver a day (that's 1/4 of a gp) to come help a village fight bandits.

The bandits turn out to be the spearhead of an evil army with appropriately high-level backing. The village naturally has a cast of characters, a beautiful woman to romance, an aging leader to impress, a stern cleric to wear down into friendship, and so on. Most of them seem to come right out of central casting, but here it adds rather than detracts. If you're going to be wandering heroes on the rebound recruited by a village for a pittance to fight evil, don't you want the rest of the staples of the fiction?

The adventure has a series of encounters that can lead to conflict or alliance, profit or loss, and determine how much the village can draw on nearby communities for aid. They're pretty interesting, but also a bit obvious. Players willing to take small chances and be heroic will do fine. Players unwilling to take risks and suspicious of traps at every turn will be safer but lose out.

The actual Battlesystem battles are interesting - they escalate believably, and include at least one challenging battle that really takes advantage of the enemy's magic and the weakness of the good side. It all functions on a timeline, giving the PCs a limited time to organize the army, build defenses, deal with challenges within the village (and roleplay them out, naturally), recruit allies, and so on. It's a tight schedule, and the picklist of things to do adds up to more time than the PCs will have.

The enemy forces are pretty straightforward, but include plenty of mid-to-high level heroes and leaders for the PCs to tangle with. They neither feel overwhelmingly powerful nor too weak to challenge high-level PCs.

The adventure came with new (and more attractive) die-cut counter sheets for Battlesystem, fold-up houses for the village, pre-filled out roster sheets. Even the pregenerated PCs come as front-and-back printed roster sheets. The module has a solid series of tables to determine the villagers as needed, and maps of specifically interesting buildings. There is also a map of the area and a map of the bad guy's camp.

Overall, the adventure is straightforward but well done. Impress the recruiters with an unrelated task, get recruited, find some allies, fight the bandits, and then fight the final battle royale. All well done.

How is it for GURPS?

This might do well with GURPS Mass Combat, if you modify it with Tactical Mass Combat, both by David Pulver. Straight-up, the intent is to play out battles. The battles aren't a backdrop for adventuring, but rather adventuring is a backdrop to war. Characters set up primarily for individual adventures, and players uninterested in winning a tabletop battle, will struggle with this regardless of system. The smaller-area largely tactical nature of GURPS spells will mean the battle is more about soldier vs. soldier than in AD&D. That will apply equally to both sides, however, and should even out.

Overall: It's a very good adventure for Battlesystem and AD&D. It does its job, and is well set up to provide a GM with all the detail needed to run the village and the war, and for the PCs to deal with the village and win that war. It's one of the better modules I ever purchased, and it's so very different from the rest.

War Stories: I played this adventure when it came out. I didn't run it, I played it solo. That might seem strange, but honestly, for Battlesystem, did I really need a DM or an opponent? I just ran both sides ruthlessly and saw who won. In my case, the PCs did, mostly because I think the field was a little slanted toward them. If you make the right choices you can make the peasant army into a pretty tough force, and if you're willing to dump magic quickly and furiously you can reduce losses pretty effectively. I really enjoyed playing out the series of battles.

The counters it came with still see action as individual orcs, peasants, swordsman, archer, etc. in my current games. I'd play this again, given a solid chance, but I'm not sure I'd run it. I don't have a group right now that seems really into playing all-day tabletop wargame after wargame.

Tuesday, December 6, 2016

Review: DCC #73: Emirikol Was Framed!

I like to review gaming materials I enjoyed, or found useful. This is one I enjoyed reading, and I expect I'll use chunks of it in my own games.

For my consolidated list of reviews, please see my reviews page.




by Michael Curtis
20 pages
GMG5074 Goodman Games 2012
$6.99 PDF

Emirikol Was Framed is an adventure for 4th-level Dungeon Crawl Classics RPG characters. The back cover text pretty much has this covered:

"The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious…or lose their very souls in the attempt?"

I had two initial negative reactions to this adventure.

#1: It's based an iconic piece of D&D art by David A. Trampier in the DMG . . . but it goes ahead and changes that art. It's not Emirikol the Chaotic rampaging through town for some unknown reason, it's Emirikol the Chaotic rampaging through town accompanied by a bunch of crossbow-toting winged apes. So it's putting the adventure to a changed piece of art. It felt like changing the Mona Lisa smile to a fanged smirk and basing an adventure on that. No matter how good the adventure, you're trying to play off the imagery of an existing piece of art and the weight it brings to the table . . . it'll be tough to live up to at best.

#2: The title is a dead giveaway for the adventure. It doesn't spell out the plot word for word, but it may as well. Even knowing I own an adventure called "Emirikol Was Framed," or that one exists, if I introduce Emirikol as the target of some adventure, you should be looking for a frame-up. Had it been "Against Emirikol" or something like that, well, a frame-up would at least be a surprise.

After reading it, these both still hold. I'd need a name change and a partial re-skin to run this with any hope of surprise. All of that said, is a very good adventure.

The adventure starts in town, and quickly moves to the tower of Emirikol. The tower is a dangerous place to get in to, and to get around. It's an ever-changing tower outside and a dimension-ignoring mess of rooms inside. So Room A and B might connect, and B to C, but they don't always connect up and down, or fit side-to-side, or any of that. It's basically a pointcrawl, which is probably the best way to run a non-Euclidean dungeon.

The map is attractive but I had some trouble following it at first - I'd recommend printing it out and color-coding it. Mine is a hardcopy, so I'd copy mine first. But it needs some reinforcement to make it visually pop out as useful information. Clear labels of where portals go are already on the map, though, so it's not that the map is poor, just that color will make it more easily useful.

The plot is interesting, and its potential ultimate resolution(s) are also interesting. It's a good chance for adventurers to be adventurers, but also for smart players to find their own solution. There is even a well-done load-bearing monster in the adventure, so you have to be a bit careful just rampaging around if you don't like fleeing as the wizard's lair collapses behind you Hollywood style. It even has a nice setup for using several characters in a recurring fashion, if you so wish.

The magical treasures includes a very interesting magical sword. It's one of those weapons you will love to have as a player but your PC might regret having, much like the weapons of White Plume Mountain.

The art is also quite good - at worst interesting and useful, at best evocative and great as player handouts. "THIS happens to you!" kind of art. Several of the more difficult-to-easily describe or better seen than heard encounters have illustrations, which helps immensely.

The adventure also has a new spell (which takes a whole page, DCC-style) and a 1/2 page table and associated rules for dealing with a fight when the PCs are spectators. Several unique-to-Emirikol's-tower monsters also exist, which could be useful elsewhere or after the adventure is played.

How is it for GURPS?

It would probably work well for GURPS. The fights generally aren't against masses of fodder, which work better in DnD clones than in GURPS. Enough detail is given to assign out stats to everything you need, and even a cursory knowledge of DnD-based systems would let you turn the various monsters and the titular wizard into GURPS stats.

Overall: As much I wish the name wasn't Plot McGivaway, and my gut reaction to the cover art vs. my own imagery of the original piece, this is good stuff. It's tight, it's fun without being purely funhouse, and the PCs have real opportunities and real danger to face. And like the DCC line in general, it's atmospheric as can be.

Monday, December 5, 2016

Last 24 Hours for Dungeon Grappling

We're into the last 24 hours for Douglas Cole's Kickstarter for Dungeon Grappling.



At this point, it's still $5 for a copy of the PDF, somewhat more for a print-on-demand copy shipped to you.

It will be:

- full of art

- full-color art, at that, hopefully including this (which would make a great cover, actually, for either this book or an album by an obscure metal band that did a Beowulf concept album.)



The rules cover everything from old-school D&D compatible rules to Pathfinder and D&D5, and they're good. They make grappling interesting, viable, and fun. "I grab him!" is no longer an I win button, an I choose to lose button, a game-derailing moment that forces books to be cracked open, or any of that sort. It's direct and interesting and a balanced choice.

Don't overlook this - $5 gets you a lot of book, for a lot of systems, which a simple and elegant rules set within it.

Sunday, December 4, 2016

DF Felltower: Magic Item Price Increase

Recently I quietly got rid of most $1 per energy items in my GURPS Dungeon Fantasy game in favor of $20/energy and $33/energy costs.

I kept the requirement that magical weapons and armor have cost-positive prefixes to hold a magical charge.

This suddenly means that:

Fortify +1 is $1,000 for a full suit.

Lighten 25% is $2,000 for a full suit.

Cornucopia Quivers are $2,010, not $110.

I didn't change the prices of projectiles, though - they're still as cheap as can be - but they're largely one-shot items

Secondly, I've downrated the availability of most magic items for purchase. This is besides the changes such as getting rid of the Power enchantment and making more things Always On. What this means is that it's harder to special order magic items, there isn't an expectation that something will be enchanted in town automatically, and that magic items are more of a found rarity than a purchased one.

The basic stuff in Adventurers will largely be available. I don't mind if people want to spend $10K getting +2 Deflect on a shield or $5,000 getting +1 Puissance on a sword. That's fine. The time requirement will still apply - so you can't just get your axe or mace enchanted quickly between delves - but it can be done.


Why?

For a few reasons. This has long been on my list of things I'd have done differently. Why the change, though?

Because I'd really prefer magic items be found in the dungeon, not purchased cheaply in town. I'd like mundane equipment to actually be useful and sensible purchases. $150 for +1 DR and -25% to weight when a suit of fine armor costs 10x as much as a normal suit means that quality mundane is more expensive than more useful and more effective magic.

It doesn't hurt that the day rate for a bargain henchmen is $30 a day and weekly upkeep is $150. At that pay rate, even they should have magical armor. People don't keep a lot of money on hand because they blow it all on magical gear and then can't afford hirelings. Raising the price won't suddenly put more money in their hands, but making magic a non-trivial cost means you can either get a minor magical boost (Woohoo, +1 DR!) or get a lot of hired help and value in town (Woohoo, +1 DR forever or a henchman for many delves or my weekly upkeep for six weeks?) instead.

I didn't ask my players, I just went ahead and did this. I'd been increasing these costs as new items came up for purchase requests, so I just finished the job. I grandfathered in someone who'd asked months back about one item but otherwise, applied these right away.

My hope is that if the money starts flowing from the depths, and magic items aren't a trivial purchase, one of two things will happen:

- PCs who emphasize maximizing their personal delving power will have to make fewer, better choices over gear.

- PCs who balk at the prices will have effectively more cash to spend on normal equipment, expenses, research, hirelings, carousing, etc. and for reserves in case of disaster. "Effectively" because the amount of money will be the same but the tradeoff will be more even - see my Fortify vs. hirelings and gear and upkeep comparison above.

All this will take is more and deeper delving, of course.

Saturday, December 3, 2016

Erol Otus Basic Set Cover - Image Only

The Erol Otus Shrine put up this great image of the Dungeons & Dragons Basic Set cover, without all of the clutter of title, description, etc.:



My players haven't found this room yet, but it's in Felltower . . .

Friday, December 2, 2016

Use High Powered Monsters Right Away!

In reading some reviews of Volo's Guide to Monsters, I stumbled across one that mentioned the emphasis on lower-powered creatures.* This echoes something I've heard - games spend most of their time closer to "zero" than "hero" so you need more "zero" challenge monsters.

The big, cool, badasss monsters?

They're end-game icing-on-the-cake monsters. Campaign pinnacles. Special moments.

Dungeons first, dragons later, once you're earned them.

I'm guilty of this as well - look at my monsters encountered list in my higher-powered** DF game. Many of them are quite low powered. They turn up the most often. While it's taken forever for my players to fight giant rats, orcs, hobgoblins, goblins, lizard men, newtmen, etc. show up all over the place. Annoying-level oozes slime around the dungeon (and annoying slimes ooze, too.) And stirges, stirges, stirges.

I've tried - a dragon right near an easy access point. Trolls on level 1, along with weapon-resistant gargoyles, packs of wights with an unholy cleric wight, cultists with delver-level offensive firepower, electric jellyfish, a unique demon lord on level 2, etc. etc.



But still, there are so many cool monsters my players have yet to encounter. I'm not trying to husband them for later, but effectively, I have. By putting sufficient obstacles between them I've made them less common.

While I'd like to bill my game as pitting your powerful and capable dungeon delvers against dragons, demon lords, flying eye monsters, ghosts, and elder beings and reaping amazing hoards . . . it's all too often turned into the supermodule DULL1-7 Against the Fodder.

And that's my fault.

I need to get better at using things right away.

Not at the end of a long dungeon where it "fits." Right away. Put a beholder in room 1, and then challenge yourself to make a better boss at the end. Use dragons enough that - like in Skyrim - you never take them too lightly but never too seriously, either. If mind flayers are a thing in your game, use their minions in game one and the flayers in game two. When you need a cool monster later, just make one of the others, cooler.

Our Gamma Terra game is a good example - in the first two sessions we played we fought badders and hoops and a mutant wolverine with a force screen, killed the latter with a torc grenade, and got a warbot. In most games I've played, a warbot is something you read about but never, ever meet. We fly around in one. A death machine? Legend, not reality. They're out there to be encountered. This hasn't made the game worse but better.

The longer you hold off, the more your players are tempted to hold off - it's so tough, let's wait until we're good and ready. The more you're tempted to hold off - it's so special, I don't want to waste it.

No monster is wasted.

No good idea used is wasted.

No challenge is too soon.

Use them right away.

Players? This means you guys too. Go right after the dragons, the demon lords, the nests of vampire lich trolls you've heard about. Don't put them off until "when we're all powerful enough." That'll be never.

I've said much of this before.

This post is as much a reminder to me as it is to you reading it.

Use the cool monsters right the **** now.





And by the way? Same goes for magic items. I'm sorry it took so long for my PCs to find Gram, and then lost it. I should have just put the Machine of Lum the Mad or Blackrazor or the Ring of Jaylin (one of my players will know what I mean) in B2 and let the players have at it.




* That and the fact that norkers were considered, but reject. Dammit, I love norkers. Great name, cool monsters in the original AD&D form, and they make good menaces in GURPS of all power levels.

** Well, DF-standard, erring on the lower powered side of "higher powered." Cut-down race list, cut-down spell list, cut-down item list, cut-down template list, and more grit than heroism. Had I started out lower-powered, I bet it wouldn't be "wipe out this army of orcs" but even smaller change we'd be playing for. The saving grace is that characters were powerful enough that orcs by the pack are time-consuming but not actually threatening.

Thursday, December 1, 2016

New Spell: Rain of Lightning

I mentioned how easy it would be to make a "Rain of" spell for electricity when I was talking druid spells. Here it is:

Rain of Lightning
Area

Miniature bolts of lightning rain from the sky into the area of effect, causing 1d-1 burning damage to all within it. Metal armor provides only DR 1; other armor protects fully. Creatures under the Rain of Lightning take damage on their own turns; halve damage (round down) if less than a full second is spent in the area of effect. Wooden shields may be held overhead as described under Rain of Fire (Magic p. 74); metal shields provide no protection! This spell can only be cast outdoors.

Duration: 1 minute.
Base Cost: 1 to cast (minimum 2). Same cost to maintain. For double base cost, the Rain of Lightning does 2d-2 per second.
Prerequisites: Magery 2 and Lightning.


***

Enjoy.
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