Showing posts with label dcc rpg. Show all posts
Showing posts with label dcc rpg. Show all posts

Monday, 8 November 2021

[Update] You Shall Now Pass!

Lately I received a surprisingly large number of requests to access my character sheets1. While they were available to the public before, the September Google Drive security update messed up the links making them unavailable to those without permission. The links have been updated, so there is no need to knock on my doors anymore. Sorry for not addressing the issue sooner. Also, thank you very much for all your requests - I appreciate your interest!

A photo of Google Drive holding its ground against hordes of
DCC RPG and Zweihänder players (2021, coloured).
Speaking of sheets, since I started working on Hecatomb (which is almost the only projact I can actually progress with in my spare time nowadays) I bought Affinity Publisher during their COVID sale and picked up some bits about layouts and typography. Needless to say, looking at these old sheets with fresh eyes is amusing2. I would love to revamp some of them eventually, still following my usual KISS principle, but with better flow and more effective use of whitespace.

I will nont promise anything though. Heck, in the current state I would be happy if I could finish my review of what I consider the OSR product of the year...

1 See the "My Own Creations" sidebar if you are unfamiliar with them.

2 It also makes looking at plenty of professionally produced rulebooks disheartening, but that is a story for another time.

Wednesday, 7 July 2021

[Homebrew] A Quick Primer for Terminus

As promised, I dug up the players' primer for my Terminus DCC RPG. The document was last edited in 2013, and even then it was unfinished: we started the campaign quickly, and I didn't have the time to include elite promotions, descriptions for other towns, or a fucking map. Truth to be told, the campaign had a pretty swift pace compared to what I was used to at that time, and despite planning it to be a sandbox it ended up becoming an almost entirely urban campaign, with a detour to a carnival in Hell, a wintry island ruled by two vampire lords, an ancient moon base, and the body of the space-faring Hungerer.

I still have the folder of dead characters in my desk, with notes on them like "decapitated by giant beetle while vomiting from poisoned mushroom", "torn apart when a small troll crawled out of her stomach", or the twice-resurrected zombie amazon priestess of Cthulhu whose sheet says "stabbed in the chest by a ratling ninja, crushed by a rollercoaster cart, torn to pieces by zombies on the ghost train". The living weren't much better either: the party's leader was a goblin thief, whose drug addiction made his Stamina drop to 4 over time, and grew a brain tumour after eating the corpse of the slime god to gain psionic powers. He was also the worshipper of the orc barbarian from the previous Wilderlands of High Fantasy campaign. Good times!

It's probably the "bad" influence of video games that I like
my campaigns with tons of races.

The influence of Arduin and The Wilderlands of High Fantasy is obvious, among many other sources. I kept returning to the same kitchen sink approach with all my DCC RPG games - and also with the current Eremus campaign. In fact, plenty of the homebrew content and rules I used here were later adapted and converted to other games, and I have even revised them from the ground up for DCC RPG too for a campaign that never got going. A pity, because the revisions were much better than the originals.

While dusting off I did fix a few errors, improved the layout a bit, and cut out placeholders for content that never got into the booklet. That's all I changed though, so expect a good deal of shitty writing, swarms of typos, and clichés. Have fun!

A Quick Primer for Terminus

Bonus: stat blocks for Thieves Guild NPCs and ratling ninjas

There is a lot more, but alas mostly in Hungarian. Still, I'll dig up some more in the near-future (like the elite classes).

Sunday, 27 June 2021

[Musings] Back in Black

Welcome to a different, darker shade of the Simple Blogger theme. It's probably the most overused theme, but I guarantee it will be better for your eyes when you open up the Vorpal Mace blog from your phone in the middle of the night.

Summer is on the loose, and it got pretty serious here this year. I already got a T-shirt tan just from walking to work, and the temperature within the flat goes easily above 30 °C if we aren't careful. Summers is also expensive. Even if we don't travel anywhere with the kid arriving in two weeks, there are some Kickstarters and new releases to drain your funds.

A few familiars from the first Rise of the Minons Kickstarter.
Don't hang out with wizards who have friends like these.

Even if I had to put my Warhammer Fantasy Roleplay preparations on hold, I can't say no to the next Dunkeldorf Kickstarter campaign: The Kingpin of Dunkeldorf. I'm not here for the thugs though (except for Lenny, he is a musthave), but for the witch hunters and mutants. While there are some great witch hunter and mutant minis available from other Oldhammer manufacturers, their numbers are still dwarfed compared to the variety in greenskin and dwarves.

Paul Smith of Creative Sculpt Studio has barely finished his Random Dungeon Encounters! campaign, he is already pushing another project forward, called Rise of the Minions 2! I have the entire lineup from the first batch, and they are some absolutely characterful little buggers that are a joy to paint. This is also a good opportunity to get some of his earlier sculpts. I was thinking about sitting this one out, because Paul said he has plans for champions of Order (a true niche among Oldhammer manufacturers), but that modron, mini-Cthulhu, and demon fish are hard to resist. Also, another Moonfaced Horror! You can't have enough Moonfaced Horrors!

Goodman Games also started their long-awaited DCC Dying Earth Kickstarter campaign. While I absolutely adore Vance's work and have high hopes that Goodman Games will do justice to the source material (just look at the contents of The Primer of Practical Magic: curses, manse-building, magical associations!), $50 with shipping will be a bit much for now. I'll be the first in line when it comes out next September, though.

And as usual, Venger is back again, with Cha'alt After Dark, going full R-rated with the sleazy stuff. What's more interesting for me though is that he got his hands on Encounter Critical, the best garage-made science-fiction fantasy rpg from 1979 (published in 2006). Cha'alt conversion with cheap black & white illustrations and typewriter text when?

The most important OSR news (probably of the year) has absolutely nothing to do with Kickstarters though. In fact, one of the best thing about it is that you don't have to risk your money on a Kickstarter campaign, and wait months or years to get the final product. Helvéczia - Melan's picaresque fantasy RPG - is available, right now. You can get it as a hefty boxed set, or a single rulebook. 

That's all for now. Some unknown guy called Unknown asked for some DCC RPG resources in the comment section of my last post, which were lost when I rebooted the blog in 2016. Expect some of those soonish.

Sunday, 28 February 2021

[Review] The Palace of Unquiet Repose (DCC RPG)

A Domain of Decay.
A few years ago Prince of Nothing and Malrex released The Red Prophet Rises, an OSR adventure that did a stellar job at capturing the essence of sword & sorcery with its ultraviolent barbarian cult, dreary canyons, and antediluvian ruins. I can't recall when the Prince of the Lowlands started teasing his next project, The Palace of Unquiet Repose, but I was hyped from that very moment, and it seemed like an eternity until the Kickstarter campaign launched. The campaign was successful enough to spawn three conversions of the module: one for Labyrinth Lord, one for Old-School Essentials, and one for DCC RPG. Poor For Gold & Glory got the short end of the stick this time - it's a shamefully underrated retroclone that deserves more attention. But I digress... I have all three versions at my disposal1, but for this review I went with with the best game the OSR has ever seen: DCC RPG.

The DCC RPG version of The Palace of Unquiet Repose is a 75 pages long book accompanied by a 14 page bonus adventure called The Screaming Caverns. The almost monochrome still-life of the cover stands in stark contrast with the violent ritual seen on The Red Prophet Rises, and the eerie black and white interior further reinforces that the days of high adventure and barbaric splendour are over - welcome to the Age of Dusk, a bleak era still suffering from past calamities!

While art is great at giving first impressions and setting the tone, it's purpose is to supplement the writing2. Prince nails it effortlessly. He focuses on the important set pieces of each scene, highlighting their defining features in a terse but pompous prose. Ominous features are left for the last, making them linger on. That's smart pacing, that's how you do effective foreshadowing. Once you absorbed the feel each of the bolded keywords gets its spotlight in a bullet point list. The art and the writing together create a powerful atmosphere unlike any other. The Palace feels like an oppressing, melancholic, and haunting relic of bygone, alien times. It is grandiose dark fantasy reminding me of the depressing world of Berserk, the melancholic journey of Dark Souls, the disturbing art of Giger, the droning songs of Celtic Frost3.

"The Glass Wastes were once the site of an empire, so horrible none dare remember it."

The Palace of Unquiet Repose doesn't waste much time with introduction and summary: it starts throwing useful stuff at you right away, including some damn good hooks (like horrific visions of antropophagy driving a character to the wasteland), juicy rumours (some of them are needless to say utter bullshit), and some random NPCs (most of them aren't right in the head). Besides being useful in kickstarting the adventure these also give a good picture about the status quo. Deep in the desert an earthquake revealed a ruin built by the race of Tzyan - an ancient people who not only hated the gods, but built weapons to kill them. A squad of Sial-Atun mercenaries deserters, a cult of Tzyan called the Nine, and various ne'er-do-wells are looking for the place.

The Palace is a week's travel on foot from the city, during which Dusk Stalkers will harrass the party. They are the cooler cousins of the owlbear - they have a paralyzing scream, they use smart tactics to stalk their prey, they wrap themselves in the skin of their victims, and are actually the descendants of degenerate humans. Their behaviour is smart and believable, and will force the players to think through how they camp if they want to both rest and survive.

"Eroded by the ages, the malevolent visage of some ancient prince gazes down imperiously from a monstrous body of ancient stone."

Once the party reaches the basin they can enter the mythic underworld either through a basalt sphinx [sic] or a fissure. The sphinx leads to a collection of chambers full of ancient traps, eerie murals hinting about the place's forgotten history, and some unusual treasure in form of gilded skeletons. The fissure is shorter, safer, but much more foreboding. Infiltrators are greeted by a camp of mutilated corpses and a Dusk Stalker impaled on a spear among a row of statues, whose mate will attack the moment someone starts tampering with a nearby treasure. 

"Rising from a lake of shimmering quicksilver and misty vapors, back-lit by eerie witch-light, the Palace of Unquiet Repose stands monstrous vigil over a city of the dead."

The two entrances offer different kinds of horrors, but ultimately both lead to the Black Shore. A lake of mercury with a colossal statue of the sorcerer Uyu-Yadmogh emerging from it, wall full of miniature carvings depicting torture and perversion, an evil shrine where one can be baptized to protect himself from the upcoming horrors at a cost, a forest of petrified trees stalked by a glass concubine, the dispirited rearguard of the Sial-Atun mercenaries... The disheartening landscape already offers memorable encounters, and it's still just a prelude to the Palace, which awaits patiently in the background, behind the lake of mercury.

"Nothing can be heard in the city but silence."

Even the walls have mouths.
The haunted ruins of the Necropolis is where the shit hits the fan. The Sial-Atun mercenaries have a base here. They were lead here by Captain Sarakar looking for untold riches, but are stuck here and tired of this place. Among the terracotta and obsidian plants of the Gardens stands the Crystal Tree, which prevents any kind of violence within its sight. It's worshipped by the Children of the Tree, a bunch of hippies living on the fungi growing on the tree. Their leader is the Father, who went crazy and can change from Mother Teresa to Hitler without warning4. He also has an Infinite Dart, a branch of the esoteric tree, the only weapon that can be used in its presence and can damage even the gods. Finally, among the ruins lurk the Nine. They are cultists of Tzyan with unique special abilities and pretentious names - they are not unlike JoJo villains. The Thousand Faced Prince can shapeshift without magic, The Walker in Dreams can leave his body and enter people's dreams, The Shaper of Things to Come can shape clay and stone into weapons, et cetera... Their leader is the hauntingly beautiful Khabareth Who Comes Before, who bound a Wolf of the Final Night into her bidding, a nightmarish shadow creature from the End of Time even she can't fully control.

If the potential faction play wasn't enough, the Necropolis still has some tricks in its sleeves. Nomen est omen, the place is full of corpses, and is haunted by the Azarog, a nigh invincible and invisible creature that is limited in movement but can reanimate the dead to its heart's desire. The scenery also has some memorable objects to play with, but my favorite is probably the Vae Victis, where the still-alive severed head of a lesser god is held on display. When the gigantic face is questioned he keeps repeating creepy prophecies. When the shard from his forehead is removed he answers a question truthfully before perishing. The shard is a deiphage, a dagger that can wound the gods, but can also grow into the wielder's hand and slowly turn him into one of the undead.

"A baroque monstrosity hewn from basalt, obsidian and crimson marble, every square inch covered in reliefs and figurines, super-imposed over one-another as if capturing all possible facets of their nature."

There are several ways to enter the Palace. There is a hallway covered by gaping mouths, that drain your soul unless you have one of the pebbles from the Black Shore, or you threw enough people at it to deplete the trap. If the players manage to bypass the traps the Sial-Atun and the Nine will follow. There is a secret entrance in the Necropolis through an optical illusion revealed by meditating. And finally one can enter through the roof, but it's a difficult climb made harder by the tiles turning into gargoylesque guardians.

How blood sausage is made.
The Palace is baroque, grotesque, and rich beyond imagination: walls are made of gold, treasure stands in piles - literally. There are even rules for vandalizing the place for treasure, which I found amusing. While it might be tempting, it's not necessarily a wise idea. Like the Necropolis, the Palace has its watchdog too. Diorag the Breaker is the re-animated corpse of a demigod chained to the throneroom with 1000 feets of adamantium. Once he learns there are intruders he will follow them and even pop up as random encounter. If the characters can avoid or trick him, they can still be eaten by salivating walls, seduced by glass concubines, impaled in the heart by an immovable nail, splashed with cursed gore by the half-idiotic Master of Cerenomies, or betrayed by a chaotic artifact.

Intrepid players can also descend to the second level, where Uyu-Yadmogh, the Tzyanese prince who built this Palace can be found. He is more of an abominable object than a monster, a colossal fusion of the sorcerer and his minions. He is surprisingly firendly, willing to show his visitors what Judgement awaits them, and offers the secret of avoiding it for the head of the Sial-Atun and the Nine. If his offer is refused or someone tries to take The Tome of Iron and Glass from him he will go mad and start animating corpses and draining souls until he is destroyed - though only two objects can kill him permanently...

The module ends with almost as many appendices as the AD&D1e DMG. I will highlight four because they cover topics I want to dwell a bit more on.

Appendix A sums up the factions, a defining element of the Necropolis area. All three of them has character, iconic NPCs, and a goal which they actively seek to achieve. They are equally willing to ally themselves with the players or murder them to get what they want. Even the hippies when the Father gets in paranoid mood on his random table. Fuck, he is willing to destroy his own, who are willing to sacrifice themselves for him... Though they have less important roles in earlier and later parts of the adventure, the factions make the Palace and its environs come alive and provide memorable friends and foes.

Appendix B lists a bunch of magnificent magic items. One of my favourites is the Cask of Unknowing, which makes people forget about the bearer, but too much use will reduce the bearer's personality and turn him into a non-being. The Many-Angled Instrument of Ethereal Imprisonment is basically the trap from Ghostbusters. The Tome of Iron and Glass contains Nth level spells which require an hour of chanting and a DC 20 spellcasting check to mess up an entire area - except for the imperfect Transcending the Fetters of Mortality, which destroys the ritualist and blinds those around him. The book also contains two adventure hooks (or sneaky advertisement), foreshadowing what modules to expect from the Merciless Merchants in the future. While not as exciting as the magic items, even the mundane treasure is kept interesting, often by the sheer amount of it and the challenge its recovery poses.

I loved you in Dark Souls!
Appendix C collects some of the new monsters. Horrifying beasts are just as important for creating a dark fantasy atmosphere as the eldritch environment. An evocative description is only half the battle though, the creatures must have abilities that put the fear in the metagamer's heart too. The Palace of Unquiet Repose satisfied me both visually and mechanically. Some encounters feel like something right out of Dark Souls. I'm particularly fond of the invincible boss monsters that requires cunning or the serious waste of resources to get through - straight up fighting them usually means quick death. Then there is shit that's just plain weird, like the glass concubines. The idea of autonomous realdolls isn't that weird by default, but making them from glass and electrum, and making one with the lower body of a dragon? I wouldn't touch Prince's browsing history with a ten foot pole...

Appendix F is a topic near and dear to all DCC RPG fans: patrons! The Palace of Unquiet Repose introduces two of them with unique Invoke Patron results, patron taints, spellburns, and spells. The Tesseract Tree worshipped by the Necropolis hoboes is older than the gods. It can not only cease violence, but awaken animals to sentience, hand out Infinite Darts, and even alter reality. To form a pact one has to crucify himself on its branches. The Tree is only willing to have one pact at a time, so before nailing yourself to a tree you have to kill the Father. Uyu-Yadmogh on the other hand is not so picky, though his spells aren't as exciting either: they can sow discord, age creatures, and petrify. Invoke Patron can summon Azarog though, which is nice.

The Screaming Caverns is the cherry on the cake. This exclusive adventure is about slaying a Sial-Atramentar, a maimed servant of the fallen gods that can be only harmed in one specific way. The players will have to figure out that condition through rumours, oracles, or random luck. There is an unpleasant twist though once they enter the monster's lair: he has a friend too. One of them can resurrect the dead but with malfunctions and a hatred against all things they loved in life, the other can shape stone and entomb living creatures in it. The Screaming Caverns is a fun monster hunt that requires a lot of preparations and is very easy to fuck up because of false rumours or lack of information.

I left the layout for the last. While mostly it's clean and uses highlighting, bullet points, cross referencing effectively, it's far from perfect. The way NPCs are presented is confusing. There is an italic description first, followed by stat blocks, equipment, and details. The problem is there is no heading or title telling you that a new section begins, and whom it's about. Even a cheap trick, like putting the stat block first would have helped in differentiating the sections. My other issue is with charts. They are chunky and often flow into other pages. This is a frequent problem for charts with large chunks of texts, like random encounter tables containing stat blocks. They are also ineffective: the cells are full of unused whitespace, making me cringe. I recommend formatting tables so they fit in a single page, and rethinking how columns and rows are used to minimize wasted space.

The Palace of Unquiet Repose exceeded my expectations. It walks on the razor's edge, finely balancing between Negadungeons and Monty Haul. It's a horrible place that can destroy your precious characters, but it isn't unfair and offers unimaginable rewards for the risks you take. It is dark fantasy done right - there is no self-irony, no random bullshit for the sake of weirdness, just foreboding atmosphere delivered with unparalleled craftsmanship. Well done!


Rules system: DCC RPG, Labyrinth Lord,
    Old-School Essentials
Publisher: The Merciless Merchants
Publication date: 2021

Format: softcover
Size: letter-size
Pages: 75 + 14

Available from:
 DriveThruRPG (pdf, print on demand)
92%
An atmospheric
dark fantasy masterpiece.

1 I originally backed the DCC RPG version only and gave some feedback after reading the beta version. Not sure if it's because that or to honour some silly old agreement in the Age of Dusk blog's comment section, but my pledge level was upgraded to have all three versions.

2 I wanted to write a review about Xanadu last autumn, but scrapped it because my judgement was clouded by how I didn't get what I expected based on the pixelated old-school crpg art.

3 The book even starts with some Celtic Frost lyrics on the second page. Another band it reminds me of is Melechesh because of the Middle Eastern influences and occult topics.

4 He also has a 10% chance to die during a seizure. Good times!


Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 2 January 2018

[Review] Sky ov Crimson Flame

Which metal album is this?
Let's start the new year with a review instead of bullshit resolutions! Owl Knight Publishing's Sky ov Crimson Flame popped up on my radar in 2016's September when its Kickstarter campaign launched. The premise was interesting, the adventure seemed mostly complete, and the author only asked for five bucks. After short hesitation thanks to flashbacks from a past disappointment I backed the project. The planned release was October, but as usual the stretch goals resulted in a serious feature creep which pushed it back to last Spring.

Sky ov Crimson Flame is 64 pages long, with color cover, black & white interior. The layout flawlessly mimics the official DCC line, but once you look at the illustrations you realize you are dealing with a wolf in sheep's clothing: instead of the gonzo sword & sorcery of DCC RPG you are staring at some weird fucked up horror fitting of a Lamentations of the Flame Princess product. There might be no dongs and vaginas, but get ready for some flayed men, intestines, and creepy freaks. The art was done by Jordyn Boci, Nicolò Maioli, and Stefan Poag.

The first half of the module covers the titular adventure, a character funnel for 16-20 level 0 characters. The village sweetheart Balena goes missing, people start disappearing, and the Horned Moon rises on the night sky, which is a bad omen. Folk tales point toward the nearby abandoned castle of the long lost necromancer Balrothhariid as the source of every woe. To make players even more motivated, one of their PCs finds a love letter from the girl. Does one need more reason to storm a hellish dungeon?

Probably my favorite creature from the module.
Within the crumbling castle are twenty-something rooms awaiting for the foolhardy visitors. The ruin offers a good mix of combat, exploration, interactive elements, and loot alike. Our heroes will face flying heads, a huge butcher who loves flaying his victims, a mass of baby heads and limbs, and even the animated flesh Balrothhariid flayed off from himself. Monsters aren't the only threat though: there are plenty of opportunities to fall to death, and activating the soul chamber can desintegrate careless people. The castle is also the resting place of the legendary King Roulreed, and his magical sword Silvallum. That's not the only interesting loot though: the library holds some fun random magic items, like a potion that hulks out the user for a few round, or a lamp fueled by a farting imp that might escape. The most memorable for me weren't these though, but the history of the castle, and the all the foreshadowing that slowly reveals what's going on, and sets the mood for the final encounter.

The final confrontation takes place at the top of the highest tower, where the survivors will find the now flayed Balesa in company of some impaled corpses and a pool of blood. The girl was corrupted by the dagger forged from Balrothhariid's soul, and is about to finish a ritual to become the necromancer's next incarnation. The PCs have six rounds to stop her, and the author offers several ways to do that. No matter how they succeed, the ending will be bleak. On the other hand, if they fail, the ending will be still dark, but they will also have a kickass psychedelic planar battle full of random effects against Balrothhariid. It is a tough battle, but it's a million times more exciting than the normal conclusion.

The adventure ends with the new Splinter Soul spell (with effects ranging from Personality loss to total domination), the Nexus Disturbance Table needed for the post-ultimate battle, a bunch of handouts, a character sheet, and of course maps. The dungeon map is isometric, and much simpler than those in the official DCC RPG product. It might be not as jaw-dropping, but at least it isn't too crammed either.

The second half is the Blight ov the Eastern Forest mini-campaign, a small sandbox region with a hex map, and several adventure sites. Unfortunately it has a few glaring issues. First, while the village of Reed is on the map it lacks any kind of detail. Good sandboxes need a central hub where the party can recuperate, gather information, interact with locals, and spend its hard earned money. Omitting information on the hub is a huge mistake, even if it's just a small village. A few pages would have been enough to help the Judge, but now it's extra work he has to do. Second, the village is in the southeast corner of the map. It's better to have the hub at the center, so no matter where the PCs go you have something, and can expand later as they advance further. Now you will either do some more work in advance to cover some of the southern and eastern areas, or put there some walls like mountains, or do the cheapest lamest thing by asking your players not to venture there.

The points of interest include lairs and small dungeons alike. They aren't all independent pockets within the wilderness: some of them are connected to each other or Sky ov Crimson Flame through history, the sword, or the dagger.

Lair of the Yss'sak hides a wounded monster who tries to trick the party into getting him the silver medallion that restores him to full power. He is afraid of the Silvallum, which can destroy his medallion, but will also lose its power when doing so. Overall this is a cool encounter with a memorable villain, although nerfing the sword after destroying the medallion is a dick move.
A deal with the devil.

Hellspring Hollow is an area corrupted by the blood pouring from a Chaos Lord's still beating heart. The adventurers will have to wade through a forest of flesh-eating trees, a river of blood, and a whirlpool until they find the ribcage holding the heart, and its octopid guardians. It's theme makes the mini-dungeon a bit dull (blood, blood, and more blood), and it also lacks any kind of reward.

Domain of the Coo'ng is a monster lair, and as linear as a tower can be. While the creature has an intriguing origin it's unlikely the players will learn of it or it will have any importance, unless the Judge introduces a way to reveal it.

Jhumbii-Beyr Glen is an area corrupted by a sweet alien slime that turns creatures into gelatinous freaks - most of them are bears who can bounce around. If someone didn't get the reference, it's basically the Gummi Bears meets Giger. It's fun mini-dungeon, though there are too many things that can mess up the PCs permanently.

Sanctuary of the Sightless Sisters was founded by the Margaret, King Roulreed's blind sister, who was exiled to stop gossips about their incestuous relationship. The sanctuary was known for its blinded sisters who took care of the sick and wounded, until it was attacked by the Three Warlock Brothers (who defeated King Roulreed too). This is a small dungeon, but it packs a lot of punch for its size, for it has cool encounters, traps, secrets, and even meaningful treasure. What's better, the characters can make a great sacrifice by ritually gouging out their own eyes to redeem the place, which in turn rewards them with great power!

The Wrook's Hut is home to a strange creature that takes tolls from tresspassers, or their souls if they can't pay. Furthermore, he can controls crows which will try to murder intruders. What really makes this lair interesting is that the Wrook is a random encounter in the forest, and if he has taken any treasure or souls from the party they can be recovered here.

Even the fairies are horrible in the Eastern Forest.
The book ends with the random encounter table and the monster stats. Besides the above mentioned fiends this chapter offers corrupted revenant knights who seek the Silvallum's bearer, undead rabbits shooting strands of hair, baby-headed spider freaks shooting their bowels from their asses, and diseased pig fairies flying with gossamer wings, et al. If you didn't think the adventure was messed up enough already, well here you are!

Sky ov Crimson Flame is a product I find hard to judge. The first half is an excellent funnel that reminds me of Sailors on the Starless Sea in many ways. I can wholeheartedly recommend it, even if you don't want to use it as a funnel. The second half is a half-done sandbox. It's a mixed bag of some really good, and mediocre content. The Judge will have to do put some effort into it to make it work, especially if he wants to make those locations that only offer risk, but no reward of note less frustrating for the players. I can also understand if someone won't pick it up because its outrageous parts, which are sometimes clever and creative, but often feel fucked up just for the sake of fuckedupness. Still, there is a strong imagination at work here, accompanied by solid writing, and good product quality.

Tl;dr: A great character funnel accompanied by an incomplete sandbox, written for DCC RPG, but with heavy LotFP vibe. You can buy it on DriveThruRPG, on the Owl Knight Publishing website, in the Goodman Games Store.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 21 March 2017

Review: DCC #89: Chaos Rising

Every now and then a perplexed newbie appears on the DCC boards looking for guidance on the official adventures. Their confusion is unsurprising: not only the early DCC adventures were written for several game systems, but there are modules with fractional numbering, and unnumbered adventures hidden within other products. These are usually short sidequests, limited runs, or conversions of older D&D modules. Chaos Rising is a compilation of seven such adventures.

The booklet is 56 pages long and follows the iconic format of the current DCC line: eye-catching cardboard cover, sweet black and white interior, meticulously decorated maps, clear layout. I fell in love with their format the first time I got Doom of the Savage Kings in my hands, and consider it a gold standard for modules ever since. Inspired by Melan's post I checked if playtesters are credited, and I was glad to see that except for the last adventure they weren't forgotten.

The seven adventures within the booklet cover levels 1 to 5. They are all independent one shots that can be easily inserted into any campaign. Surprisingly there is no character funnel, and no level 4 adventure either. Let's see what else the book has to offer!

Elzemon and the Blood-Drinking Box

A level 1 adventure by Terry Olson, from the DCC RPG/Xcrawl Free RPG Day 2014 release. Elzemon the Quasit is bound by the wizard Nekros to guard and feed the titular box. He finds a hole in his contract, and convinces the wizard Rhalabhast that he really wants that box, so he should hire a bunch of ne'er-do-wells to steal it. If they fail, the demon had some entertainment. If they succeed, the demon will be free. It's a win-win situation for Elzemon - but not for the PCs. Obtaining the relic is no cakewalk: climb down the spiraling stairs for two days, get through an acid lake, find the entrance into the secret study under a pile of guano, then return to the surface with the box, which requires a healthy dose of lawful blood every day to keep its mysterious prisoner from escaping. In the meantime the group will be harassed by the sadistic quasit, colossal leeches, mongrel bats, and hairless vomiting cats that barf in the PC's mouth on a critical. Wicked! Then when the PCs think they can finally rest another NPC looking for the box is thrown in, and the players will have to decide whom they will piss off: a powerful wizard, or a whole church. It's a linear adventure, but it's full of delightfully fucked up ideas, and provides an ending ideal to become the starting point of a campaign.

The Imperishable Sorceress

A level 1 adventure by Daniel J. Bishop, from the DCC RPG/Xcrawl Free RPG Day 2013 release. Before the age of dinosaurs sentient sea scorpions called the Builders crafted imperishable bodies, but got trapped in them. Eons later Ivrian the sorceress found their secret, and tried to create an eternally youthful body for herself. She didn't succeed though, but managed to awaken the Builders, get killed, and become a ghost. Eventually her spirit managed to reach out to a blood realtive - one of the PCs, who is suddenly teleported along with his comrades to the cold mountains. After climbing the mountain and fighting savages the PCs can reach the old city, where Ivrian's ghost will ask them to finish the procedure she started. This will require the star stone held by a demon, who wants to be killed by the sword Nightraker, so he can leave this godforsaken place behind. Naturally the Builders will do their best to hinder the party by sending ectoplasmic filaments to stop the intruders. The rooms also hold natural gas traps, poison gas traps, and invincible ghost fishes. Despite its small size The Imperishable Sorceress offers a few loops, branches, and multiple endings. If the sorceress gets her body and Nightraker back she will turn against the PCs. It's also possible her relative realizes the true power of the star stone and usurps the imperishable body from of the sorceress. Of course the Builders can circumvent both plans. Once done or in need of escape, the players can do it through a tunneling metal mole, or a portal at the peak, where a stone circle has the exact ritual of creating imperishable bodies written on it. This adventure is a real can of worms that deserves to be opened.

Glipkerio's Gambit

A level 2 adventure by Jobe Bittman, originally released as DCC #80.5. The party's wizard is visited by his patron(s) personally (The Three Fates as written, but can be easily changed to anyone else), who ask(s) him to clear out a temple invaded by the time traveling wizard Glipkerio, and his army of younger selves. As help the wizard is given a thread which makes him invisible to the forces of chaos, until the number 7 appears. The adventurers will have to ascend the mountain, where they will meet a cat-headed corrupt giant, wounded monks, stealing devilkin, hairy apes, and some evocative random encounters. After figuring out a puzzle the PCs will reach the temple grounds, which offer some more combat and exploration before the epic confrontation with all the Glipkerios hanging around. Some of them will travel back in time in the midst of the battle, and return later in a shape depending on what the PCs did to the wounded monks they've met during their ascent. At the end the elder Glipkerio turns into a cat-headed mutant giant, and travels to the past to stop the party. Glipkerio's Gambit is a fun and eventful one shot, albeit mighty linear. The premise is cool, the battles are interesting, the loot is good, and it has a simple, yet effective twist.

The Tower Out of Time

A level 2 adventure by Michael Curtis, originally released as DCC #77.5.  I have already bought this adventure last year on DriveThruRPG, and ran it in my D&D5e Wilderlands campaign. It's a trip to a primordial swamp, where the serpent-man wizard H'lisk sends a red beam from his tower to the sky. The beam is a homing beacon for the meteor that his master S'lissak used to travel the void. While it's incredibly linear, the scenery and the encounters are memorable - even disturbing, according to some of my players. The tower itself is an organic scaly structure, which holds spitting dinosaurs, antehumans controlled by cerebral leeches, prisons full of cavemen and rodents, giant trilobites, and the grotesque blood fueled flowerlike device which generates the red beam. There is a dangerous trap too, a simple puzzle, decent treasure, so all in all it's a well rounded little adventure with varied challenges. I'm a bit disappointed though, because the editor cut the patron Serbok out, who was included in the original release. It's a shame. If there is one thing DCC RPG needs it's more patrons.

The Jeweler That Dealt In Stardust

A level 3 adventure by Harley Stroh, from the Goodman Games Gen Con 2013 Program Book. It is a heist in the house of the fence Boss Ogo, who hasn't been seen since last month. Ogo isn't dead though: he got his hands on a gem that drove him crazy and turned him into a follower of Ygiiz, the Spider-Mother. He spent most of his time and money on his studies and managed to open a portal, thus drawing the minions of Ygiiz into our realm. The party is about to raid the place, knowing nothing about what's going on between its walls. They have plenty of room for planning, there are several ways to enter the house. Once they are inside they will face devious traps, fake traps, millions of harmless spiders, and a handful of demon spiders that have a devastating three step killer attack. Meanwhile Ogo is sitting in his room connected to the mystic gem, which keeps him alive, and makes him able to summon more demon spiders. There is a rival band too, waiting on the nearby rooftops for the PCs to exit the building with their loot. Besides the gem that drove Ogo crazy (if it survives the confrontation at all), and his remaining money, the adventurers can recover some stardust. Pressed into the skin the less fortunate take damage, while the others earn some luck at the cost of being constantly watched by the Spider-Mother. The stardust can be also fused into a larger crystal focus. Cool stuff! This adventure screams Lankhmar in every possible way, which is the highest praise a heist adventure can get.

The Undulating Corruption

A level 5 adventure by Michael Curtis, also from the Goodman Games Gen Con 2013 Program Book. This is a wilderness adventure, with a map divided into squares of 15 minutes of riding. Once upon a time cultists managed to summon the Night Worm, an extraplanar beast that eats corruption. From then on they could experiment with black magic as much as they wanted without becoming freaks. One day a lawful order defeated the cult, but kept the worm alive for they thought it could be used for the lawful cause. In the end the order was destroyed by infighting for control over the worm, and the monster was left hungering under the shrine. The hook is very straightforward: someone from the party wants to get rid of his corruption and hears a rumor about the Night Worm. By the time party reaches the shrine a group of treasure hunters have accidentally released the giant worm, which is heading towards the nearest town, warping everything in its way. Following its trail the PCs can encounter ten foot long mutant catfishes, and an exhausted anchorite, and that's all... The adventure focuses heavily on the battle with the monster, with special emphasis on being devoured by the creature. The survivors earn no (or minimal) loot for their deed, but the memorable fight and the one time opportunity to cleanse someone is totally worth it. Curtis also deserves a huge pat on the back for including simple advice on handling haste and fly spells instead of saying "they don't work".

The Infernal Crucible of Sezrekan the Mad 

A level 5 adventure by Harley Stroh, which was an example adventure in the first three printings of the DCC RPG rulebook. It was replaced by The Abbot of the Woods in the fourth printing, which I don't mind at all. Crucible promises to be an example of how high level a DCC RPG adventures should look like, but fails in this regard. The PCs are trapped in a three room laboratory that is built around a gimmick: one living creature must remain there. They will meet Elzemon the Quasit (a familiar face), some magical environmental effects, spell book eating glyph worms, mildly interesting loot, and an ape with a human brain. Not only there isn't much to do, but the adventure is also too wordy for what it offers. Surprisingly for a Stroh adventure this one is forgettable. Level 5 characters deserve something more epic than this.

In spite of my above complaints I like Chaos Rising a lot. It's jam-packed with intriguing adventures that require only minimal preparation, and don't take more than a session to finish. It's perfect for those times when the Judge is burned out, or only has free time while taking a dump. I hope Goodman Games will release another collection like this in the future - one hopefully less obsessed with wizards and climbing.

Tl;dr: While not without its fault, Chaos Rising is a juicy collection of short adventures that you won't regret buying. You can buy it on DriveThruRPG and in the Goodman Games Store.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 7 March 2017

Status Report

Last Friday we finished the first session of my new gonzo science-fantasy DCC RPG campaign, Terminus Nova. We had an epic character funnel, one I will probably write more about in the future - after I'm done running it one more time on a small rpg convention in Budapest. Preparing for the campaign was also a good excuse to dust off one of my all-time favorite classics, the Arduin Grimoire Trilogy. Be prepared for a lengthy review!

Since some of my players have the handwriting of an epilectic doctor, I have created a form fillable version of my DCC RPG character sheet. I didn't put much effort into it because working with the form fields was a pain in the ass, but it gets the job done.

Sunday, 22 January 2017

DCC RPG Character Sheets

Of course there is nothing wrong
with it if you like it olde skewl.
There are plenty of character sheets for DCC RPG with a wide variety of unique features and created in very diverse styles. Two more probably won't hurt. I was looking for something a little more mundane and functional that also has Matt Rundle's Anti-Hammerspace item tracking system, but I didn't find any to my liking. So I dusted off Inkscape and created one based on older sheets I had been working on. I thought they were pretty darn good! Then my girlfriend intervened, told me what's crap and why, so I had to overhaul it several times.

In the end I have created two versions: one with the classic item trackes, and one for those who don't like writing or drawing into boxes. These are class-neutral character sheets, no charts for Lay Hands or wizard spells - feel free to either use the Abilities & Notes box, or the other side of the sheet for that. I hope you will find them useful!

A4 DCC RPG character sheet with boxes
A4 DCC RPG character sheet with lines
A4 DCC RPG character sheet with lines (form fillable)

Saturday, 31 December 2016

The End is Nigh!

Well, at least for 2016 in my time zone... It has been an interesting and eventful year for me, but I'm not going to waste anyone's time with retrospects and boring lists. Since the reboot the blog's page views were steadily growing with each post, which was a very uplifting experience. I want to say a huge thank you for all Vorpal Mace readers. I promise I'll keep delivering reviews in 2017, and since I'm going to start a few new campaigns next year that will mostly use stuff of my own creation, be prepared for some gaming material you can actually use. Happy New Year!

Saturday, 12 November 2016

Review: Appendix N Adventures Toolkit Add-Ons

The end of the road is here! Since I have already finished the adventures only the add-ons are left to review. These include mini adventures, magic items, monsters, even a religion! They were meant to compensate for all the delay and the adventures Brave Halfling Publishing never delivered.  There are seven add-ons and three extras, so let's start the reviews instead of wasting characters on more empty blather.

Since some people were confused, I think I should nention that I haven't received these in print either, with the sole exception of The Shigish, which is on the back of a paper I've got when the Ruins of Ramat were sent to me the second time.

Pages are digest size, except Add-On #7 and Extra #3, which are Letter size.

Add-On #1: The Green Orb

A six pages long adventure (with one empty, one for the OGL, and one for an illustration). Rule of
thumb: whenever they say adventure in the extras they really mean "one-shot" or "encounter". The background tells the story of an old wizard, who travelled through the planes to learn how to control the Green Orb, an artifact which can animate plants as malign creatures. Then he got murdered in a small cave by thieves. That's an epic failure for a planeswalking wizard if you ask me. The rest of the booklet tells in lengthy details how the plants, roots, fungi of the cavern will animate and harass the players who take shelter there. There are some ideas about expanding the adventure, and making it harder. The latter includes such marvelous ideas like throwing in more monsters, but my favorite is making the whole place only 5' tall so the PCs can't use their weapons. A good challenge is exciting, it tests the player's abilities, who will feel satisfied once they have earned victory. Taking away the (often hard earned) abilities of the PCs isn't a challenge, it's just a cheap punishment. Also, who the hell takes shelter in a cave where it's impossible to stand up?

Add-On #2: Gifts of the Only

A four pages long adventure (with one for the OGL). This is an encounter with a pool that during the night changes how magic works. On moonless nights the pool becomes a gate to the an alien plane, thus making it possible for the Only to enter our world. Combat against him is futile, but he will grant a wish for a sacrifice. There is a neat chart with bizarre ideas how those wishes may manifest, and a small detail that makes this weird faceless creature even more interesting: the sacrificed creature recovers on the other side of the pool, because the Only (nomen est omen) only wants some company, since he is the sole creature on his plane. Thus a sacrificed player might return later. Confrontation with a former comrade you sacrificed sounds fun! I was pleasantly surprised by how unusually imaginative this little encounter was compared to most of the line.

Add-On #3: The Perplexing Disappearances in Brambury

A six pages long adventure (with one empty, one for the OGL, and one for an illustration). The title is much cooler than the adventure itself. Cultists of Cthulhu lost an intelligent cave octopus. He grew up in the nearby lake and started hunting villagers during the night. The players will have to face him to stop the disappearances. The first half feels more like an outline for an adventure. The second part is about handling knee-deep-in-rwater combat, and increasing the difficulty by adding smaller octopi, hungry gars, or introducing cultists who returned for their property. If all of these were collected and worked out this could become a decent adventure, but as it is it's worth as much as scrap papers with hastily written ideas at the bottom of an average Judge's drawer. The cave octopus stats and description were fully copy-pasted from the DCC RPG rulebook, which is the epitome of laziness.

Add-On #4: The Untimely End of Scaviolus Hitherhill

A four pages long adventure (with one for the OGL). Another pompous title. Did I mention I like pompous titles? This is a decent encounter in dense reeds with the ghost of a former soldier. I like his background, but unfortunately it's unlikely the players will learn the details of his demise. I also like that he can't be beaten: unless his wedding band is returned to his widow he will return evey day to haunt the area. There is some advice at the end again about making the adventure tougher. You won't believe it, but it tells you to add more monsters to the battle. Creative.

Add-On #5: Vance's Merry Men

A four pages long adventure (with less then one for the OGL). There is nothing vancian here, the title is just a trick to grab your attention. This module describes an inn and a band of robbers. The longwinded explanation of their scam was needless, especially the part about how they behave if the adventurers let themselves get robbed. Have you ever seen a D&D party that surrendered to mundane robbers? Me neither.

Add-On #6: Room and Boarded

A four pages long adventure (with one for the OGL). It describes an encounter with dimensional pirates who travel on flying ships. Imagine the following situation: you are sleeping deep in your inn room after a tiring day of adventure, then suddenly the roof explodes and goddamn blueskinned pirates slide down from above and attack. They even have a wizard who can silence spellcasters or enlarge the leader. I like this one! It's an idea with a lot of potential, and also some really good non-monetary loot: the possibility of capturing a spelljammer drakker, and a cool magic amulet.

Add-On #7: Grimic

A four pages long description of a religion (with one for the OGL). Grimic is the most overused gimmick of old-school D&D's history: the red flat sob from the cover of the AD&D1e PHB. This time he is a god of humanoids and savages. There are battle rites described, a simple encounter with worshippers, and of course some rules about tampering with the idol. There are no new spells or even abilities that could replace the turn unholy his clerics lack, there isn't even a spell list. Strangely there are no lizard-men mentioned in the document. This left me cold, mostly because I'm bored of all the reuses of the idol. I think the community should give Trampier finally some rest instead of making him roll in his grave with more weak homages to his iconic image. The only good one I can recall was Kenzer & Co's monster entry in one of the Hacklopedias.

Add-On Extra #1: A Lesson From Turtles

A one and a half pages long description of a weird lake. The player characters can learn arcane knowledge from intelligent turtles, find the leaking facility of the Old Ones, and get murdered by giant clawed mushrooms. It reminds me of Carcosa and some of the better Wilderlands hexes. Short but cool idea for sandboxes.

Add-On Extra #2: The Sigish

A one page long description of tubular otherworldly monsters that grow from 1/2 HD to 3 HD by eating everything they can. Once there is nothing left to devour they break down into small larvae. Their description ends with ideas about using them as random encounter, spell mishap, or trap. An interesting monster I might use in the future with some changes - eg. not limiting their growth to 3 HD. My only gripe with this is the lack of illustrations.

Add-On Extra #3: Laro Chelle the Ring Bearer

Two pages long, with one for OGL. Another third page is wasted on title and header. The rest is about an immortal and ancient halfling who bears a magical ring: the Gift of Death. If the ring is removed from his finger the dead will reanimate in it's one mile radius, and they will be drawn toward it. Furthermore, day by day the radius doubles. This is the kind of NPC-item combo that will be either ignored, or will mess up the setting.

That's all folks! A bunch of unambitious notes, with some rough gems among them. Like the adventures of the Appendix N Adventures Toolkit line most of these are unaware too of what Appendix N or being written for DCC RPG means. These add-ons should've been released as articles in a fanzine, or as a series of blogposts.

Tl;dr: The Add-Ons are a mix of some good, and a lot of mediocre ideas, barly worked out more than the notes you take during a dump. You can buy some of them on DriveThruRPG.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Monday, 5 September 2016

Review: Appendix N Adventures #4: The Witch of Wydfield

The Witch of Wydfield is the fourth, and so far final part of Brave Halfling Publishing's Appendix N Adventures Toolkit line. It was meant to be a Kickstarter exclusive bonus never to be released anywhere else. It's $1.95 on DriveThruRPG at the moment. Just as The Crumbling Tower, and Danger in the Sulyndri Forest were replaced by The Vile Worm, and The Treacherous Cobtraps, so did The Witch of Wydfield take the place of The Revenge of Abudakar in the line. No idea if we'll ever seee any of these lost adventures, or what's going on with remaining rewards, like the Appendix N Adventvetures Game Box, Perplexing Disappearances in Brambury, the Old Isle campaign setting, the pantheon, or the character classes.

The Witch of Wydfield is a short character funnel. No idea for how many PCs it was written, as it's never mentioned anywhere. The module has the usual Mark Allen map, an ugly cover unrelated to the actual contents within, and a few nice illustrations inside. According the highlights after investigating a local tragedy the PCs will go to the forest to face a witch and her minions. This is followed by a detailed description of how the hag was murdered by the village cleric, how she possessed a local girl's body, and took revenge.

The investigation is bullshit. There is a lame clue written by the cleric on the wall with her own blood, but the villagers have already figured its meaning out during the introduction. Thank god for well educated peasants! They will even tell where the witch is hiding, so the players won't have to waste their time on learning trivia they wouldn't know about. This leads us to the other issue with the complex background.  The module assumes the party knows what's going on in the village, and who is who. Guess what: this is the first session with an in medias res opening. Unless the Judge spent some time introducing the place, the players won't have a clue about the local history, who the murdered cleric was, and why should they care more about the possessed girl than any other faceless NPC. With a proper prelude the events could have served as a strong and motivating hook, but as written it just falls flat.

There are three areas to explore. Outside the ivy-clad house the PCs will be harassed by a hexed hunter. The text says he will fire at spell casters first, which is a pointless piece of information, since level zero characters don't cast spells yet. Is this a conversion, or is the author unfamiliar with DCC RPG? Closer to the house the animated ivy will attack too. Once inside the characters will face the primeval slime bubbling in the cauldron, and can loot some money, a demon statuette, and a few potions. They can advance further through a trapdoor which can be noticed by a DC 5 Int check. Seriously, why did anyone even bother to come up with a DC to this? In the cellar there is an alarm spell and a floor that will hinder the characters for 7-10 rounds. It's a meaningless trap, because the hindrance won't have any consequences: the stage is already set for the finale, there is no timer to battle against. At the end our brave villagers will meet the possessed girl and a soul draining demon. There are three possible outcomes, all of which lack any kind of impact for reasons already mentioned above. For surviving this mess the players will be rewarded with a magic broom, and an either unconscious, or dead girl.

My usual complaints about bland writing and easy battles for ANAT modules stands true for The Witch of Wydfield too. The lack of atmosphere becomes even more apparent after reading They All Burn Down Here, which is also a funnel about witch hunting, but manages to pack a solid punch with less page count. Is there anything worth salvaging here at all? Yes, there are some cool ideas that need better presentation - like the animated ivy, the cauldron-dwelling slime, or the final battle with the soul draining demon. Make these encounters more challenging, add a grim horroristic tone the adventure, and start messing with the PCs. If you don't have any ideas, then watch some horror movies, like The Blair Witch Project. Still, adventure modules are supposed to inspire and make preparation easier. This one fails in both regards, so you're better off creating a new one from scratch than buying this.

Tl;dr: The Witch of Wydfield proves that you can write a bland adventure about witch hunting in a deep dark forest. You can buy it on DriveThruRPG.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 16 August 2016

Review: They All Burn Down Here

After the last two Appendix N Adventures Toolkit reviews it might seem that I don't like short adventures. Quite the contrary! I have written plenty of them too for my campaigns - they are ideal for short sessions and filling the empty spots in a sandbox. What I'm against are lengthy descriptions without meaningful content. An adventure's text should be straightforward, evocative, useful. A mini-adventure with three rooms ideally shouldn't take more than one to three pages - map included. They All Burn Down Here by Kevin Anderson is an exemplar of doing it right.

This module is a short funnel for 8-12 level 0 characters, that shouldn't take more than two hours to finish. It is only two pages long. The first page is a groovy illustrated map, following the current DCC trend. The second page is the adventure itself, with background, descriptions, monster stats, and even a table for totem effects. There is a small handout linked in the adventure, but I won't count that toward the page count. Kevin didn't waste the space, but he didn't cheat either: the text is of readable size and the whitespaces aren't too small either.

The hook is simple: children are having nightmares about a strange lady, and the villagers suffer some property damage by fire, so they organize a party to track down the smoldering trails leading to the bogs. At the end of their journey they find to a mound where a troll witch was burned and sealed a year ago. Naturally, the entrance is wide open now.

The background already sets a grim folkloric vibe for the adventure. Kevin does a great job with invoking a strong imagery of the scorched mound too, thanks to his effective use of adjectives. I'm not sure why, but reading the module reminded me of The 13th Warrior.

There are four areas in the adventure, although the root tunnels are broken up into three sections. Immediately after the entrance the PCs will find themselves in a creepy chamber, where the fenghor is lurking in a dark pool. It's an undead crocodile who will release giant mosquitoes from its ribcage once taken enough damage. In the tunnels the players can find exploding gas pockets that can wipe out a careless party, and shelves full of totems with various baleful or beneficent effects. If the characters survived all these atrocities they will finally meet the lair of the hag. It's one hell of an encounter in the middle of an oil pool, against a witch who can ignite anything with her touch, and throw players into the burning oil without effort. Stop, drop, and roll won't help here! After surviving all the horrors of the mound pursuing the man responsible for this mess will feel relaxing.

Before the adventure was published I was asked by the author to review the playtest. My feedback wasn't much different than the current review: while I did point out a few small issues, the adventure was already a well written and polished piece. I hope we'll see more from Kevin soon, he has a good chance to earn a seat in the Valhalla of the best DCC writers. He is a good writer and illustrator. Oh, and before I forget: this module is free.

Tl;dr: Strong atmosphere and deadly challenges make this short adventure worthy of your attention. You can download it HERE.

Thursday, 28 July 2016

Review: Appendix N Adventures #3: The Treacherous Cobtraps

The Treacherous Cobtraps is the third part of Brave Halfling Publishing's Appendix N Adventure Toolkit series. While the Ruins of Ramat and The Vile Worm were conversions of earlier OD&D and Pathfinder modules, this doesn't seem to have a precursor. I didn't acquire this in print so far, thus I can only talk about the pdf, which comes with letter sized, tablet, and system neutral versions, and a map.

The digest size module is 12 pages long, but only 7 pages contain actual content, the rest is for license, covers, handout. The illustrations are decent as usual, the cover is a bit meh, the handout would be alright if it wasn't drawn for the most uninteresting dead end in the whole adventure. While the map is charming, it confirms at first glimpse that similar to The Vile Worm this is a short sidetrek too, with little to explore. But hey, who knows, maybe those locations are interesting this time!

The Treacherous Cobtraps is a 2nd level adventure for a party of 8-12 adventurers. According to the background a bunch of weird spiders moved in to the nearby woods, and since the small game is becoming scarce they carried off some sheep and a shepherd from the nearby village. The locals appear to be unusually rich: contrary to what's written in the DCC RPG rulebook about medieval economy their leaders can cough up 100 gold pieces for cleansing the forest. Can reward get any more uninspiring than 100gp? Even some cattle and a cart of cabbages would've been more exciting.

The aforementioned arachnids get a one and quarter pages long description. These stygian orb weavers are big ass black widows with green glowing marks and magical abilities. The queen has 4HD, some dirty spells, and a blinding poison. The males are your usual dull giant spiders with 2HD. At least they have a cool name.

The lair has three areas. The first is a web with a stygian orb weaver runt, who will call in a another within 1d3 rounds. The second is a harmless pit trap with a dead spider, a dead elf, and some loot at the bottom. The third is a bog with two spiders, a forest path with extremely flammable web, and the lair of the spider queen. At the end the players will find four capturive dwarves (although only three of them are named), the halfling shepherd, and some treausre. The areas are described in a lengthy technical style which bores the reader with dimensions and distances. Guess what: nobody cares! If we need that info we'll take a look at the map! Oh wait, the map lacks scale...

Let's talk a bit about the pros! The place is more atmospheric than the previous two adventures, and the treasure is quite nice. There is a Dwarven Shoemaker's Tools which can construct a set of quality footwear in 3d6 turns. It's a seemingly useless magic items my players would love! Morclaiv is a +1 goblin slayer longsword, which can shed golden light and urges its wielder to return to the dead prince's realm and restore balance. While its abilities are generic, they are useful, and its task can be a good hook later.

Now it's time to light the torches and burn down the webs... Let's check what I've written above about the the stygian orb weavers, and then count how many of them are encountered. Yep, that's four 2 HD spiders and one 4 HD spider queen. For 8-12 adventurers of 2nd level. Are you kidding me?! Even if the spiders attacked in a single group the PCs would murder them within a few rounds. And no, their special powers won't compensate for their low hit dice, because guess what, those murderhobos will throw devastating spells, kick ass with mighty deeds, burn luck to cause ridiculous damage, and heal themselves. Unless something goes unlikely wrong there is zero challenge in the adventure. Even the traps are just hindrances without meaningful threat.

The real problem again is the author not understanding what makes DCC RPG tick. The game's main goal was emulating the imaginative and often weird classic fantasy literature. This requires rules and modules that evoke the genre's feel. Let's take a look at a random level 2 DCC adventure from Goodman Games! In The Emerald Enchanter the party can face a mosaic golem, emerald eidolons, flying skulls, rescue a drained moon-fiend, get killed by a giant skull statue shooting lasers from its eyes, try to communicate with an amoeba, and battle a mad wizard who turns people into emerald for shits and giggles. Wicked! And that's far from beig their craziest product. Meanwhile, Brave Halfling Publishing wants you to go to the forest and kill some spiders, and they even ask money for it... This should be a one page adventure.

Tl;dr: The Treacherous Cobtraps is about killing five spiders for some mildly interesting loot. You can buy it on DriveThruRPG.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 19 July 2016

Review: The Wizardarium of Calabraxis

A DCC RPG adventure by Claytonian JP! I recognise his name from various DCC-related corners of the internet, but I haven't seen anything from him before. I'm not even sure if The Wizardarium of Calabraxis is his first publication or not. It did get enough praise on the forums to pique my interest and make me buy it, but life intervened, and it took me a few months util I could finally sit down, and read it cover to cover. After a few pages I've felt an immediate regret for not doing this earlier, because the Wizardarium is one hell of an adventure!

Wizardarium is 18 pages long with front and back covers. The illustrations are light hearted and well done, often with funny captions that tell memorable events from the playtests. Flipping through its pages without reading anything the adventure already screams fun! The maps follow the DCC tradition, although they are less crowded. They lack scale, so the sizes are up to the Judge. I don't understand why the Judge's map had to be repeated a page later. It's unnecessary, its space could have been used for another illustration instead.

You will find no read-aloud textboxes and lengthy dull walls of text here. This is what you get when the author is not paid per word: zero bullshit, all useful information. Every room is described in a brief and straightforward manner, so it's up to the Judge how he presents them. The adventure is for all levels, which usually means the writer was either lazy to balance encounters, or the module isn't really about combat. In case of Wizardarium I dare to say it's both. Not giving a shit about balance shows that Calytonian knows DCC RPG very well. No need to sweat with maths, because the chaotic nature of the system will fuck it up anyhow.

The backstory appears lengthy at first glance, but in this case it's a venial sin, because the wizardarium is big and has a lot going on! The hook uses kidnapped children to lure the PCs to the ancient cave complex which belonged to the insane mage Calabraxis. The place already has a bad reputation, and the local peasants haven't even got a clue about what's really going on there!

The environment is non-linear and refreshingly interactive. The cave entrance is populated by apemen, who were psychically enhanced by a vibrating monolith. The monolith is the mining device of the ancient vorbian race who are awakening from their long slumber. It's also a nice tool to fuck up player characters or grant them psionic powers. And this is only the entry! Delving deeper the players will find all the crazy stuff left behind by the mad mage. Similar to the monolith most items can be tinkered with for various beneficent or harmful effects. There is a room with a projector that can turn people into hybrids if you make animal figures from plastic triangles and cast their shadow upon them. There are animatronic sage statues that can drop some hints, unless they go berserk when activated. There is a vault guardian who would love to get bound to another place because he's bored of his current task. I could go on about all the funky stuff the wizardarium has to offer, but if you require further examples about why this is a fascinating dungeon there's something wrong with you. There are some mundane traps too, like slides, narrow ledges, falling ceilings. The dungeon has 24 rooms, exits, tunnels described in one and a half pages. Remember what I've said about zero bullshit?

But what's a dungeon worth without memorable inhabitants? There are few predetermined encounters, most of them will be random. The PCs can meet their own time traveling shadows, visions of the time-shifted wizard, head-swapper bats, mongrelocks with random body parts and psychic powers, defrosted vorbians with hi-tech equipment that turns the user slowly into a vorbian, their mutant descendants, and of course the aforementioned advanced apes. Like the surroundings, they aren't all there to kill the players - some of them are downright friendly or indifferent! My favorites are the head-swapper bats, who decapitate people to get heads they can use to think and talk. They really like chit-chat and if they find someone clever they will try to get his head to replace the old one. Isn't that adorable?

Such extraordinary place must have extraordinary loot too! The players can get their dirty hands on a fob-watch which allows timetravel as observers. It's a cool way to explore the history of the wizardarium (which has its own section at the end of the addendum), but it's far from safe. Traveling to the future is dangerous: a fumble may revive defeated villains, age the travelers, or attract time hounds (of Tindalos), and eight-legged time lizards. It's also possible to obtain Baxter the Jolly Book-ax. He is a chatty book-axe hybrid who can use scrolls and spellbook pages to cast spells. He hates vermin and loves reading. He is also pretty senile. That's one magic item I would love to roleplay the hell out of!

The rest of the addendum has experimental psionics rules, some ideas about the vorbian monolith, the vault guardian, the vorbian agenda, delightful playtest memories, the writer's own appendix N for the adventure, and a list of 1d12 random mongrelocks that made me chuckle.

I love this adventure. It's full of juicy ideas I can't wait to use. It's also dirt cheap. Heck, even if you won't run Wizardarium you should still buy it for the wicked creatures and magic items within! I hope Claytonian releases a print version in the future, because I need this framed on my wall with a caption that says THE BEST THIRD PARTY DCC RPG ADVENTURE.

Tl;dr: The Wizardarium of Calabraxis offers a good amount of colorful and imaginative content for a ridiculously low price. You can buy it on DriveThruRPG.

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Monday, 4 July 2016

Review: Appendix N Adventures #2: The Vile Worm

The Vile Worm is the second adventure in Brave Halfling Publishing's Appendix N Adventures line. The first module was pretty disappointing and required some serious overhaul to make it interesting. Is this any better?

I'm one of those few souls who own a print version of this module too. It's a neat little saddle-stitched booklet. The illustrations are a bit weaker this time, and the cover is downright ugly. The map looks great, but it will ruin your hopes if you thought this will be a good one shot for Saturday night, because this dungeon has a very small number of rooms. The Vile Worm is not a fully fledged adventure. It is more of a sidetrek, a filler to put in an empty sandbox hex.

The highlights claim this is a dungeon crawl for 8 to 12 1st level characters. That's quite a lot for such a small place. The highlights also note this is a linear rescue mission. That's a very poor start, for two reasons. First, I hate linear adventures. Second, rescue missions need NPCs the PCs find worth rescuing - either because of the NPC itself, or the reward. The worst you can have is assuming the party is made of Goody Two-shoeses who can't wait to rescue random villagers never met before. You will later see this is exactly what we get.

The background is only half page long, and far cooler than The Ruins of Ramat's. It's a good setup for a gritty medieval lovecraftian tale: after finding the sacrifical tree for a worm god a crazed berserker becomes its priest and starts kidnapping people to sacrifice. Wicked! The next page introduces said hermit and his lynx and wolf companions. He's an adorable dark twist on druids, I like it a lot. With some build up he could turn into a memorable villain!

The next section is about how to begin the adventure. I thought The Ruins of Ramat was bad with the hook, but The Vile Worm surpasses even that! The writer basically tells you to invent your own hook, like that party getting lost in the forest, or maybe looking for a chaotic outpost. That's all. That's lazy. Come on, I paid for your creativity, to do the dirty work instead of me, to inspire me. Is this really the best you can do?

Okay, the party is in the forest, deal with it. They meet the hermit who will manipulate them to follow him to his oak. If they follow he will lead them to an ambush. What if the adventurers don't follow? The Judge shouldn't force the party, says the writer, he should just let them wander a bit until they run into the oak and the ambush. The irony is strong with this one. Also, good job at throwing away an interesting villain right at the start of the adventure!

The oak is the ancient hollow tree where the hermit lives and sacrifices folks. There is some boring treasure hidden around it, plus an obvious secret door to the prisons. Despite their two-three sentence long descriptions most of the cells are empty, except for the one where two peasants are kept, and the secret room with the bell that calls the worm. No mention of the 65 feet deep hole that leads down to the caverns. One of the prisoners will ask the party to recover their fater who was dragged away by a many tentacled monster. Down below careless adventurers can fall int a shaft with paralyzing mucus, find bodies impregnated with worm eggs, face worm hatchlings, loot a treasure hoard, and of course battle the worm itself. The encounters are passable: there are new hatchlings continuously bursting out from corpses, paralyzing goo all over the place, and while the Vile Worm is just a glorified carrion crawler, it is presented as a sneaky bastard who likes hanging out on the ceiling.

The adventure doesn't end after saving the shephard. The oak will try to murder the party, which isn't as scary as it seems, especially with 8-12 level 1 characters. While he can deal a decent amount of damage and can charm party members, his hp is ridiculously low for a 20x25 feet large tree. Within a round the party will make firewood from poor monster. Once its chopped down the peasants will give shelter, food to the adventurers. Hopefully they didn't forget to heal the shepherd, otherwise they will witness the chestburster sceen from Alien, which sounds an amusingly anticlimactic way to ruin the dinner. There are two more paragraphs with further ideas about what's under the worm caves, but they are weak and uninspiring.

The loot is boring as hell. Coins, jewelry, gems... There is no meaningful reward, there aren't even consumable magic items. Since magic item shops don't fit into DCC RPG's mentality, you likely can't even buy potions on your money. The whole adventure is just a waste of resources.

The Vile Worm is a lot like those modules hastily threwn together on the day before the session because you forgot to prepare during the rest of the week. There's no shame in that, I do that quite often, but at least I make it sure they aren't railroady, have at least one exciting encounter, reward the players with some juicy loot, last longer than two hours, and I don't publish them either. This module reminds me of a Dire Straits song.

Tl;dr: The Vile Worm is a waste of a cool idea on a short and linear sidetrek that lacks challenge and originality. You can buy it on DriveThruRPG.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.