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Showing posts with label High Fantasy. Show all posts
Showing posts with label High Fantasy. Show all posts

Saturday, 8 November 2025

Caution & Chicanery

Rogues, thieves, con artists, burglars, pirates, fences, pickpockets, plunders, muggers, thugs, spies, ninja, let alone scouts and rangers. All use guile, deception, and chicanery to achieve their aims in one fashion or another, and they, along with cunning and stealth, are the subject of HARP Subterfuge. As the title suggests, this is a supplement for High Adventure Role Playing Fantasy or HARP Fantasy, the roleplaying game descended from 1980’s Rolemaster. It is designed as the definitive guide to the classic fantasy roleplaying figure, the thief, and just about anyone who might use subterfuge or stealth to achieve his aims. This includes not just the aforementioned thief—and the many variations upon that role—but also those that use such skills as part their role, yet are not thieves or rogues. The classic Ranger is foremost amongst them, but there are several others that use such skills and who are not wanted by the city watch as a consequence of their use. HARP Subterfuge gives new Professions and spells, a guide to creating the perfect thief, advice on using the right skill for the right job, ways in handle stealth and subterfuge goes wrong (and a Player Character winds up in the hands of the law), suggestions on setting up a suitable underworld for any would be thief Player Character, and more. Although it is a supplement for HARP Fantasy, what HARP Subterfuge really does is move away from the ‘high adventure’ of HARP Fantasy and into a legally and morally grey area, inspired as it is Fritz Leiber’s Fafhrd and the Gray Mouser stories as well as The Lies of Locke Lamora and its sequels by Scott Lynch. What this means is that its contents may not be suitable for a high fantasy campaign, but if the Game Master wanted to set her campaign on the mean streets of some city decried as a den of iniquity, then HARP Subterfuge would be the supplement to help her do that.

HARP Subterfuge primarily requires HARP Fantasy, being built around its Ranger, Rogue, and Thief Professions, but it also needs HARP Folkways for the Hunter, the Scoundrel, and Seeker. It typecasts these and the new Professions into three categories—physical, dextrous, and intellectual, and suggests not just ways in which to build them, including skills to prioritise and talents are useful, but also why you might play them. These include Assassin, burglar, Con Artist, Fence, Pickpocket, Pirate, Plunderer (or archaeologist), Ruffian, Spy, Ranger, Scout/Guide, and Wayfarer (or explorer). The new Professions are the Ninja, Nightblade, and Beguiler. The Ninja is obvious in what it does, but the Nightblade is a spy that specialises in movement, distraction, disguise, and poison, whilst the Beguiler is spell user that specialises in mental misdirection, manipulation, and deception, particularly the Sphere of Beguilement. This is coupled with the Racial and Cultural perspectives for all of the Races and Cultures given in both HARP Fantasy and HARP Folkways, as well as adding the Dark Warrens Culture. This represents growing up in a culture with a reputation for crime, sin, and evil. Social class is not ignored, though that does require access to HARP Martial Law.

Similarly, there is advice and a review of skills and Talents useful to thieves and rogues, as well as the new skills, Intimidation and Crafts: Trap Making and Setting, and numerous new Talents, including ‘Backstabbing’, ‘Master Negotiator’, Opportunistic Attacking’, and ‘Thieves’ Insight’. It then shows the Game Master how to apply these skills and Talents as Manoeuvres. Under ‘Tricks of the Trade’ it examines everything from stalking, hiding, and camouflage, perception, and pickpocketing to disguises and infiltration, streetwise, and trickery—and it does so in exhaustive detail. For example, for crafting and setting traps, it looks at the possible difficulties crafting and setting traps, trap components, purchasing readymade traps, improvising traps, snares and lures (or non-lethal traps), and even magical traps. It backs this up with examples of play and interestingly, draws parallels between magical traps and chemical warfare in that they can be particularly deadly, and their use can escalate. However, a similar ethical approach is not applied to the discussion on seduction under its otherwise well done treatment of Influence, which covers rumours, propaganda, bribery, blackmail, and reputation. Each of the ‘Tricks of the Trade’ is treated in similar, detailed fashion, as the ‘Tools of the Trade’, which covers climbing, picking locks, making a getaway, and more.

For poisons, HARP Subterfuge does consider their implications and effects upon culture and society. This includes their use as medicines (depending upon dosage), in mysticism and cults to instil trance, euphoric, or hallucinatory states, in hunting and war—the latter typically held as dishonourable, and in general, their use being regarded as taboo. Of course, this is not going stop the Player Characters or NPCs from using poison, so sources of poison are examined, rules for harvesting and cultivating sources, preparing, and using them are all provided. The later includes applying poisons to weapons, adding them to food, or blowing them as a dust. There is a guide too to ‘Mithridatism’, the immunisation against a certain poison through application or ingestion of tiny doses, as well as tables for the Game Master to create poisons for her own campaign.

The point of ‘Deceptive Combat’ in HARP Subterfuge is that it does not involve what more martial types would call a ‘fair’ fight. Instead of meeting on the battlefield, a deceptive combatant uses every advantage he can—attacking first, ambushes, higher ground, knocking opponents down or stunning them, and so on. Scaling these up and what you have is guerrilla warfare, but either allows weaker or poorly equipped individuals or forces to fight the larger or better equipped. HARP Fantasy Professions which fall under this include the Ranger, Rogue, and Thief, as do the Hunter and Seeker from HARP Folkways, whilst HARP Subterfuge most notably adds the Ninja. ‘Deceptive Combat’ examines various ways in which a combatant will fight less than fair, including dodging, parrying, knocking prone and fighting from prone, taunting, flanking, and more. Then when things get ugly, it also looks at dirty fighting and brawling. Of course, much of this can apply to normal combat too, but it particularly applies to the new Profession of Ninja, which is given a chapter of its own covering Ninja tools, weapons, and martial arts.

Since all Professions in HARP Fantasy can have access to magic, HARP Subterfuge explores several paths via which the stealthy or the cunning can add a touch of magic to their arsenal. These scale up from not actually learning to use spells, but to better use the stored magic in charms, potions, and magical items to actually combining a spell-casting Profession with a Subterfuge Profession, with the new spell-casting Professions in HARP Subterfuge of Beguiler and Nightblade somewhere in between. The supplement examines these in turn, also adding lists of spells from other Spheres that will be useful to subterfuge Professions (some of which come from HARP College of Magics). There are useful lists too, of spells granted by their deity, such as a god of trickery or god of secrecy, for the Cleric/Thief Profession combination, and lastly, the ‘Sphere of Shadows’. This is for the Nightblade Profession and includes spells from the Spheres of Necromancy and Elementialism from the HARP College of Magics, as well as new spells particular to the Nightblade, such as Acute Senses, Phantasmal Duplicates, and Nightblade’s Focus, the latter enabling the Nightblade to enter into a trance state with his weapon to enhance his skill.

The last part of HARP Subterfuge looks at subterfuge and society. This includes its criminal elements or underworld, described here more as an overlay (or as it alternatively suggests, an ‘underlay’) which may or may not dominate a bad part of town. The Streetwise skill is what needs to know in order to get around either and who he might know such as informants, fixers, and fences, plus of course, who is in charge at any one time and who wants to be. This includes organisations too, from the classic fantasy thieves’ guild and rural to heist teams and spy agencies. Amongst these are nomadic groups, suggesting that not all members of a nomadic group engage in subterfuge and gypsies as an example. This is problematic as it veers towards stereotyping, and whilst ultimately that may come down to their portrayal by the Game Master, this could have been addressed in the book. ‘Robin Hood and his Merry Men’ are given as example of a rural organisation, complete with gaol and purpose, membership requirements, group structure, means and methods, which is a pleasing counterpart to the more generic treatment of a thieves’ guild that follows. It is more structured though, as you would expect in a classic fantasy roleplaying sense, and it provides a template that the Game Master can use or adjust as is her wont. There are sections too on loot that a thief might steal, the amount or type depending upon the wealth of the society he is preying on. It includes some new magical items like the Dagger of Silent Screams that five times a day dulls all sound with a foot, including screams and the Gloves of Finnius ‘Four-Thumbs’ (a nice gaming reference there) which an extra thumb, taken from the dead body of a master thief, sown into a finger outside the little finger! The gloves need time to adjust to, but give a bonus to pickpocketing and picking locks, but reducing the wearer’s chance of fumbling in combat!

Of course, the downside to carrying out acts of subterfuge is that a Player Character can get caught. HARP Subterfuge does not simply look at the ways in which a thief might be caught, treated by the legal system—if any, and if found guilty, punished, it asks what constitutes a crime taking into consideration a society’s norms, customs, and laws, and how that can affect a Player Character. It looks at these from point of view of the different Races from both HARP Fantasy and HARP Folkways, as well as what each generally thinks of capital punishment (important, because historically in the medieval-style cultures that fantasy roleplaying games are based, capital punishment was the punishment de jour). Although there is a decision tree that the Game Master can follow to make a quick and dirty ruling—based on the offender’s relation to a group, the justice he faces, the offender’s criminal history, object of the crime and the means, and more—there is no one size fits all system here and ultimately, the Game Master will need to design a justice system to fit her campaign, and possibly more than one, if the campaign focuses on thievery and subterfuge. In response to thieves, there are some suggestions as to possible countermeasures that the law-abiding and/or the rich can take to prevent the theft of their valuables.

Penultimately, and surprisingly, HARP Subterfuge steps away from the mechanics of playing a Thief or subterfuge-type character to look at the ethics—the principles behind right and wrong behaviour, and the morals—the attitude and behaviour of the individual. Backed up by examples, this examines how some actions and outlooks of certain Player Character types can be perceived as negative and ultimately affect both the other players and the other characters. This stems from that the fact that the character type in HARP Subterfuge is stealing or being underhanded, which in today’s society is regarded as immoral in the first case and at least frowned upon in the second. After all, the character type that is likely to be the most selfish is the Thief and if that extends to theft from the rest of the party, that can have consequences in and out of the game. Really, what the section is doing is suggesting that the Game Master and her players consider the personal versus group dynamics of the party and set boundaries in terms of what their characters will and will not do. Of course, not every group of players is going to want to address this or even feel the need to do so, but it is there if they do. Certainly, for some groups, it is definitely something to think about.

Lastly, HARP Subterfuge includes an appendix that outlines the long con, which like earlier chapters, looks at different applicable Professions and skills and Talents, how the different Races and Cultures regard them, how to handle the Manoeuvres necessary to carry one off, all the way down to the ethics and morals involved. This is a great addition to the rest of the book, since it sets up the possibility of a mini-campaign focused on a single job in which the Player Characters prey upon the trust and/or greed of others, but emphasising verbal interaction as much as physical action, if not more.

Physically, HARP Subterfuge is neat and tidy. The artwork varies in quality, and in the main, this is a text-heavy book with a lot of detail. This does not mean that it is hard to read by any means. Notably, each chapter is headed by a suitable quote and their sources are listed at the front, so the reader can use them as a bibliography.

How much use a playing group will get out of HARP Subterfuge will depend upon how much it focuses on the activities of the Thief Profession and other subterfuge-based Player Characters. There is content here that will always be of use to the Thief of the classic fantasy roleplaying, whether that is the ‘Backstabbing’ Talent or the use of various Manoeuvres like climbing, laying traps, and picking locks, all of which are described in detailed fashion. Beyond this, there is plenty here that will really benefit a Thief- or subterfuge-focused campaign, perhaps providing almost too much for the Game Master to work through and take into consideration when setting up such a campaign. Ultimately, HARP Subterfuge is the definitively exhaustive sourcebook for thieves and other ne’er-do-wells for HARP Fantasy, with plenty of ways to add variations upon the classic thief- or rogue-type character to an ongoing campaign or focus upon them for the entirety of the campaign.


Friday, 25 July 2025

Friday Fantasy: Astromythos: Lair of the Spider Lord

In the heavens there is a war between the Stars, between the stars of light and darkness, and of life and consumption. The black hole stars called ‘Photovores’ seek to consume all other Stars, and where they cannot, they cajole others to steal and enslave the other Stars. They are opposed by all other Stars, led by the wise White Dwarf Stars. When a Photovore dies, its death echoes across the heavens and echoes on worlds as lightning. On the world of Zós, the death of the most evil of Photovores, Pséphtes, struck a boy and in time, the ghost of Pséphtes corrupted him and helped him become Photiós, the King known as ‘The Pantokrator’. His most loyal and fouled servants, the Corrupted Men, spread and controlled time through their Timekeepers, interfaces between space and time, from which hatched The Pantokrator’s other minions, the Spider Lords. The Pantokrator raised armies and took to the skies, murdering Stars and enslaving Planets, even personally stabbing in the heart, Ánthraka, the much beloved Moon of Zós. In response to the rise of The Pantokrator’s empire, the Stars attacked its many colonies and even Zós itself. Their mightiest weapon was Átmos, the Stellar Wind, which brought an austere nuclear winter to every world it touched. A hatred for the Stars grew in the heart of Pséphtes and his puppet, The Pantokrator, and even as they were driven back to the world of Zós, they plotted to restore their empire. Yet as they do so, the Star whose light bathes Zós is dying and there are those who plot in spite of The Pantokrator, seeking to replace the Star with something manmade, a Sun whose light and warmth can be taxed and thus fund The Pantokrator’s desire for empire again. Even then there are those who would take advantage of this plot to instigate a seemingly never ending solar eclipse and elevate themselves to sit alongside Pséphtes!

This is the background for Astromythos: Lair of the Spider Lord, one of the strangest of adventures for Dungeons & Dragons—for any edition, let along Dungeons & Dragons, Fifth Edition. Published by Hit Point Press, it is based upon Astromythos: Book One – World Art Book, an epic mythology presented in heroic verse created by artist and author, Jon Sideriadis
. Thankfully, Astromythos: Lair of the Spider Lord is not in heroic verse, but it is epic in scale and requirements. It is designed for a party of Tenth Level Player Characters, who by the end of the campaign, will reach Fifteenth Level. The scenario combines cosmic horror and—very—high fantasy in a universe that is biological on an astronomical scale and will see the Player Characters crossing the dead bones of a dying world and plunging quite literally into the heart and bowels of a mountain before ascending to the heavens to confront a mistress Spider Lord at the heart of her lair, from which she woven a web around the Sun and planet of Zós. All of which is depicted in stunning artwork which captures the cosmic mythology of the setting. And the Game Master is definitely going to want to show the artwork in Astromythos: Lair of the Spider Lord to her players, so that they can grasp the alien grandeur of the Astromythos through which their characters are journeying. (There is, though, a deck of spell and item cards, which do show off the author’s artwork, but this is a campaign or scenario that really warrants a book of artwork to show the players, a la S1 Tomb of Horrors.)

There is, though, the matter of getting the Player Characters to the start of the scenario. The suggested hooks all boil down to the Player Characters beginning the scenario in the dungeons of King Photiós’ meteor castle on Zós and their being summoned to his court to be sent on a mission. They might be natives to Zós, but there is no suggestion as to what a native of Zós might look like in Dungeons & Dragons, Fifth Edition given in Astromythos: Lair of the Spider Lord. The extremely otherworldly nature of Astromythos: Lair of the Spider Lord lends itself to it being run as if it were a shared dream, but the reality of Astromythos: Lair of the Spider Lord also suggests that it could be run in conjunction with any setting involving alternate planes or travel between the stars, most obviously the Planescape Campaign Setting or Spelljammer: Adventures in Space, or their more modern iterations.

At the beginning of the scenario, the Player Characters are directed by King Photiós to fetch Dulos, a man whom the rather unpleasant monarch tells them is key to the restoration of his kingdom. This requires a journey, first on a train pulled by a biomechanical heart—the Artery Railway—and then on foot through the Flayed Wood to Nanókora, a poisoned village of bone. There are few if any survivors, but Dulos is one of them, and whilst he will thank the Player Characters for rescuing him, he will also plead for their aid. He will tell them of the truth of King Photiós’ evil and that only by allowing the trees to grow once again can the world of Zós be saved from his poison. Dulos will join the Player Characters if they decide to help him—King Photiós will attempt to kill them as thanks for their help even if they decide otherwise, and Dulos will guide them through much of the rest of the scenario. Travelling under what is now a perpetual solar eclipse, Dulos directs the Player Characters up the nearby mountains to find someone who can help recultivate the trees, but when their way back down is blocked, they are forced to make a detour into the mountain itself. The caves themselves have a very organic feel and layout, though it may not necessarily be obvious to players and their characters unless they map it out.

Once they are free of the mountain, having been captured by a two-headed ogre of cratered rock and been thrown into his pot along the way in classic fantasy style, the Player Characters enter the Skeletal Wood and search for the Zenith Door, a magical door in the sky which should open at noon daily and allow travellers to be transported into orbit and beyond. However, the perpetual solar eclipse means that it remains permanently closed, so another route is needed. This is aboard a garbage barge, for which its captain which charge a fortune, but it will get the Player Characters to the heavens to first confront one Spider Lord, Lord Skurigelos, in his dead asteroid lair and then another, Lady Klevastis, his mistress in her Horned Moon Keep on the lunar surface, after having penetrated the moonflesh mines. As befitting their Spider Lords, both asteroid lair and castle are overrun by spiders and festooned with webs, although they are not the only threat that the Player Characters will face. There is the possibility of their being captured in the asteroid lair and having to escape a torture chamber, but the exploration in both locations will culminate in a confrontation with a Spider Lord. The final fight in the scenario is incredibly tough, and unless they spot and take advantage of Lady Klevastis’ weakness, there is the possibility of a total party kill. (If that happens, it is almost worth playing through this part of the scenario again, as it might emphasise the dream-like nature of Astromythos: Lair of the Spider Lord.)

There are some suggestions as to how to continue the scenario, which will require no little development by the Game Master, but in this and the scenario itself, the Game Master is decently supported in Astromythos: Lair of the Spider Lord, something that is really useful given how different the nature of the scenario really is. This includes a good overview of the background to the setting and the scenario itself, as well as a list and descriptions of the scenario’s named NPCs. The first of the scenario’s three appendices describes new magic items, the second its bestiary, and the third, its new spells. The new magic items include some fearsome weapons, like Bone Divider, a Moonflesh great axe that requires a Strength of twenty to wield, is enchanted by Tidal Force so that it knocks opponents back thirty feet with a blow, and on a natural twenty cleaves an opponent in two in a shower of sparks and stardust! The bestiary describes some twenty-seven new creatures, including ‘Clock Mites, Mites of Many Colours and Neon Corruptors of Time’, ‘Spider Ghouls, Half-Man/Half-Spider Failed Experiments of Lord Skurigelos’, and ‘Star-Slayers, Dreaded Warriors of the Pantokrator King and Superhuman Slayers of Stars’, some of which should find their way into other cosmic or planar settings for Dungeons & Dragons.

Physically, Astromythos: Lair of the Spider Lord is incredibly well presented with fantastic artwork that will amaze the reader. Depictions of things such as ‘Opticos, Asteroid Abomination, Lord of the Opticons and the Spies of Photovóros’, all blue-grey and beautiful eyes looking in different directions, is genuinely creepy, even Gilliam-esque, whilst elsewhere, there is a dark religiosity to the artwork.

Astromythos: Lair of the Spider Lord is a linear scenario, one that is not difficult to run, but given the fearsome nature of many of the foes, difficult to overcome by the players and their characters. It is also difficult, or at least awkward, to add to a campaign easily, given the cosmic nature of its fantasy. Running it as a dream is likely the easiest way, since it requires the least explanation and will have the least effect upon an ongoing campaign, and it can be run alongside an existing campaign. In whatever way a Game Master decides to run it, Astromythos: Lair of the Spider Lord is a genuinely fantastical scenario played out on an astronomical-biomechanical scale with some amazing imagery.

Sunday, 10 December 2023

1993: Earthdawn

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.


—oOo—

It is over a thousand years since the founding of the Empire of Thera with the establishment of the Eternal Library by the Elves to study and decipher the Books of Harrow. These volumes revealed that as the magic rose in the world, it enabled unimaginable horrors—previously only seen by wizards entering Astral Space—to break into the world and spread chaos, death, and destruction. Magic was yet to peak, and as the Theran Empire spread its influence and conquered new territories in search of more Books of Harrow, it traded—even warred—for orichalcum, the magically rich metal that would further the research of the Eternal Library, and it preached of the dangers to come. Ultimately, the staff at the Eternal Library determined that the only way for people to protect themselves was to magically seal whole communities in kaers and citadels, there to wait out the centuries until after magic had peaked and begun to decrease. Centuries passed before the Scourge of the Horrors ended and the inhabitants of the kaers knew it was safe to leave, but the land their ancestors had known is changed. Horrors still exist, in dark corners and the kaers whose defences they managed to breach, and there are still kaers that remain sealed, the fate of their inhabitants unknown. In Barsaive, a former province of the Theran Empire, the Dwarf kingdom of Throal arose as the Theran Empire retreated and has already driven back an initial attempt to reclaim the province by the empire. The many peoples of Barsaive, declared by the Kingdom of Throal free from being slaves of the Theran Empire as their ancestors had been, are thriving and there are many, known as ‘Adepts’ for their magical connection to the world, who aid the kingdom and explore its new lands.

This is the setting for Earthdawn, a new roleplaying game published by FASA in 1993. It was a big fantasy roleplaying game published at a time when no other fantasy roleplaying games were being published—except for Advanced Dungeons & Dragons, Second Edition. At the time it looked like an aberration, because after all, if you had Advanced Dungeons & Dragons, Second Edition, did you actually need another fantasy roleplaying game? After all, what did Earthdawn offer that Advanced Dungeons & Dragons, Second Edition did not? The answer to that is both plenty and not a lot. Plenty, because it offered a detailed setting from the start, that of Barsaive; it provided a reason to explore the underground locations of its setting, the kaers, in way that the dungeons of Advanced Dungeons & Dragons, Second Edition did not; it offered plenty for the Player Characters to do, such as exploring kaers, sealed and unsealed, exploring the new world, protecting others from the remaining Horrors, and so on; it offered lots of character archetypes that enabled the Player Characters to do exciting things; and it had a rules system that was coherent and consistent from start to finish. Not a lot because it was still high fantasy like that of Advanced Dungeons & Dragons, Second Edition and you are still playing Elves, Dwarves, and the like; and kaers are still dungeons even if they are called kaers.

A Player Character or Adept in Earthdawn is defined by his Race, Attributes, Discipline and Circle, Talents, skills, and spells. There are eight core Races, known as the ‘Name-giver’ races, detailed in the Earthdawn core book: Dwarf, Elf, Human, Ork, and Troll are similar to their depiction in other fantasy roleplaying games, but in Barsaive, Dwarves are the dominant Race and culture. The other three are Obsidiman, creatures of living rock, over seven feet tall and weighing hundreds of pounds; T’Skrang, reptilian humanoids, matriarchal, flamboyant and sometimes frivolous; and Windlings, eighteen-inch tall fairie-like creatures with dragonfly-like wings. Obsidiman are seen as slow, but dependable; Orks as nomads, whose tribes will raid the civilised lands; Trolls as feared sky raiders, aerial pirates who crew longship-like sky boats; and T’Skrang as river traders when they are not part of the river pirate federations. Each Race has its own innate abilities. For example, Obsidiman are stronger and tougher, T’Skrang have a tail attack, Trolls are stronger and tougher and have heat vision, and Windlings are not as tough, but possess Astral Sensitive Sight and Flight. Humans have the Versatility Talent, which enables them to learn Talents from Disciplines other than their own. The six Attributes are Dexterity, Strength, Toughness, Perception, Willpower, and Charisma, and they range in value between two and eighteen.

There are thirteen Disciplines in Earthdawn. A Discipline is a way of studying magic and connecting to the magic of the world, and is both a profession and a way of life. They are Archer, Beastmaster, Cavalryman, Elementalist, Illusionist, Nethermancer, Sky Raider, Swordmaster, Thief, Troubadour, Warrior, Weaponsmith, and Wizard. The Elementalist, the Illusionist, the Nethermancer, and the Wizard are the specific spellcasters, with the Nethermancer’s magic involving the other planes. Each Discipline has eight Circles, representing the overall skill and experience of the Adept. In effect, Discipline is the equivalent of Class and Circle the equivalent of level, making Earthdawn as much as a Class and Level roleplaying game as it is a Discipline and Circle roleplaying game.

One of the features of Earthdawn is that both Races and Disciplines are strongly presented in the roleplaying game’s artwork. A colour section depicts all eight Races and each of the eight Discipline listings is accompanied by a ready-to-play archetype of that Discipline. Thus, the Beastmaster is accompanied by an Ork Beastmaster, the Sky Raider by the Troll Sky Raider, the Swordmaster by a T’Skrang Swordmaster, and the Weaponsmith by the Dwarf Weaponsmith. This is typical of roleplaying games designed in the nineties, but very much helped to enforce the feel and look of the world of Earthdawn.

To create an Adept in Earthdawn, a player selects a Race, Discipline, generates Attributes—either randomly or by a point-buy method, determines Step Number and Action Dice for each Attribute, assigns Ranks to the Talents from his first Circle, and assigns Ranks to Knowledge Skills, an Artisan Skills, and Language Skills. Knowledge Skills are areas of study, whilst Artisan Skills represent the arts and craft skills that the people of Barsaive practice in order to prove their creativity and thus not corrupted by the Horrors. Lastly, after equipping his Adept, a player selects one or two personality traits—one of which can be hidden if two are selected, and decides upon some background details.

Name: Sheer
Race: Windling
Discipline: Archer Circle: First

ATTRIBUTE – STEP – ACTION DIE
Dexterity (17): 7/1D12
Strength (11): 5/1D8
Toughness (12): 5/1D8
Perception (15): 6/1D10
Willpower (15): 6/1D10
Charisma (16): 7/1D12

TALENTS
Avoid Blow (2): 9/1D8+1D6
Direction Arrow (1): 8/2D6
Karma Ritual (1): 8/2D6
Missile Weapons (2): 9/1D8+1D6
Mystic Aim (1): 8/2D6
True Shot (1): 8/2D6

MOVEMENT
Full: 48 (Land)/90 (Flight)
Combat: 24 (Land)/45 (Flight)

SKILLS
Artisan/Fletching (1): 8/2D6
Knowledge/Windling Lore (1): 8/2D6
Knowledge/Heroes & Legends (1): 8/2D6

LANGUAGES
Language/Windling (1): 8/2D6
Language/Dwarven (1): 8/2D6
Read/Write/Dwarven (1): 8/2D6

KARMA
Dice: D10 Points: 15

COMBAT
Physical Defence: 10 Spell Defence: 8 Social Defence: 9 Armour: 4 Mystic Armour: 2

DAMAGE
Death Rating: 34 Wound Threshold: 9

Mechanically, Earthdawn uses all of the standard polyhedral dice and to succeed at an action, must roll high to beat a Difficulty Number. Every Attribute, Skill, and Talent has a Step Number. The base Step Numbers for an Adept are derived directly from the Attributes and the ranks that an Adept has in his Skills and Talents will increase their Step Number. The Step Number determines the Action Die or Action Dice that the player will roll for his Adept when using a Skill or Talent. Each Step Number is equal to the average roll on the Action Die or Action Dice. For example, the Action Die for a Step Number of six is a ten-sided die, the average roll for which is six. As an Adept increases the ranks he has in his Skills and Talents, the Step Number and Action Die for each will also increase. In combat, the Difficulty Numbers are determined by the opponent’s Physical Defence, Spell Defence, and Social Defence values, but for other actions, the Game Master assigns a Difficulty Number according to the difficulty of the task. The result of the roll is then compared to the difficulty of the task on the Success Level Table. The result can be Poor, Average, Good, Excellent, or Extraordinary. Higher results are possible because rolling the maximum on any die allows the player to roll and add the result of another die of the same type.
For example, Sheer and his friends are exploring a kaer when they discover some ghouls. As his friends move to attack, Sheer draws an arrow and fires at a ghoul. The ghoul has a Physical Defence of seven and an Armour rating of four. Sheer’s player decides to use his Missile Weapons, for which he will roll an eight-sided die and a six-sided die and add the results together. He rolls a six on the eight-sided die and a six on six-sided die, which means he can roll another six-sided die and add that to the total. He rolls five and the grand total is seventeen. The Game Master compares this result versus the Difficulty Number of the Ghoul’s Physical Defence. This is not quite enough to get an Extraordinary result, but it is enough to get an Excellent result. This means that Sheer’s attack bypasses the ghoul’s armour (or hit it in a soft spot if no armour is worn) and it will suffer the full effect of the Damage Test.
In addition, all Adepts—and some creatures—have Karma, which can be spent in two ways. Some Talents require Karma to be activated, but it can also be spent to add another Action Die to a test. The size of the die is determined by Race. The amount of Karma an adept has is limited, but it can be replenished through the Karma Ritual Talent and through expenditure of Legend Points, the equivalent of Experience Points in Earthdawn.

Magic forms a major part of the setting and background to Earthdawn and four of the Disciplines—the Elementalist, the Illusionist, the Nethermancer, and the Wizard—can cast spells. All four have their own spell lists and start play with several spells, but for each, this requires the Spellcasting, Thread Weaving, and Spell Matrix Talents. Effectively, casting spells is a three-step process, of which Spellcasting is the third and last. The first is Thread Weaving, which enables the spellcaster to weave threads of magic into a spell’s pattern which is then stored in Spell Matrix. Some spells require more than one thread. The Spell Matrix enables the spellcaster to hold and cast a spell free of interference from astral space. Otherwise, the magic would pass through the caster’s body and in the process, do him harm. Other Adepts can also have Thread Weaving, but this is tied to what their Disciplines do rather than enabling them to formulate spells. A spellcaster can have multiple threads being woven at any one time and will have more than the one Spell Matrix, often enabling him to have more than the one spell ready to cast at any one time. Each Spell Matrix is treated as its own Talent and stores the spell until it is cast or the caster dies. It is possible to reattune the Spell Matrix to store a different spell, but this is challenging. Spells can also be cast from a grimoire, but if desperate, a spellcaster could cast raw magic, tapping directly from astral space. This though, makes him vulnerable to Warping, damage, and a Horror Mark Test, as astral space has been warped itself by the Horrors. If the Game Master succeeds at the Horror Mark Test, it means that things have gone badly for the spellcaster. In this case, his use of raw magic leaves a mark on the caster that acts a beacon for Horrors for a year and a day! A Horror Mark can also be gained through encounters with actual Horrors.

During play an Adept will earn Legend Points through play and this is directly spent by the player to increase the Ranks in his Adept’s Talents. In general, Ranks in Talents, because of their magical nature, are easier to increase than those in Skills. An Adept must train to advance to a new Rank and this requires some roleplaying too. One of the most unusual methods of training can be gained from a Ghost Master, one who has died, but whose spirit can be contacted. The requirements for this are demanding and the Adept will need to prepare for it.

For the Game Master, there is advice on the perils of adventuring, handling creatures and Horrors, exploring kaers, and travel, the latter the faster means by river and by air. This accompanied by good solid advice on running the roleplaying game in general, as well as creating adventures and NPCs, and how to award Legend Points. Only here though, is where the Success Level table given and the mechanics of Earthdawn fully explained—and this is some two-hundred-and forty-three pages, almost three-quarters of the way through the book!

One of the notable features of the core rulebook for Earthdawn is the inclusion of a pull-out insert of sixteen cards, each representing a single magical item. Each magical item in Earthdawn is unique—there are no generic items. Instead, a magical item has a pattern, like the spells, that an Adept can attach threads to and weave himself into. This cannot be done randomly, but requires research and tests of knowledge to discover aspects of a magical item. This starts with the Name of the item, then its creator’s Name, its abilities, the source of its materials and the Name of the creature who aided in its creation, and so on. Once this has been done, the Adept can weave threads into the item, the player expend Legend Points, and then make the item not only becomes part of the Adept’s legend, but the Adept also part of the item’s legend. In this way, magical items become important and attached to an Adept both mechanically and narratively in a way that other fantasy roleplaying books did not do.

The creatures in Earthdawn include a mix of creatures, monsters, and Horrors. Some like the ghouls and the zombie-like cadaver men are similar to those of other fantasy roleplaying games. Dragons are immensely powerful creatures, said to be millennia old, but tend to stay away from mortals. Three Dragon types, the Cathay Dragon, the Common Dragon, and the Great Dragon are detailed as are three dragons by name, but unlike in Shadowrun, Dragons do not themselves play a great role in the setting, at least not in the core book. Shadowrun is important here, since it would be later be revealed that Earthdawn was actually a prequel to the fantasy cyberpunk roleplaying game, which was set at another point in the cycle of magic. However, the ties between the two have been subsequently severed. Where Dragons are powerful, Horrors are powerful and nasty. They can animate the dead, corrupt Karma, shift damage it has suffered to other targets, leave Horror Marks, cast spells, inflect Terror, and more. They can be generic in nature like the Bloatforms which manipulate communities into acts of suicide and murder, and the Kreesca, misshapen humanoids that inflict horrible nightmares on the wounded, preventing them from healing. Or they can be of a singular nature, such as Chantrel’s Horror, named for the troubadour who dreamed it into existence. Some nine Horrors are described, all inventively horrible and difficult to defeat, representing strong challenges for any Adept. They are Earthdawn’s signature monster, but allow for lots of inventive variation.

Lastly, Earthdawn is rounded out with two sections which expand upon the background. The first explores the Passions that shape the spiritual beliefs and customs in Barsaive. Each embodies a trait such as love, art, revelry, and so on. Most Passions are positive forces, but there are mad Passions such as Raggok, who embodies vengeance, bitterness, and jealousy, and Vestrial, which embodies who embodies manipulation and deceit. Passions are worshipped, though not as organised faiths, whilst Questors pledge themselves to a particular Passion. There are no specific mechanical benefit to doing so, although Questers are respected across Barsaive whereas Adepts are too closely connected to magic to gain everyone’s trust or respect. Otherwise, the inclusion of the Passions is interesting to read, but there is not much in the way of application to play. The second is an expanded section of Barsaive, which provides an overview of the province.

Physically, Earthdawn is very well presented. The artwork, a mix of black and white and colour inserts is great, really bringing the setting to life. Yet the writing and certainly not the organisation is not as good as it should be. The spellcasting system, actually a pleasing mix of  flavour and mechanic, is not as well as explained as it could be since it requires much more work than simply casting a spell and rolling dice. The explanation of the mechanics is scattered across the book, with the actual explanation of the core mechanic and working out how successful a roll is, not appearing until almost three quarters of the way through the book. It really should have been given upfront so that the reader and the Game Master has a good grasp of them before reading the rest of the book. Nevertheless, Earthdawn is a good-looking book, even with the magic item cards removed (though most copies still retain them to this day). If it lacks anything, it is a scenario to play right from the off.

—oOo—

Stewart Wieck reviewed Earthdawn as a ‘Feature Review’ in White Wolf Magazine #37 (July/August 1993). His review began the same that other initial reviews did. Comparing it with the then as now biggest roleplaying game in the industry, he opened with “What can be said about Earthdawn? Well, it’s better than AD&D. Then again, you’d have to wonder about a company that went to the trouble of releasing a fantasy game that isn’t better than AD&D. Even an outstanding game is going to have little chance of overtaking this grandfather of games, so what hope does a crappy game have? None. What chance does Earthdawn have, even though it’s better? None. There’s just not enough that’s new in the game to make it really stand out in the minds of current fantasy gamers.” The review continued in this fashion until Wieck awarded the roleplaying game a score of three out of five, and concluding with, “Earthdawn is a solid game, but the “innovations” seem like unnecessary complications. The world is fun, but not fresh. This is not the fantasy game to leave your current campaign for unless you want to bank on the ever-fulfilled FASA promise— an extensive line of support material, much of which will be very good and will undoubtedly add a lot to the game.”

Alongside Wieck, Sam Chupp and Travis Williams added their own brief reviews. Chupp also awarded Earthdawn a score of three and compared it to Advanced Dungeons & Dragons, suggesting that, “If, however, you are looking for a new twist in fantasy roleplaying, you going to be patient and wait for another company to get brave enough (in a crowded market) to put out a brand-new, radical, out-of-this-world fantasy role-playing game.” Williams was more positive, awarding it four out of five, and praising it for its story, artwork, and sense of why the things were that they were, and, “Last, but not least, I gave Earthdawn one more point for their effort to make the game more colorful, and I mean this in an ethnic sense, I never really wanted to play a white person in AD&D, and [I] to play someone black I had to choose a dark elf. I respect FASA for making the effort to include black people in their fantasy games. Maybe more of us will play them as a result.”

Earthdawn would be reviewed in Shadis magazine, not once but twice. First in a ‘Feature Review’ by Jeff Zitomer in Shadis #10 (November/December 1993), which he began with the almost formulaic response of, “What, yet another fantasy RPG? Wrongo folks. Let’s face it, the market is flooded with bland fantasy role playing games. Has this become the hack genre of choice? Today’s gamers are a pretty savvy bunch. Sure, a big company like FASA certainly has the resources and talent to put together a snazzy-looking game, but can this newcomer compete?” Ultimately, Zitomer would be more positive than other reviewers, bring his review to a finish with “To sum it up, I think EARTHDAWN is going to be a classic. The background is unique and rich with adventuring possibilities. The rules, though voluminous, won’t take a lifetime to understand and won’t turn an adventure into a numbercrunching session. The game isn’t 100% perfect, however. There are some problems, such as the organization of the rules. In addition, I would’ve liked to have seen more background in the basic book instead of having to wait for supplements. As I mentioned before, these problems are more of an inconvenience than an impediment, and can be excused considering the sheer size of the game.” before closing with, “I give EARTHDAWN an “A-“. Check it out.”

The second review would appear in Shadis #24 (February 1996), again as a ‘Feature Review’, but this time by Jerome Rybak. As much an overview of the then range of supplements available as a review, Rybak’s review is by far the most positive: “Earthdawn has it all . Fantasy role-playing with dashes of horror (sec the Horrors supplement), exploration and adventure. It has enough of the traditional so I feel the swirls of nostalgia inside and enough innovation to keep me on my toes when I start to take things for granted. While the system is a bit too innovative for my taste, I highly recommend Earthdawn to anyone who runs a fantasy campaign. It really gives the fantasy genre a long-needed (albeit friendly) kick in the pants.”

Earthdawn was a ‘Pyramid Pick’ in Pyramid Vol. 1 Number 3 (September/October 1993). Reviewer, Chris W. McCubbin noted that, “The neat thing about Earthdawn’s setting is that it provides a completely logical framework for all the traditional fantasy roleplaying adventures. In D&D-style games, the realism-minded player is forever wondering, “if this kingdom is so ancient and civilized, why is this treasure-filled, haunted ruin sitting undisturbed ten miles outside the capital city?” He concluded the review by saying, “Although it never becomes bogged down in cliches and avoids outmoded concepts, Earthdawn is, at heart, a very traditional heroic fantasy RPG. In fact, it might be, in a very literal sense, the last word in heroic fantasy roleplaying – as the art of the RPG continues to expand beyond its sword-and-sorcery roots, Earthdawn might just turn out to be the last great FRPG. I predict it’s going to be a hit, and a fan favorite for years to come.”

Rick Swan reviewed Earthdawn in ‘Role-playing Reviews’ in Dragon #202 (February 1994), initially noting that a decade earlier, he would have questioned the “…[S]anity of any publisher attempting to go head-to-head with the AD&D® game.” He countered this with that wisdom that, “Almost any new fantasy RPG has a shot at elbowing its way into the market providing the publisher has a professional quality package, commits enough resources to promote it, and supports it with supplements. A good hook, preferably one that can be summarized in one line of ad copy, doesn’t hurt. (“Every character a spell-caster!” “Our dwarves are 10’ tall!”) It also pays to be different, but not too different. Successful RPGs tend to favor new twists on familiar concepts, not radical re-inventions; no one’s going to get rich with a game about magic-wielding kitchen appliances.” Yet his initial assessment was not favourable since it is clear that he felt that Earthdawn was not different enough, his opinion being that, “Despite workable rules and a clever setting, EARTHDAWN is more frosting than cake, with little of substance to distinguish it from the competition. Much of the game seems to parallel the AD&D system, including the archetypes (dwarves, dragons, and wizards), terminology (“circle” for “level”) (“legend points” for “experience Points”), even its polyhedral dice (d4, d6, d8, d10, d12, and d20). Maybe a better title would’ve been “DÉJÀ VU”.” These reservations would continue with his summation: “Wall-to-wall innovation isn’t necessary or even desirable for a new RPG. On the heels of FASA’s imaginative SHADOWRUN* game though, EARTHDAWN feels like a step back. The best stuff (the thread magic) doesn’t make the so-so stuff (the knotty mechanics) any more palatable.”, but similarly balanced with, “The more I played it however, the better it got. I liked the spells. I liked the background. I loved the t’skrang. Mists of Betrayal made me hungry for the next round of supplements. This game ain’t RUNEQUEST. It ain’t even TUNNELS & TROLLS. But in a greasy pizza, let’s-not-take-this-too seriously kind of way, EARTHDAWN holds its own. Will it be around in five years? I wouldn’t be surprised. Will I still be playing it? Now that would surprise me.”

In a 1996 reader poll conducted by Arcane magazine to determine the 50 most popular roleplaying games of all time, Earthdawn was ranked twenty-fourth. Editor Paul Pettengale commented that, “Very good indeed. Earthdawn combined traditional fantasy with Call of Cthulhu-style horror and a detailed background to create an evocative and interesting setting. Combined with a clear, well-designed rules system and an impressive range of supporting supplements and adventures, this is an excellent fantasy game. It’s also of special interest to fans of Shadowrun, because it describes the past of the same gameworld.”

Lastly, in 1999, Earthdawn was included in ‘Second Sight: The Millennium’s Most Influential Company and The Millennium’s Most Underrated Game’ in Pyramid (Online) (November 25th, 1999). He stated that, “Earthdawn had an original, inventive magic system (no mean trick given the hundreds of fantasy RPGs that came before), and a game world that gave you the classic ‘monsters and dungeons’ sort of RPG experience, but made sense doing it.”

—oOo—

It is clear that at the time of its publication that Earthdawn drew strong comparisons with Advanced Dungeons & Dragons, Second Edition and questions as to whether there was any need for another big fantasy roleplaying game, since after all, Earthdawn offered a lot of similar things to the world’s most popular roleplaying game. Yet it offered a whole lot more—a coherent rules system, an interesting magic system, and a fascinating world right from the opening pages of the book, with everything designed to support and service that world.

With its emphasis on its setting, its combination of genres, fantasy and horror, and its coherent Step Number and Action Dice mechanics, Earthdawn does feel like a roleplaying game from the nineties, but one from the second half of the nineties rather than the first half. Earthdawn offered Dungeons & Dragons-style play in 1993, but explained that why style of play existed and how it worked by sliding it into a setting where it did not look out of place and did make sense. And although designed in the early nineties, none of those choices or the mechanics have dated. Earthdawn is a roleplaying game that you pick up and play and not really know that it was published decades ago. With its big, bold treatment of high fantasy, magic, and horror, Earthdawn stands out as the preeminent fantasy roleplaying game of the decade.

Saturday, 27 May 2023

An Elvish Endeavour

Long ago, at the beginning of the 13th Age, war raged between the Elves and the Dwarves. The Elf Queen commanded the magic of the wild and the fey capable of defeating her people’s enemy, but could not truly control it. Liris, a nature goddess, voluntarily underwent a ritual to contain this magic by binding her into a vault. The ritual was a success and it bound both the magic and the three elven districts—Greenwood, Darkwood, and Lightwood—to the Elf Queen’s own Thronewood. With the magic, the Elf Queen helped withstand the Dwarven assault and as time passed, the relationship between the Elves and the Dwarves eased and they became allies. Yet the power which Liris helped contain and control and so save the Elves corrupted her and drove her to attempt escape and wreak revenge upon those she blamed for her imprisonment—even though it had been voluntary upon her part. The Elf Queen and her greatest spellcasters from all three districts offered a Key up to perform a great ritual which would ensure that the vault imprisoning Liris would remain closed. Then the Keys were returned to their respective districts and placed in three mystical towers, hidden from those who did not know the means or routes to find them. More recently, the Elf Queen senses that the ritual keeping the vault containing Liris is weakening and needs to be performed again. For that, she needs the three Keys from each of the three districts, but relationships between the Elf Queen and the three districts were not they once were and many of those who readily knew the locations of the three towers have long since died. As the magical bindings on Liris’ vault weaken, her dark influence is being felt across the Thronewood and beyond as shadows and sorrow deepen. With her strength dedicated to withstanding Liris’ influence and preparing for the forthcoming ritual, the Elf Queen needs agents she can trust to find the three mystical towers, assail their heights (or depths), and return in time for her to perform the ritual which will save her kingdom.

This is the set-up for Elven Towers, an adventure for the Champion Tier for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. The adventure requires access to both 13 True Ways and the 13th Age Bestiary to play and mostly obviously, will hook in Player Characters with Icon relationships with the Elf Queen or her allies. Options though are suggested for involving Player Characters with other Icon relationships, even ones so adverse to the Elf Queen that they would be prepared to betray both her and the efforts of their fellow adventurers should the need arise! Several ways of handling the interaction of the Player Characters with Court of Stars are offered, each of varying complexity or detail. The simplest is to run it as a group test, but alternatively, the Player Characters can attend the court and get involved in its activities and events, fully interacting with the various courtiers and hangers-on. There are plenty of NPCs detailed here as well as some nice means of handling the effects of Liris’ growing influence and the Player Characters being unsuccessful in their interactions with the Court of Stars. This includes increasing the amount of time it takes to get information, temporary penalties to saving throws, and temporarily delaying the increase of the Escalation Die in combat.

Once the Player Characters have worked out where the three Keys are located, they can set out to each of the locations. Consisting of the Tower of Memory in Greenwood, the Tower of Dreams in the Darkwood, and the Tower of Fate in the Lightwood, they can be tackled in any order, but they all adhere to the same format—a montage travel scene followed by three or four encounters between the Court of Stars and each tower, and each tower consists of four encounters before a finale. The encounters, inside the tower or outside of the tower, are essentially big set pieces, each different, but themed along the lines of the region the Player Characters are travelling through and the tower they are trying to reach. The format provides room for the Game Master to insert encounters of her own, if thematically appropriate, but to fair, the given encounters will be challenge enough. The Tower of Memory and the Greenwood are home to the Wood Elves and are forest-themed with the Tower of Memory being a giant tree. The Tower of Dreams and the Darkwood are home to the Dark Elves—or Drow depending upon the Game Master’s campaign—and the Tower of Dreams may be entered via a tree, but is actually in a spire protruding down into the Underworld. Many of its encounters veer between dreams and nightmares. The Tower of Fate is in the Lightwood and is home to the High Elves, with the Tower of the fate ascending to the Overworld. Many of the encounters in the Lightwood and the Tower of Fate relate to oracles, fate, and destiny.

The design of the scenarios as a series of big set pieces, means that the author gets to be inventive. For example, in the Tower of Memory, the Player Characters have to race across a rope bridge high above the forest floor, the missing slats of the rope bridge hidden by illusion, harassed by a Pixie knight and a Drunken Sprite Swarm; on the way the Tower of Dreams in the Darkwood, an ambush involves a Player Character being dragging back and forth behind an enraged wild boar and then back again after confronting equally enraged Owlbears, the whole encounter threatening to collapse into chaos; and a surprisingly creepy encounter in the Tower of Fate in the Lightwood in a cave of birthing pools left over from the Elves’ first creation of the Orcs a very long time ago, that should really resonate with any Half-Orc Player Character or Player Character with Icon Relationships with the Orc. The final encounter atop each tower always includes facing agents of one or more of the other Icons and there are stats and suggestions on how to tailor the forces of each Icon to each encounter. This allows the wider involvement of the Player Characters’ Icon Relationships, including both those with Icons who oppose the Elf Queen and those who might have interest in limiting or disrupting her power and influence.

Not all of the encounters in Elven Towers involve combat, though most of them do or will result in combat. Answering riddles or sharing secrets are a common feature, and is making trades. The sharing of secrets involves a roleplaying upon the part of the players, whilst riddles some deductive reasoning, though rules are given for skill checks and rolling dice for those players adverse to riddles. Trades will often see the Player Characters give up minor magical items, Revives, even Icon Relationship rolls—temporally!—and more. All of the encounters include advice on staging them and if necessarily, scaling them up to make a tougher battle.

Finally, the Player Characters will return to the Court of Stars with the three Keys—or not. The Player Characters may not necessarily gain all three Keys to Liris’ vault and the fewer Keys they have, the more difficult and dangerous the ritual that Elf Queen has to perform, becomes. The Player Characters get invited to a big party before the ritual to celebrate their success in obtaining the Keys and an even bigger party if the ritual is a success. The Player Characters are, of course, invited—or is that expected?—to help defend the ritual, which leads to a big boss, end of adventure-level fight. There is scope here too, for the Player Characters to betray the Elf Queen, if that is what their Icon Relationships demand. How that plays out is down to the Game Master, but if the betrayal succeeds, or the ritual as a whole fails, there could actually be a change in one of the Icons! However, if the ritual succeeds, there are rewards aplenty, including powerful magical items, the Elf Queen’s favour—which mostly means she will use them as her agents again, no matter what their Icon Relationships are, and even gaining or improving an Icon Relationship with the Elf Queen.

Physically, Elven Towers is well presented. The artwork is excellent and individual encounters are all easy to use and reference. However, some of the maps are a little dark and murky; the text requires a slight edit in places (one monster inflicts over three hundred points of damage, when it should be just over thirty); and an index would have helped. There are lists with page numbers for all of the monsters.

Elven Towers is an adventure that the Game Master will want to run if she has an Elf amongst her Player Characters or a Player Character with a strong Icon Relationship with the Elf Queen. The adventure is harder to run without either of these, but once involved in the adventure, Elven Towers is an entertaining, often exciting affair, with plenty of opportunities for roleplaying alongside the big, sometimes bigger, fights. Elven Towersis a grand quest in traditional fantasy and fantasy roleplaying style, well designed and executed with plenty of variation that reveals some of the secrets and nature of the Elf Queen and her realm.

—oOo—


Pelgrane Press will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Friday, 25 March 2022

Friday Filler: Adventure Begins

It has been a while since there was mass audience boardgame designed to introduce Dungeons & Dragons. The original dungeoneering board from TSR, Inc. was of course, Dungeon!, most recently republished a decade ago. Before, there had been the 2010 Dungeons & Dragons: Castle Ravenloft Board Game, which would lead to a number of entries in the ‘Dungeons & Dragons Adventure System Board Games’ series, culminating in the 2019 Dungeons & Dragons: Waterdeep – Dungeon of the Mad Mage Board Game. All six entries in the series are themed around particular settings for Dungeons & Dragons and designed to introduce those settings as much as the basics of Dungeons & Dragons, including taking turns to be the Dungeon Master. There are elements of this in the latest board game for Dungeons & Dragons aimed at a family audience—Dungeons & Dragons: Adventure Begins.

Published by Wizards of the Coast, is a co-operative, streamlined 
Dungeons & Dragons-themed board game designed for two to four players, ages ten and up. In it, four heroes will journey across four regions—Gauntlgrym, Mount Hotenow, Neverwinter Wood, and Neverwinter itself—and in the last of these face a Boss monster, either Felbris the Beholder, Orn the Fire Giant, Deathsleep the Green Dragon, or the Kraken. The four heroes—Korinn Nemmonis, a Dragonborn Rogue, Kiya Astorio, a Human Sorcerer, Thia Silverfrond, an Elf Bard, and Tak Strongheart, a Dwarf Fighter—will face different dangers in each location, including a gatekeeper encounter which must be defeated before they can go on to the next location, and their players have opportunities to decide what paths to take, which options to take in terms of what attacks their Heroes can perform, be a little creative here and there, and even take a turn being the Dungeon Master.

Each of the four Heroes consists of three tiles, which slot into a plastic health tracker with a slide. The three tiles are the Hero Tile, which gives the name, Race, and Class, and the Personality Tile and the Combat Tile. All are double-sided. The two sides for the Hero Tile are male and female, but the Personality Tile and Combat Tile provide a personality type and a special ability, and different attacks respectively. The Combat Tile can also be flipped to indicate when a Hero has risen from First Level to Second Level, and so gets better attacks. By changing around the Personality Tile and the Combat Tile, a player can customise his Hero, if only a little.

The game is played on four dungeon boards—Gauntlgrym, Mount Hotenow, Neverwinter Wood, and Neverwinter—that connect one after the other to form a zig-zag. They can be placed in any order, though the last one will contain the Big Boss which the players and their Heroes must defeat to complete the quest. Each dungeon board is marked with a core path consisting of four spaces, three Core Spaces with a Gatekeeper Space at the end. There are two Monster Spaces to the side which the Heroes can divert to if they and their players want to face more monsters and potentially, gain more gold. Each dungeon board also has its own adventure deck, consisting of twenty-four cards, which are either scenario cards or monster cards. The first presents a narrative and a challenge to be overcome, and the second a monster which has to be defeated.

Both play and set-up are quick and easy. Each player selects a Hero and choses which Personality Tile and the Combat Tile his Hero will have. The Big Boss is chosen and the appropriate dungeon board is placed last, with the others connected to it in a random order. Each Adventure Deck is shuffled and placed next its board. There is a plastic deck holder which is used for each Adventure Deck when the Heroes are on the associated dungeon board. Each Hero has its own nicely detailed miniature and a twenty-sided die in the same colour, which placed together on the first Core Space on the first dungeon space. One player will also take the role of the Dungeon Master and roll for the monster attacks—using a ten-sided die instead of the twenty-sided die that each player rolls, which means that the one player will control both a Hero and be the Dungeon Master for the dungeon board. The role of Dungeon Master switch to the next player when the Heroes progress onto the next dungeon board.

From one turn to the next, the Heroes progress along the Core Path on the Dungeon Board, with the Dungeon Master drawing cards from the Adventure Deck. This is done collectively, but Heroes can also take side paths onto Monster Spaces. They can do this together or singularly, but must defeat the monster before carrying on, and if some of the Heroes decide to remain on the Core Path whilst the others monster hunting, they have to wait for them to catch up before everyone can continue. Although fighting monsters means potentially losing Hit Points, if the Heroes win, they can gain more gold. Gold is important because it can be spent to purchase items, level up from First to Second Level, and defy death and re-join play if their Hit Points are reduced to zero.

Combat in 
Dungeons & Dragons: Adventure Begins is greatly simplified in comparison to Dungeons & Dragons. A player rolls for his Hero against the table on his Hero’s Combat Tile with a twenty-sided die, whilst the Dungeon Master rolls on the table on the monster card with a ten-sided die, which will determine the type of attack made and the amount of damage rolled. For example, Undead Townspeople miss on a roll of one to four, but inflict one point of damage with assorted utensils with a roll of five or more, whereas a Hero and his player always has a choice of three—a combination of two weapon and spell attacks, and a move or creative attack. For example, Thia Silverfrond, the Elf Bard, could fire an arrow with his shortbow for a point of damage as the weapon attack, break out into hideous laughter for two damage as a spell-like attack, or create a Theatrical Distraction to get the monster’s attention using a musical instrument or an item from his backpack. If successful, the Theatrical Distraction either inflicts two points of damage or just the one, in which case, the attack also stuns the monster and prevents it from attacking that round. A roll of a natural twenty also inflicts an extra point of damage.

Once the Heroes reach the last space on the dungeon board, the Gateway Space, they must face a tougher monster or challenge, whilst the Big Boss at the end is tough with multiple different attacks and lots of Hit Points. Every Big Boss comes with some text to read out when it is defeated, which brings the game to a close Of course, by the time the Heroes get to that point, they should ideally have accrued enough gold to boost themselves to Second Level, which also has the added benefit of restoring a Hero’s Hit Points to full.

As a version of 
Dungeons & Dragons, there can be no doubt that Dungeons & Dragons: Adventure Begins is greatly simplified. Mostly obviously in the singular path that the Heroes have to take in progressing from one dungeon board to the next to reach the Big Boss, but the Dungeon Master’s role is really reduced to rolling attacks randomly rather than choosing them. On the other hand, the players are presented with choices—simple ones, but choices, nonetheless. Again most obviously, in choosing which of the three attacks his Hero can use and whether or not to deviate from the Core Path to a Monster Space and there face an enemy in combat. Yet there is another choice too, one which encourages a little bit of creativity upon the part of the player. The creative attack calls for the player to describe how his hero uses items from his backpack, whether from the backpack chosen at the start of the game, or an item purchased during play, and that calls for some inventiveness. When that works—and sometimes what it does not work—that adds a bit of story to the play of Dungeons & Dragons: Adventure Begins as well to the Hero himself. There at least you have the basics of roleplaying found in Dungeons & Dragons present in this game.

However, there are issues with just how many times 
Dungeons & Dragons: Adventure Begins can be replayed before it gets stale. Now every Hero has two options in terms of both the special ability on the Personality Tile and the various attacks on the Combat Tile, and with twenty-four cards in the Adventure Deck for each dungeon board, there is a reasonable mix to be found there. With just four Big Bosses and a limited number of Gateway Cards, there is less variability in the end of level bosses to be encountered. Another issue is that the game plays better with all four Heroes, so it is best with four players, or fewer players sharing the Heroes. Other options might be for a parent to be the Dungeon Master whilst her children play the Heroes, or even a player take on the game in solitaire mode.

Physically, 
Dungeons & Dragons: Adventure Begins is decently done and of a reasonable quality. The miniatures are nice, and having colour-coordinated with the dice is a nice touch. Having the plastic stands for both the Heroes, the Adventure Deck, and the Big Bosses also adds a physical presence to the game.

For the experienced gamer, whether he plays 
Dungeons & Dragons or not, Dungeons & Dragons: Adventure Begins is at best a mild diversion, at worst simplistic. Yet for a younger audience or a family audience, especially one interested in Dungeons & Dragons or roleplaying, this is decent first step. There are some clever little elements in Dungeons & Dragons: Adventure Begins which encourage a creativity and inventiveness without making things any more complex. It would be interesting to see a sequel, Dungeons & Dragons: Adventure Continues, but Dungeons & Dragons: Adventure Begins is a serviceable start.

Saturday, 24 October 2020

Broken and Brilliant

Redfield Valley is so utterly bucolic and idyllic that there is almost no reason for anyone to go there. Unless of course, you grew up there or you have recently come into property there or you are returning the ashes of a friend to his home there or a fugitive you are hunting for is said to have taken refuge there or you are investigating rumours that the valley might actually be full of treasure or… Or whatever the reason, you and your fellow Player Characters are visiting Redfield Valley, best known for its rich, red soil, Vakefort—the dullest outpost in the Imperial Army, and that is it. Redfield Valley really is nothing to write home about. Oh perhaps after visiting the villages of Crownhill and Appleton, the inhabitants might come to you with some help dealing with some Goblins who have kidnapped several of the locals, but that is about as much excitement as you would expect to find in Redfield Valley…

And then KABOOM! And fazacck! And fire and really sharp, eye-stinging glitter (not kidding) and… the sky falls on Redfield Valley.

Now, the green, bucolic landscape of Redfield Valley has been turned into a blood red mud churned hellhole, littered with debris that crackles with strange energy from a city, whilst the Old Tusk promontory to the south is a steaming caldera, towers lie on their side, cracked and open, roads in the sky appear to climb to nowhere, and a dungeon appears to spiral into the sky. None of this was there before the fall… What has happened in Redfield Valley? Who unleashed the devastation and what secrets will it reveal?

This is the set-up for Shards of the Broken Sky, a campaign for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. Designed to take Player Characters from First Level to Seventh Level, it is a sandbox campaign set in 13th Age’s Dragon Empire. It supports different motivations and play styles, is designed to support Player Character relationships to the setting, and which really could be played more than once—though with different Player Characters—and each time their motivations would make the campaign very different in tone and flavour. It is also both brilliant and broken.

What is going on in Shards of the Broken Sky—and this explanation is clearer and more straightforward than any given in the book, and something that the authors should have led with, but failed to do so—is that Redfield Valley hides an incredible secret. It is actually the cover for an ancient prison and repository for all of the ancient secrets and dangers that Dragon Empire—and in particular the Emperor and the Archmage do not want anyone to know about or to get hold of. In Ages past, the Archmage hid these secrets behind wards which prevented access to them and built Vantage, a flying city-fortress-prison, to monitor, control, and protect the wards. Neither the wards, Vantage, or the roads that led up to it could be seen from the ground unless you had permission and knew the way. Now, something or someone has caused Vantage to come crashing down to earth, depositing an apocalypse upon Redfield Valley, causing death and devastation, weakening the wards it was built to maintain, and over the course of Shards of the Broken Sky, failing and so unleashing and revealing all of the secrets and threats Vantage was intended to hide.

Over the course of the campaign, the Player Characters will constantly find themselves delving into dungeons that are not dungeons and dungeons that are not dungeons which play with perspective and geometry and time. They are almost bookended by a pair of tombs, one full of traps inspired by Grimtooth’s Book of Traps, the other full of the deadliest of traps that the Old School Renaissance has to offer, and which would ordinarily never ever otherwise appear in an adventure for 13th Age, but also include an Area 51-like bunker which served as a repository of magic; the Shattered Spine, a wizard’s tower fallen and broken on its side; a valley of dinosaurs, all ready for the Orcs to raid and die in order to grab the gargantuan beasts as mounts; Magaheim, a golden city suspended over a volcano inhabited by demons and Dwarfs and their offspring, where the Game Master can play all of the noir storylines amongst its corruption and bureaucracy; the Winding Gyre, a floating maze which spirals into the sky and will see the Player Characters leaping up and down from one lump of rubble to ruin, again and again; and a living dungeon where the Oozes which may not be what they seem.

There are amongst them some incredibly inventive scenes. They include the Corpse of Kroon, dead and falling, but frozen in time, which the Player Characters can scale again and again in order to steal the magical items he implanted in his body; a wizard’s sanctum frozen at the moment of its destruction, its fixtures and features flung into the air around which the Player Characters must manoeuvre to fight; and a warded and party-frozen battlefield with the feel of the trenches of the Great War. All of this is fantastic and it is where Shards of the Broken Sky shines—and shines brilliantly. Not just because of these scenes and the inventiveness of these dungeons, but also because the campaign can be played in different ways. It is a mystery in which the Player Characters investigate dungeon after dungeon to determine who attacked Vantage and brought it down on Redfield Valley? Is it a heroic rescue mission in the Player Characters work to save the inhabitants of Redfield Valley and prevent the dangers warded by Vantage being unleashed upon the wider Dragon Empire? It is a campaign of survival horror, in which the Player Characters must survive and fight the dangers unleashed by the fall of Vantage? Is it a classic heist, in which the Player Characters raid the aftermath of the fall of Vantage for loot and glory? Is the new landscape of Redfield Valley simply somewhere to explore and delve into its newly revealed secrets? Shards of the Broken Sky can be played as any one of those or even combined.

However, to get to this brilliance, it takes a lot of effort upon the part of the Game Master—and that is where Shards of the Broken Sky is broken. And intentionally so. As a campaign, it is not just a sandbox, but a toolkit which the Game Master has to take the parts of and put together, taking dungeon after dungeon and encounter after encounter, and plugging them into the character Levels which the Player Characters are at. Shards of the Broken Sky provides numerous dungeons and encounters with which to do that. The Game Master also needs to work hard in order to bring Player Character motivations into play. This will primarily be done through their relationships with the thirteen Icons of the Dragon Empire—the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the ancient evil Dragons known as the Three—each of which has their own reasons for taking an interesting in Redfield Valley and the fall of Vantage. To support that, Shards of the Broken Sky provides adversary group after adversary group for the various factions and Icons with an interest in the remnants of Vantage, which the Game Master can plug into the campaign depending upon which the Icons the Player Characters have relationships with and which may or may not have been responsible for what has happened. Primarily these will appear as random encounters which the Game Master will work into the dungeons throughout the campaign, with the forces of the various Icons often appearing and working against the efforts of the Player Characters. These random encounters are in addition to the various monsters and encounters given for each location, as well as the Tension tables for each dungeon which ramp up the pressure on the Player Characters as they delve deeper—or even sometimes higher—into the dungeon.

As well as providing numerous adversary groups, Shards of the Broken Sky includes new monsters, new Icon-specific monster abilities to customise agents of the Prince of Shadows, new treasures, and new optional Player Character Races. The latter includes the Lava Dwarves, who can deliver a blistering heat at attack once per battle; Oozefolk, whose melee attacks do acidic damage when they are Staggered and whose touch might be acidic—an interesting defence if swallowed; and the Ophidians, legless, four-armed serpent folk with poison fangs. All make an appearance in the campaign as NPCs, and could then appear as replacement Player Characters or in the ongoing campaign once Shards of the Broken Sky has been completed. The new magical items include fading items whose power drain away from one scene to the next and various items derived from the crystals that were built into the walls of Vantage, whilst the monsters range from Pie Mimics and Kroon’s Foot Lice to Wicker Golems and Rainbow Puddings!

To fully run Shards of the Broken Sky, will need more than a few books. Not just the core 13th Age rules and 13 True Ways, but also the 13th Age Bestiary and 13th Age Bestiary 2 and the Book of Loot and Book of Loot 2. Other books, such as The Crown Commands, Fire and Faith, and High Magic & Low Cunning will be useful, but are likely optional. The excellent Book of Ages may be useful as a reference in certain dungeons of the campaign.

Physically, is in general well-presented. It needs an edit in places, and whilst relatively lightly illustrated, there is some great artwork throughout. However, of the maps that there are, many are too dark to read with ease, whilst others are comprised of icons that indicate the relationship and links between various locations. These are not often easy to read. Enjoyably throughout though are the authors’ advice and playtest feedback which provide a commentary throughout. That said, the authors could have been more upfront about the plot to the campaign and what is going on, rather than leaving it for the Game Master to discover as she reads through the book. Lastly, Shards of the Broken Sky is not actually an easy read, but that is due to it being written as a toolkit rather than as a linear dungeon which would be the case with almost any other mega-dungeon or campaign for the fantasy roleplaying game of your choice.

Anyone going into Shards of the Broken Sky expecting a more traditional, even linear campaign, even as a sandbox, is likely to be disappointed. It is simply not built that way, and in comparison to such a campaign, Shards of the Broken Sky is broken. However, Shards of the Broken Sky is designed in that way by intent because it is a toolkit, a book of parts—each of which could be extracted from the book and used on their own in a Game Master’s own campaign—that are designed to be used by the Game Master to build around her Player Characters and their Icon relationships to create her own version of the campaign. Which of course does more work upon the part of the Game Master, but if done right will make the campaign more personal to the Player Characters. Neither the Game Master nor her players are going to be able to put the Shards of the Broken Sky back together, but they are going to be able to take its brilliant brokenness and build a great campaign together.