Sunday, April 7, 2013

Ambitious Bugbear Sorcerer Taxidermist Ghost Faker, Part 2

After being my usual blindly-angry-that-things-written-for-children-half-a-decade-ago-are-crap self yesterday about the introduction to the Red Hand of Doom module, we now move on to the actual adventure...

PART ONE


-Exciting restatement of some stuff we already read.


-Players, depending on the dice, get ambushed or would-be-ambushed by a mixed party of hobgoblins with hellhounds.


-Our first designer notes! They just amount to How Hard Should I Make This? advlce.


-One of the orcs is invisible. Those of you who have read my rundown of Greyhawk (or any high-level 3e module) will be less than shocked to hear that invisibility, a power so potent and wyrd that Red Hand's most obvious literary and cinematic stylistic forbearer saw fit to grant it to but one creature at a time and even then only with the help of the most powerful object in its entire mythopoeic structure is being thrown around in the first encounter by some CR 3 yutz. Get used to it.


-The town of Drellin's Ferry and its people are detailed in 29 entries and 3 pages. These reveal: it's a town. The only details even remotely unusual enough to be worth the column inches are:

  • The humble hamlet sells a variety of +1 weapons, magic scrolls and magic services.
  • One of the inns is owned by a thief.
  • One of the stores is owned by an assassin.
The rest takes such a long time to say so little that it could give Undermountain a run for its money. Everyone responsible is a bad person, let's move on.

-So the PCs roll up on the town, meet the town watch and probably don't fight them. Then an NPC shows up, explains the plot and offers them a Quest: there's a titular horde of monsters in the Witchwood (which is a good name for a wood)--slay them.

-Then you gotta see a man in a cabin about a trail. He has pets, which is the worst thing to have after 1999 in D&D because, this being the WOTC era, it necessitates spending another page explaining the CR of the dogs and what happens if the PC fights the dogs and how much cover the logs outside the cabin provide and how many hit points their collars have and Wild Empathy checks and generally takes a rusty grater to your beaten broken battered gamer soul and saws and saws until the visions begin to come and these visions are dark.

-"Wouldn't surprise me if some of the goblins are holed up there. Just the sort of thing damn goblins would do." SERIOUSLY ALL GAME DESIGNERS: STOP WITH THE RUSTIC CABIN BUMPKINS. Rustic cabin bumpkins make everyone's life worse. Yes, this includes the one in Death Frost Doom.

-In a shocking twist, the bumpkin does not like the goblins either and wants to help you find them.

-Hydra in the water under a bridge. Hydras are fun. Fighting on a bridge is fun. Ok.

-"ambitious bugbear sorcerer"

-The gatehouse is partially collapsed, as is a section of wall to the south. A small wooden building sits next to the remains of a long-abandoned garden in front of the structure. The walls surrounding the keep are about fifteen feet high, with a two-story tower looming in the southeast corner of the courtyard within. Large boulders lie strewn amid the ruins of the two watch towers, and a massive humanoid skeleton slumps amid the ruins of the northern one. This skeleton still wears tattered fragments of hide armor, and a large club lies next to one of its bony arms.

I was at the Gore family estate in Virginia once. It looked exactly like that--except the skeleton, of course. It was normal-sized. I think it was Adlai Stevenson.

Anyway, here we are in the gatehouse, which is the main fightin' here.

-An entire column given over to say A warrior was slain by giants here, it is said his ghost still haunts the gathehouse except plus a lot of details that don't affect anything in the game or matter and are boring.

-Now: 5 paragraphs devoted to an empty shack.
...I flip a few pages to see how much longer this chapter is.

-On page 27, some goblins are playing a beetle-eating game. That's fun. This also marks the first original idea in the book.

-There is a manticore in a room and a minotaur in a different room. Also I am listening to the Stones' Sister Morphine right now.

-The ambitious bugbear sorcerer is an amateur taxidermist. He stuffed an owlbear. It's in room 8. What am I dooooing in this plaaaace, whyyyyy does the doctor have no faaaaace?

-Then there is the first awesome thing in the module (and another thing Expedition To The Ruins of Greyhawk should've had) a goblin battleplan picture that the players can actually look at with stuff that matters on it that players can use to plan, interdict and disrupt the upcoming goblin plans in the coming campaign and plus bonus stupid goblin graffiti saying "Death To The Humans!" and all whatnot. Inasmuch as this map may actually be worth paying for, I will only reproduce my favorite part of it here:
-On the roof there's a fake ghost that's just some old dead body rigged up by the bugbear to scare people away because I guess the ambitious bugbear sorcerer amateur taxidermist thought he was a villain in a Scooby Doo cartoon instead of a guy with his own manticore.

-The giants have crude giant tribe territorial marker effigies. That's suitably fucked up.

-Dear secret treasure hoard with extensive backstory: why would giants bother to make Gauntlets of Ogre Power?

-In other news, there's a dragon. He drinks a Potion of Bull's Strength. I'm not entirely certain the authors know what a dragon is.

-He also drinks an invisibility potion.

-Now you're fighting on a bridge. They also seemed to have missed a trick with the monster selection here: the PCs have to demolish the bridge while fighting a young dragon. It'd be way more fun if they had to fight giants here because then the PCs could come up with the idea of trying to trick the giants into smashing the bridge for you with their boulders or their great galumphing stride. The dragon's kinda young and just breaths chlorine gas, not acid, so not up to the task, really.

-The text assumes the players will find the area on the charmingly graffitied battleplan that says "Vast Monster Horde Gathers Here", take a look at it and then run off to warn the townspeople in their path. There are provisions in the module for what is in my experience the most likely course of PC action: the players grab someone's invisibility potion, make a bee-line for the goblin camp and try to identify and assassinate the horde leader outright--but they're in the next section.

-While it doesn't set the world on fire, it's fair to note the book does do a good job of describing how townspeople will react to various things the PCs could say ("There is a horde coming.""By horde you mean like 12 right? Not like 100,000 or anything...."") and when it's time to discuss evacuating Expendableville the various positions the handful of council members' will argue for are concisely represented and cover the plausible spectrum, thus making the pre-Monster Katrina pow-wow an interesting and eminently runnable noncombat. These two bits are by far the most GM-friendly presentation of NPCs and how to deal with them I've seen in a WOTC module.

-There's some encounters provided to harry the town with before the main attack. They're just that: encounters. About as interesting as rolling the encounters randomly would be.

-The chapter ends with the horde rolling up on a wisely evacuated or foolishly defended town. We'll see what happens to PCs who aren't dead or off the rails cooking up schemes to polymorph into goblin wench spies next time in Chapter 2: The Ruins of Rhest...

Basically?

Viewable invasion plan: Good.
Freak out council: Good.
Amateur taxidermy: Something.
The rest: Here. Save some money.
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Saturday, April 6, 2013

Everything I Need To Know I Learned From Tiamat

It was 2006. The Lord of the Rings movies were over. Britney Spears had not yet shaved her head. And there came forth a module: The Red Hand of Doom.

Some said Whoa, a module! WOTC hasn't put out one of those in four years!


Some said Wait, isn't that a Hellboy storyline?

Nope, wrong hand.
Some said Wait, is that Nick Cave? Or Milton?


 "What if the breath that kindled those grim fires, 
Awaked, should blow them into sevenfold rage, 
And plunge us in the flames; or from above 
Should intermitted vengeance arm again
His red right hand to plague us?" 


Nope, wrong hand.

Some said Huh, whuh? Is it any good?

And it is to that fourth host I dedicate the following blog entries.


Let's see what's in here...

Introduction


-Italic text. The head hobgoblin's giving a little St Crispin's Day speech to the troops...


"We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the White  Red Hand of Sauruman Doom we march..."


...it's like that. 


-There's a Temple of Tiamat. I like that. I love Tiamat. Did I ever tell you how much I loved Tiamat? I think I did once. I love her fiercely and unconditionally. Be good to her, Richard Baker and James Jacobs, I am watching you.


- "... the young half-dragon hobgoblin warrior Azarr Kul discovered the abandoned temple and was awed by the teachings of Tiamat he read..." Also, I love that there's teachings. That's a marvelous concept--is "You should incinerate people and then shoot them with poison and lightning, that's what I do" a teaching?


-Basically, war is coming, and there are various missions the party undertakes to weaken the enemy before the final showdown. These sections get chapters:

  • I: You find out there's goblins who want to have a big war. And you fight a dragon.
  • II: You meet some elves. And you fight a dragon.
  • III: You go somewhere and fight someone and there's a lich.
  • IV: Epic battle at Minas Tirith Brindol.
  • V: You take the fight to Mordor the Wyrmsmoke Mountains
-Page 6 has a Tipper Gore Gamer's wet dream: An actual picture of an actual Savage Orc menacing an actual Helpless Female--in an actual Mainstream RPG Product. Come see the violence inherent in the system!! If you look carefully the girl's got a Marilyn Manson streak in her hair.

-Page 6 also has something people with lives might care about--the thing signally missing from Expedition To The Ruins of Greyhawk's Evil Army Slowly Gathering scenario: a motherfucking timeline for the motherfucking bad guys to do their motherfucking plans to motherfucking sweep across the motherfucking landscape plus motherfucking descriptions of motherfucking things the motherfucking players can motherfucking do to motherfucking delay and/or motherfucking disrupt motherfucking it.


-The epic battle is influenced by a victory point system: every time the PCs successfully accomplish a leg of their mission that should affect the fortunes of their foes, they get some victory points which count for their side in the battle. Original or not, it's a good idea.


-There's some advice about distributing magic items. This being from the 3.5 era, it's appalling.


-There's a D100 random terrain-type table that's mathematically identical to what it would've been as a d20 table. Kinda makes you wonder what they teach in Game Designer School. Harmless though.


-4 paragraphs of wholly fantasy-generic local history because why I don't know...


-Did You Know?


Brindol is 81% Human, 8% Halfling, 5% Dwarf, 3% Half Orc, 2% Gnome 1% Elf

Germany is 81% German, 7% Other European, 4% Turk, 2% Asian, 6% Other

Now That You Know, Do You Care?
Oh and it has this picture, which has got to be in the top ten worst D&D pictures ever. Yellowish Rugby Hooligans Of Doom?
-One of the NPC clerics is named Shining Servant Tredora Goldenbrow. Christ. That's like Dungeon World bad.

-Oh and here's Farstrider Terise Whellin. These aren't even pot-smoking names, these are like names you think are a good idea after just smoking some leaves. Just like whatever's in the yard. Whelll-innn. Yeahhhhh.


-Lots of places are described. Some might wonder why the basic strategic skinny on each of these places wasn't written on the map ("Dwarf mines here""Bridge here") instead of just like muddly overlay textures of dirt and rocks, but I've learned not to ask such questions. You might think the descriptions would focus on what you need to remember about each of these places in order to understand the coming adventure rather than, say, what kind of nuts they grow. You would be incorrect.


Oh but it gives a sense of atmosphere and place and... Well, kinda. The place is "a generic eurofantasy place" and, more importantly, if I'm the kind of person bothering to read this I probably have 900 generic eurofantasy places in my head already and as I read these five pages of places I do not know which of the things being told to me is supposed to be important later and which is there because the author thinks I am just plum missing out if I don't know Lake Rhestin used to have houses around it but it doesn't anymore and similar fascinating business about thirty other places.


If it's the engagement of unfolding narrative they want: just reveal these things as they become important. If it's sandboxable reference material, put them after the plot so I don't sit there going "Why are you telling me the folk of Nimon Gap grow apples, pears, and chestnuts while shepherds and goatherds keep their livestock in the heights now of all times? Will there be a quiz? Do I need to know this before I hear about orc plans?". And make the entries shorter.


-Despite all this stuff and spastica Kirin of Old School Hack fame and the guy running me and various members of the D&DW/Pornstars crew through Rappan Athuk every week tells me he ran it and it was epic. So let's remember terrible taste and total organizational failure does not necessarily a bad time make. 

See you next time in Part One: The Witchwood...
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Thursday, April 4, 2013

The Kraal


Frost giants, mastodons, devil swine. Hey look! Another free, collaboratively-made hexcrawl.

Thanks again to Ramanan for doing the heavy lifting on making it web-friendly and thanks to everyone else who donated hexes.
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Wednesday, April 3, 2013

A Little Kimberly Kane Appreciation

Left: Porn. Right: Brand X Official Warner Brothers TV show.
So the press has seemed to notice...

That our Dungeons and Dragons group's barbarian-turned-druid looks like she's going to be a way better Wonder Woman than the mainstream movie people have managed to scrape together.

So I think this calls for a brief moment of Kimberly Kane Appreciation.
Kimberly has been Scully, Beverly Crusher,  Maude Lebowski and a blue alien...
...she's turning into a pretty good photographer...
...missed dinner last night because she was working for the Free Speech Coalition, rolls more 20s than any player I've ever seen...
...and anybody who's seen our D&D show knows she's really good with a lasso



Also, her character sheets are totally metal:


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And, by the admittedly not terribly high standards of the adult film industry, she's pretty professional.

So she did some research, which consisted of coming over to our house and asking Mandy to show her Wonder Woman comics.

So Mandy showed her the George Perez run...
...and Adam Hughes covers...
...and the Justice League cartoon...
..and I told her that the guy who created Wonder Woman was a shrink who invented part of the modern lie detector test who believed in therapeutic bondage to prepare men for a coming female-dominated future and lived with his wife and girlfriend. Which is true.

So, y'know, ClubD&DWithPornStars is doing its part to keep standards high in the world of Movies You Get For Your Birthday From People You're Not Sure Like You.

Cheers.
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Tuesday, April 2, 2013

Some Reasons You Did Not Die Beneath Hex 1709

Dear Monday group,

Ok, one of you did die, but he was first level and he hit that gong, so what did we expect? But the rest of you survived.  Here are a few of the reasons--some you already know and some you may not:

-When you summoned the two-headed spellscarred wartroll, Mandy's was listening in to the hangout and was like "I wanna fight that troll" and brought her 10th level cleric in to help you.

-In theory, old school initiative is a 50-50 proposition. In practice, hours went by before I won one.

-That troll rolled a 2 to save vs that carrion crawler.

-Ian cast Dispel Magic on that archway and then rolled high. If he hadn't, you would've been sealed in the dungeon.

-Your elf scouts kept succeeding in their morale checks. If they hadn't stuck around and found that mutagenic sacrifice pit then the Tentacled Lurker would have been released within the hour.

-Scrap did not roll "Demon Lord" for her chaos mutation while suspended over the mutagenic sacrifice pit.

-Chris sealed the pit over with Stone Shape. That'll take a while to undo.

-Ian turned into a ferret or whatever before casting that fireball.

-Trent:

1. Used his fortune to make "the one he fears" (Annihilus Neroxx) into someone who had already been fighting for 20 rounds

2. Hid

3. Took the maximum crit/fumble gamble.

4. ...and rolled a natural 20.
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Deep within the pit, the warband has found the remains of its shattered leader...
...let's hope your luck holds.
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Monday, April 1, 2013

You Will Always Have A Home Here

No-one knows if The Snail Quarter (home to all living adventurers) is well-named or not--whether it fades slowly from city to city or whether it shifts quickly at hours when no-one near is sober enough to notice. It is often first noticed on Sunday mornings, appearing like the writing on a newly but predictably vandalized wall along the edges of exhausted districts.

In the City State of the Invincible Overlord it is known as the Thieves' Quarter, in Lankhmar it is the Interlopers' Quarter, in Vornheim it is the Sixth District, in The City In The Waste it is the Fugitive Quarter, in Greyhawk it is The Intermittent Quarter, in Ptolus it is Quiettown, in Sharn it is Greyedge, in Orthrist it is The Neophytes, in Budapest it is Csigavaros, it is The Quarter On the Far Side Of The Corner, the Quarter Underneath.

If you have a living PC anywhere in all of D&D, Rolemaster, Warhammer, LOTFP, Pendragon or any other game like that, they have a home in the Snail Quarter. They may not want it, but there it is.

(this map totally bit and adapted from the City State of the Invincible Overlord)

To find your PC's home just click that picture and search by your own first and last initial. So if you're Dwight Eisenhower, your  PCs live over the northwest corner of the Sword-Rat Resthouse. Why do we not go by the PC's name? 
Because this way GMs can find you: If you want to find out who lives over the Assassin's Guild, find a C.K. and ask.

If your grid position indicates a home in the middle of a street or courtyard, that means your characters' apartments are inside one of the many bridges arching across the streets in the area.

1st and 2nd level PCs generally live on the second floor--after that, the higher the level, the higher the apartment.

Practically speaking, you can do whatever you want to your PC's room--just write the tag #SnailQuarter when you put it on the web to it so people can find it, see what kind of furniture, loot, or traps you keep there.

If you need a populated city district, there you go--just ask your friends who is where. If you are friends with Madonna or Darlene or Moebius or someone else with only one name, treat them as someone whose first and last initial are the same letter.

Over at grid Z/S, in a tower connecting the buildings along the Street on the Margins to the city wall-- Gorgut the Weasel (elf 1), Hellwheel the Moon-Slinker (wizard 1) and their ward, Slovenly Trull (half orc fighter 1) share an uncomfortable suite of rooms down the hall from warring zealots--Oculus the Unquiet (cleric 1), and Xorth the Insinuator (cleric 1)--on the second floor while, six floors above, it is rumored that Baron Blixa von Apfelsaft (thief 7) keeps a war elephant, a flailceratops and a xortoise. It would, at least, explain the noise.

If you want to meet Mordenkainen, I hear he's over the Dewy Dryad, and it is said Conan keeps rooms high above the locksmith on the Old South Road.
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Sunday, March 31, 2013

More Hexenbracken + How The Hell Do You Run A Hexcrawl Anyway

Ok first thing's first:

Ramanan took the collaborative hexmap from yesterday and totally pimped it out.

That link should take you to a clickable map of the whole area, it has a few less locations marked than the map I posted yesterday but makes up for it by being super-useful. Click a hex, it takes you to the description. Click a reference to a hex in another hex and it takes you straight there.

It's also a lot easier to cut and paste the text to make your own notes than the original spreadsheet.

Also, here's some more detail on one of those hexes.

Now that that's out of the way...somebody asked me a pretty reasonable question this morning...

"Assuming I never played a hexcrawl before, where can I find advice on how to run such a thing?"

Let me see if I can get the basics down, then tell you where to look...


-The players will be either traveling overland from point to point (moving at traveling speed) and just running into stuff incidentally or carefully searching through each hex individually (moving at "mapping" or "searching" speed--which is slower). Which depends on the kind of campaign goals they have (like this one is all about mapping, while these involve both traveling and searching). Frodo and company were traveling, Lewis and Clark were searching.

-Searching characters are trying to find all the interesting stuff in an area. Traveling characters will only note the obvious stuff (mountains, huge rivers) or things that find them (angry cultists, stirges, etc)

-The key to this kind of thing is meaningful choices and choices require information. There are two traditional ways hexcrawling players can get information: A. They start with a partial map B. They look around.

-In either case, these two options should be jiggered as much as possible to present players with at least two options for how to go at all times. For traveling, the simplest choice is: Fast, dangerous route or slow, easier route. Of course the slow route is also dangerous because it gives more time to run into random encounters.

-If the players just look around (no map), they will see landmarks. Landmarks are super important. These are things PCs can see in different directions that indicate what kinda thing to expect in that direction--mountain? City? Monument? River? Without landmarks the players are just going "Hmm, east or west?" and that's totally arbitrary and boring because there's no information behind it.

-You can see 3 miles to the horizon over flat ground. If you or the landmark are higher up than flat ground and your view is unobstructed you'll see things that are farther away.

-Players walk (or ride) and you keep track of time (figure out movement speeds per hour and per day for whatever method the PCs are using). When you get to a new area figure out what's obvious and (if your players are searching) what's hidden. Tell them about the obvious thing right off "So you ride for an hour and then you see a huge rock shaped like a weasel".

-If there's an encounter, figure out whether the thing sees them or they see it first or whether they see each other simultaneously (just like a dungeon). Remember that since most hex products or maps you make are, of necessity, sketchy, you can and should embroider the hell out of what the PCs see. You do not have to stick to the description. "1047 River, Demon" can be turned into..."You see a bridge with an insect demon eating a giant pink ooze on it, there appears to be no other crossing here".

-Build up the setting around the players as they move. They meet a random cleric? If you can figure out who this is a cleric of and where the cleric's going and what temple the cleric is from you've just added lots of obstacles and resources for the players and added a layer to what's going on.

-At the end of a session, ask the players what they intend to do next session. You can prep more detail around their likely routes. The key to making a hexcrawl more than a bunch of random encounters is building relationships between locations on the map--a good hex map will have these seeded in to begin with, but there's always room for more.

-If your players are searching, remember there's lots of room in a hex for stuff no matter how small. Don't have any ideas? That's what all these goddamn random tables are for.

-A lotta times, if they're just traveling, the PCs will come upon nothing special in a given hex, that's ok.

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Other stuff I wrote:

An example,  motivations for PCs in a sandbox, making your own sandbox (the bottom-up method)

Other useful resources for this kinda campaign:

-AD&D DMG pages 47-49

-Random hex key generator

-Making your own sandbox (by bat--from the top down method)

-The OSR Wisdom Wiki (particularly scroll down to "Wilderness Adventures")
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