Showing posts with label Swords & Wizardy. Show all posts
Showing posts with label Swords & Wizardy. Show all posts

Tuesday, 27 October 2015

Review: Rogues in Remballo (Swords & Wizardry)



Rogues in Remballo: An Adventure for Swords & Wizardry

Author: Matt Finch
Character Levels: 1st
System: Swords & Wizardry (or similar)
PDF: Free!
Print: Kickstarter

When +Matt Finch asked for reviews of this adventure I put my hand up. I had recently acquired the hardcover of Swords & Wizardry Complete (which I really like) so I was eager to see what a city adventure may look like within this system.

I had every intention of writing/posting this earlier, but I have been kind of slack. Now that I've finally read through the adventure and given it some thought, here we are. Before I begin I want to mention two things. Firstly, this adventure is available as a free PDF from the Frog God Games website (link above). Secondly, there is an in-progress Kickstarter where one may acquire this adventure in print form as part of the larger "Borderlands" project. If this review stokes your interest I would recommend downloading the free copy first. It has been produced in black & white, making it printer-friendly. If you absolutely love it, and like the look of the Kickstarter (link above) you may wish to back the Kickstarter and get a print version.

Anyway, let's begin. Rogues in Remballo (hereafter referred to as "Rogues") is a city-based adventure of political intrigue. Finch suggests this adventure is suited for experienced groups, and I can see the logic behind this suggestion. While less experienced groups could probably handle the intricacy and relative open-endedness of the adventure, the skill required on the part of the players (and certainly the Ref) is better suited for gamers with a number of adventures/campaigns under their belt. Having said that, one of the first adventures I ran was The Speaker In Dreams which contains a similar level of nuance. Regardless, there is soundness in Finch's suggestion. In the unlikely event that you are reading this and have never run a game of Dungeons & Dragons or Swords & Wizardry, I would be inclined to echo Finch's advice. Pick something simpler. For true beginners, the 5th Edition Starter Set is not a bad way to go. But I digress.

Rogues is set within the Borderland Provinces of the "Lost Lands" setting. At times there were references to setting specific elements not explained within the adventure, but largely the adventure site would be easy enough to transplant to any setting. From the outset the reader is provided with some clear and functional maps of Remballo, keyed with particular sites of interest. This city could be placed in most generic fantasy settings, or with a bit of tweaking, would fit nicely in more eclectic realms. The setting does assume a relative level of technological sophistication (such as banking systems/letters of credit), so these aspects may need modification if your setting is more primitive.

The main contention of the adventure revolves around two powerful forces within the city: The House of Borgandy (who have had one of their own disappear) and the local Thieves Guild. Additionally there are some other major forces at work, particularly the Thieves Guild of Manas and the City Watch. This adventure is largely non-linear, though there is a logical progression between beginning and end which is likely to coalesce in a number of possible outcomes: beginning within the walls of the city, progressing to an area called "The Four Corners", and reaching climax beneath the city itself. What happens in between is largely up to the detective work of the players/characters, and without skilful implementation by the Ref, this adventure could quickly become directionless or somewhat vague. At times this adventure appeared to be an exercise in door-knocking: "Hello sir, could I bother you for a second? Oh, you don't know anything about this event? Okay, well good day." As some of the NPCs were described as grumpy, this may deter players, appearing to be a dead-end approach to discovering the required information. I suspect that the adventure could have been signposted a little better. There are, however, a number of compelling motivations to get the participants interested in the adventure — including the classic incentive of gold payable from the coffers of The House of Borgandy and the local Thieves Guild. Smart or lucky players will be able to double dip and capitalise on the rewards of both. There is room for deviancy too, particularly towards the end where certain...goods...can be "acquired" from certain (probably dead) individuals. Finch provides a satisfying level of detail regarding the political factions within and without the city. This inclusion creates a satisfying and believable backdrop from which to hinge the whole affair. At this point I won't give too much away, lest I spoil the adventure if you wish to play/run it.

The setup and presentation of Rogues is clear with a satisfying balance between sparseness and depth. The Ref is at substantial liberty to flesh out various places, people, or events. The adventure often paints broad brushstrokes, and while this is largely appreciated there were times where multiple entries became prosaic. For instance, let's look at area #19:




This entry is fairly mundane, and I would ask whether it's even needed? There were a handful of similar entries, which became dull to read. At this point I don't really feel the need to know Jarn's name; who is he? Instead, I thought these types of entries could have been tidily subsumed into a random table rather than afforded separate entries of their own. The Ref could roll on the table if he/she needed to know the occupant of the building. If Isarn Jarn were a more interesting character I probably wouldn't have minded. For example, maybe his leg is injured, and when asked about the goings on in the city he becomes cagey (inferring he's hiding something), maybe he has a block of cheese on his belt, offering slices to visitors, or maybe his eyes constantly shift to a part of the room the characters can't see. More detail would have been good, or a more compelling reason why Jarn warrants his own entry. The latter part of the text was more eventful and pertinent to the adventure. I enjoyed the inclusion of the opium den, and the notion that violence and thuggery was associated with this undercurrent of the city. Again though, I felt this could have been developed a bit further. I mean, an opium den should be rife with atmosphere. Maybe a well-known local figure is either funding or frequenting the joint, and happens to be there when the characters turn up. How does the den look, smell, or feel? Similarly, the thieves guild felt a little too familiar or friendly. There was one mention of guild members getting executed if they committed a certain offence, but otherwise I would have liked a more ominous or menacing guild for players to interact with.

Despite the flatter 2D aspects of this adventure, I still felt like it was a good effort. There is plenty of intrigue, and for parties who enjoy investigative scenarios this makes for a very viable adventure. While generic fantasy, I did not see this as a negative thing. I felt oddly excited reading parts of Rogues. Again, I return to The Speaker In Dreams, because I have fond memories of that adventure. Both adventures have a similar feel (I'm not sure why), providing the Ref with the framework for a broader campaign. There were many events, situations, or conflicts that I felt could be readily developed. Various things were implied or mentioned in passing which allows the Ref to build on Remballo as an interesting adventure location. I imagine this would be a very fun adventure with the right group. My players would certainly enjoy it.

My recommendation is to download a free copy. I enjoy Matt Finch's writing. It's clear, punchy, and to the point. At 26 pages it does not take long to read, and you will very quickly decide whether it is right for you. Of the free adventures floating around the Internet, this one is solid, so take a look. Overall it is very good, but the mentioned caveats reduced my estimations somewhat. 

Tuesday, 22 September 2015

OD&D Cacozealot Class






A new class: the Cacozealot. This class was written for OD&D, however it is entirely useable with Labyrinth Lord, or Swords & Wizardry (Moldvay etc.). If you are using Swords & Wizardry's ascending armour class system, simply deduct 1 from the listen armour class values. For example, 11 would be 10. Simple.

This class was developed when one of my players wanted to play a winged demonic fey. He linked me to the 3.5 fey'ri (mixture of elven and demon). He liked the idea of a monkish character also. With these as a guideline I developed the Cacozealot. This class has many Arnesonian (is that right?) features, taken from the Blackmoor supplement. In addition, they have the dark twist of growing leathery wings, claws, or a barbed tail, as their devotion to the fiends of the underworld grows to fruition.

Hope you enjoy.

Note: this has not been playtested yet, so any feedback you have would be valuable. I have considered bumping up the hit dice, but have not made up my mind. 






Cacozealot


The putrid blood of the underworld courses through the veins of the Cacozealot. They are offspring, devotees, and dervishes of demons, imps, and other unwholesome beings. Initially, the Cacozealot is weak, but over time their minds and bodies become warped through their chaotic dabbling. Some grow claws, fangs, barbed tails, and even wings. Whether this is genetically endowed, or whether the disciple gains these powers through meticulous dark devotion, depends on the zealot. It is not uncommon for the Cacozealot to be a “half-blood”, born of a malignant spirit’s interference with humanity.

Prime Requisite: Wisdom.
Alignment: Chaotic.
Fighting, Hit Dice, & Saves: The Cacozealot fights and saves as a Cleric of the same level. They progress in hit dice as a Magic-user.
Bonus Experience Points: A Cacozealot with 13+ wisdom receives a 5% bonus to any experience points earned, while those with 15 or above receive a 10% bonus to any experience points earned.
Equipment & Armour: Cacozealots cannot use armour and shields. They may use any weapon. Many choose to fight unarmed however, as they possess an unnatural strength and speed as they gain levels.

During character creation Cacozealots may subtract 2 points of charisma or 1 point of intelligence in exchange for adding 1 extra point to their raw wisdom score. This may be repeated as many times as desired but these lowered scores must not drop below 9.

Experience: The following table illustrates the experience point progression for each level.

Level
Title
Experience Points*
Unarmed Damage**
Damage Reduction
Armour Class
Speed
1
Deviant
0
1d4
1
9 (11)
12” (40’)
2
Scourge
2,500
1d6
8 (12)
3
Fiend
5,000
1d8
2
7 (13)
4
Demonkin
10,000
2d4
6 (14)
15” (50’)
5
Demonologist
25,000
1d10
3
5 (15)
6
Infernalist
50,000
1d12
4 (16)
7
Demonmancer
100,000
2d6
4
3 (17)
18” (60’)
8
Low
Cacozealot
200,000
3d4
2 (18)
9
Cacozealot
300,000
2d8
5
10
High Cacozealot
450,000
2d10
21” (80’)
* Each additional level above 10 requires an additional 150,000 xp.
** If playing 3lbbs, use the extra damage rule under “Demonhide” as a replacement for unarmed damage.



Abilities:

Unarmed Damage: The Cacozealot is a weakling, yet over time they may grow very powerful as their soul becomes increasingly corrupted and warped. The table above indicates the damage a Cacozealot will deal if they are using no weapons. “Unarmed” can mean hands, knees, elbows, headbutts, etc. Additionally, if the Cacozealot rolls 18-20 on an unarmed attack roll (unmodified) they have a 50% chance of stunning their victim for 1d4 rounds. If a 20 is rolled on an attack dice (unmodified), there is a 25% chance of killing the victim outright.

Demonhide (Damage Reduction & Armour Class): The Cacozealot’s skin appears sickly and deformed. It may thicken like the hide of a reptile or beast, and they have a preternatural ability to avoid blows. When damage is dealt to the Cacozealot some is absorbed by their grotesque skin, and by the unwholesome fortune of their bloodline. Optionally, if a weapon is being employed (rather than going unarmed), the Cacozealot receives their Damage Reduction in the form of bonus damage (on a successful hit). For example, a 3rd level Cacozealot (Fiend) would receive a +2 damage bonus on a successful hit.

Skills Chart:
Cacozealots have a preternatural ability to move silently and avoid detection. These abilities are resolved by rolling 1d6. Success is indicated when the number on the dice equals, or is less than, the number listed on the chart below.

Levels
Move Silently
Hide in Shadows
1-3
1
1
4-6
2
2
7-9
4
3
10+
6
5

Bodily Corruption: At 5th level the Cacozealot’s body becomes even more depraved and mutilated. Roll 1d6 on the table below:

1d6 Result
Corruption
Effect
1-2
Claws
+1 bonus to unarmed damage.
3-4
Barbed Tail
Tail whip deals 1d6 damage.
5-6
Leathery
Wings
Cacozealot
can fly.

This corruption can be disguised at the whim of the Cacozealot. Only a 10% chance exists for being detected, although magical spells can bypass this deception entirely.


Speed: The Cacozealot is supernaturally fast. Their speed increases as they become more powerful. Winged Cacozealots can fly at their listed movement speed.

Tuesday, 21 July 2015

Dark Albion: The Rose War — Review


Author: RPGPundit/Dominique Crouzet
Price: $9.95/$29.24 (RPGNOW/Lulu)

Format: PDF/Print
Page count: 285
System: DOM Publishing/Fantastic Heroes & Witchery (OSR compatible)
Year: 2015


Dark Albion/RPGPundit - Corey Ryan Walden Review


This review is long. If you don't want to read the whole thing, I suggest you scroll down to the "Final Thoughts" section. Adieu. 

When I was a young boy I loved pirates. On one occasion my mother took me to the public library. The library were getting rid of their old books, stacked on two trolleys in a concrete hallway. Most were falling apart. Some were horribly old, covered in sweat, stains, and the smells of antiquity. The grotesque primeordialism of them offended my youth. But my mum bought me a book about pirates: Pirates of the Spanish Maine, by Hamilton Cochran. The book was teeming with artwork: a mismatched medley of paintings, black & white sketches, illustrations, even some photos of recovered treasure. The book was falling apart, but I loved that thing: it recalled an era forever obfuscated to me, but accessible through a literary veneer. That realisation somehow stuck with me throughout my life, and is probably why I immediately fell in love with Dungeons & Dragons. The power of literature and art, is in its ability to transport a person to another reality. I believe Pirates of the Spanish Maine is still at my parents house, in a box somewhere. Dark Albion: The Rose War reminds me of this book. Dark Albion is a new book, but it feels convincingly old. I feel like I've stepped inside a history book; except a history that is not our own. Or rather, it is our history if we lived in a dark alternate reality. So what is Dark Albion?

Excerpted from the introduction of Dark Albion:

Dark Albion/RPGPundit - Corey Ryan Walden Review
RPGPundit describes the book as being initially inspired by Game of Thrones, with a bit of Lamentations of the Flame Princess thrown into the mix. Dark Albion is an obvious departure from these influences however, depicting its fantasy as "sinister", "dark", and "gritty". These are terms that everyone bandies around in the OSR, and ironically in the attempts to remove the Tolkienesque tropes from our games, I fear these words have become their own fantasy cliche. With that contention out of the way, I wanted to see how Dark Albion holds up; not only in regard to its tonal claim, but as a complete product. 

First Impressions:
Dark Albion is impressive. The digital download was PACKED with content. I actually laughed in amazement at the amount of content. It's ridiculous. Want an example? There are seventeen (17) digital maps, irrespective of the 285 pages in the Dark Albion book! Some I liked more than others (which I'll talk about later), but the amount of work that has gone into this project is nothing to sneer at. Quite the opposite. 

Generally speaking, I do not like public domain artwork in RPG products. I find it detractive, rather than helpful. Dark Albion is the one exception where public domain artwork is not only appropriate, but effective. It is meant to have this type of artwork. As I mentioned in my introduction, it recalls an old reference work, while being completely new. The layout reminds me somewhat of Rules Cyclopedia. If you like RC I imagine you'll find the interior layout to your liking. 

Dark Albion's unswerving commitment to detail truly staggered me. Some RPG supplements are evocative and original, yet are lacking in overall substance. Honestly — and I say this without any sense of hyperbole — Dark Albion may be the most thorough and detailed RPG product I have ever read. The alternate history it presents is so considered and integrated I had trouble working out the subtler differences between history and fiction at times. RPGPundit writes well. He writes in a way that does not talk down to, or coddle his audience, yet delivers the message with clarity and punch. I'm not sure what his academic career entails as an historian, but I found the work to be logical, succinct, and cumulative in its presentation; as a good history source should be. In short, I really enjoyed his style. 

With my initial reactions out of the way, let's look at some specifics.



The Specifics: 
Layout: The interior of Dark Albion is black & white. It's a common choice, making publishing a lot cheaper. Given the content and overall mood of Dark Albion I think this was a perfectly suitable choice. Dominique Crouzet works as a graphic artist, I believe, and has added his talents to Dark Albion's cartography, cover design, border art, and layout. The border art is attractive and fitting for this work.The table of contents and index are clear and relatively comprehensive, making navigating the book a breeze. Page [b] uses an unattractive font, appearing muddy on my computer. It appears to be the only place in the book where this font is present. A simple and legible font is used everywhere else.

Total: 4/5

Maps: I love maps. As far as I'm concerned, the more the merrier. The good folks responsible for Dark Albion clearly align with this philosophy too, given the impressive amount of cartography. Naturally, some maps are better than others, though they are all very functional. I immediately gravitated towards the Player Maps. They have an attractive sepia/parchment appearance, providing a thematic complement to the entire work (see below).

Dark Albion/RPGPundit - Corey Ryan Walden Review Maps
I found the Albion colour map to be lurid. I wasn't a fan of the colour choices, which are too bright. I felt it diminished the otherwise consistent black & white theme (see below).

Dark Albion/RPGPundit - Corey Ryan Walden Review Maps

The hex maps are decent. They're tidy and gameable (see below). 

Dark Albion/RPGPundit - Corey Ryan Walden Review Maps
Lastly, the adventure maps are very good — clean and pleasing to the eye. There were some noticeable visual inconsistencies between sets of maps, and a few of the maps looked a little cheap to me. But again, a huge applause for the efforts and attention to detail. I can't even imagine how long they would have taken to create. For any fellow pedants, simply use the maps you like, and ignore the rest. I'm not certain, but I would estimate there are more than 25 maps if you include those within the book! 

Total: 3.5/5

Artwork: The artwork is almost entirely public domain, and all of the curated pieces match the tone of the work. There are usually at least 2 pieces of artwork per page. The book looks good to read through, though if you are skimming through the book, or reading it for elongated periods of time, it becomes somewhat tedious to look at. Artistic highlights were the castle pictures, the absolutely terrifying demon illustrations, and some of the battle scenes. 

Dark Albion/RPGPundit - Corey Ryan Walden Review Art
Again, like the maps, this is all highly subjective, so if you're big on public domain artwork I bet you'll really like the look.

Total 3.5/5

Content: Buy this book for the content. I don't care what anyone says about Dark Albion, the complete commitment to detail, and the immense volume of work is worthy of commendation. Seriously — and I cannot stress this enough — it is absolutely excellent. Whether or not I would use everything in Dark Albion is besides the point. If you've read any of my previous reviews, you'll know I'm a pick-and-choose kind of guy. I'll outline some of my personal highlights. Situated in modern-day France, Frogland  is the home of repugnant worshippers of "dark alien gods". The idea has a sense of primordial fear to it, in some senses reflective of the English/French relationship historically. Besides the obvious analogs between the French and the Frogs, I like the idea of a land in close proximity, where fear of attack from monstrous fiends is every looming. Sure, it's been done before, but it adds some political tension to the game, and is a great adventure hook for further development.  The Eire is another attractive adventure site, filled with "barbarians and dark fae". The land is described as pagan, and provides an interesting point of tension to develop. The Cymri are a race of men, who had ancient dealings with elves. They were possessors of powerful magic, and consequently a new class, the Cymric bard, has been developed as a playable option. 

Speaking of new options, there are plenty within Dark Albion. A range of new classes are presented including the Cymric bard, demonurgist, hedge witch, magister, noble knight, knight-errant, and more. Mechanically there are numerous suggestions for running a game in the Dark Albion universe, both for common retroclones like Swords & Wizardry and Lamentations, but also for Fantastic Heroes and Witchery. Additionally, RPGPundit has included his "Quick and dirty house rule notes", which include some excellent suggestions for beginning an Albion campaign. The treatment of demons is most terrifying. Demon summoning, dark magic, and fearful sorceries are described in detail, living up to claims of "dark and gritty". 

I counted eight adventure sites/mini adventures within Dark Albion. My favourite were the Barrowmound adventures, which had the best of the adventure maps (I thought). Rules for law, punishment, and justice are included within Dark Albion, adding to the punitive feeling of any good medieval/early renaissance work. Dark Albion is packed with detailed setting information, including heraldry, important political figures, quasi-historical timelines, battles, name generators, cosmologies, description of the low magic setting, and much more. I could go on, but you get the idea. This tome is oozing content. 

Not only is Dark Albion extensively detailed, but it is highly useable. Pains have been taken to give the DM/Ref plenty of suggestions for incorporating material into their campaigns. New mechanics are well-covered, and the setting information is purposely broad, allowing the DM to get his/her hands dirty, and make Dark Albion their own. 


Total: 5/5

Final Thoughts:
No one with a firm grasp on their sanity would dispute the staggering amount of work that has gone into this product. That the work is impressive and comprehensive is beyond an understatement. There is no half-assery here. Blood, sweat, and tears have been poured into Dark Albion, making it an 100% effort. It is easy to cut corners when quality, literary consistency, and excellence are concerned, but no such liberties have been taken in Dark Albion. With maps for days, 285 words of useful content, and all the artwork you could possibly want, Dark Albion delivers on its promises, and more.

That said, I have a few gripes here and there. The overall inconsistency of public domain artwork rears its ugly head at times. It was no mistake to use public domain artwork in Dark Albion. It certainly fits the mood. The inevitable and fundamental problem I have with public domain still stands however — it can look great, or it can look somewhat thrown together, as so many varying artists are required to fill out a project. This gives the work a patchy feel at times. I readily admit my biased behaviour to judge a book by its cover, but first impressions stick. The same can be said about the maps. Sometimes an overall theme seemed to be lacking: one was colourful, one set was parchment, one set was greyscale. I think this was to clearly distinguish between player maps, geographical map, and area maps, but the effect was a little jarring or inconsistent. 

My personal predilections aside, Dark Albion is a book rife with possibility. If one has been searching long and hard for a quasi-historical, low-magic setting, filled with all manner of the grim and horrible, look no further. Dark Albion delivers in that department beautifully. It combines standard fantasy tropes, history, and folklore so well, that one begins to question where one ends, and the other begins. It is a truly mythological work, endowed with a sense of otherworldly epic. I have not played a campaign using Dark Albion, so I cannot comment on its pragmatic application. I am left with a sense of possibility, however, as the cogs of inspiration begin to turn. 


Total: 16/20