Tuesday, 2 October 2012
In the Prison of the Squid Sorcerer
In the Prison of the Squid Sorcerer (And Other Pulp Weird Encounters):
I am once more into the breach, dear friends.
In the Prison of the Squid Sorcerer is an RPG encounters book intended for use with your favourite Old School RPG, including the Dungeon Crawl Classics Roleplaying Game.
The base offering is a 32-page softbound book containing 12-14 encounters at 1-2 pages each. The encounters, in addition to being very "Appendix N," each will include a unique monster, magical item, god and/or patron for the DCC roleplaying game. That's 12-14 scenarios with an original concept and original, re-usable content for your DCC RPG game. That's 12-14 adventure hooks for further expansion.
And if you like this idea, it only gets better from there. If we can reach our modest targets, the main book doubles to 64 pages, and then we start adding separate, full- length adventures -- four in total if we meet all of our stretch goals.
I have signed on as one of the lead writers. As with Angels, Daemons, & Beings Between, the modules I have published thus far through Purple Duck Games, and my contributions to Crawl! Fanzine, my goal in the encounters I'm developing is to bring you new ideas with very clear Appendix N antecedents. In this case, I have decided to focus on John Bellairs' The Face in the Frost, the planetary romances of Leigh Brackett and Edgar Rice Burroughs, Manly Wade Wellman's Who Fears the Devil?, and Margaret St. Clair's The Shadow People as my primary inspirations. With more than a dash of Robert E. Howard, H.P. Lovecraft, Fritz Leiber, Abraham Merritt, and L. Sprague de Camp. After all, these are some of the greats!
In addition, I am doing a "Stretch Goal" module for this campaign, The Tribe of Ogg and the Gift of Suss. In this 0-level funnel, cave dwellers tackle a crashed space ship.
Even if you don't contribute, I hope you will look into this project and let us know what you think. And, of course, please spread the word to others who might be interested!
Monday, 1 October 2012
Reading Appendix N: Hiero’s Journey
Hiero’s Journey by
Sterling E. Lanier was published in 1973, and is a post-Apocalyptic fantasy
novel taking place 5,000 years after “The Death” – an all-out nuclear and
biological world war. Within it, Hiero
Desteen (destined hero?) is a priest (cleric?) who has psychic powers,
traversing a changed landscape in search of a computer (!) to help defeat the
Unclean and their leemutes (corrupted from lethal mutations, now meaning any
mutation inimical to mankind).
Along the way, Hiero assembles a party of
adventurers including a telepathic bear, a riding moose (called a “morse”), a
female warrior (and love interest), and an “Elevener” who seems an awful lot
like a druid. The Eleveners are members
of the “Brotherhood of the Eleventh Commandment”, which is that “Thou shalt not
destroy the Earth or the life thereon.”
If this all sounds a lot like TSR’s AD&D
or Gamma
World to you, you’re not alone!
The Story
Hiero Desteen is travelling on his morse,
Klootz, seeking a computer for his church, the Kandan Universal Church. The Church is opposed by the Unclean, humans
who seek to use the knowledge that brought about the Death for their own ends,
and who make common cause with mutants inimical to man. Over the course of his journey, he must fight
the Unclean (and escape from their capture), defeat strange creatures, make new
allies, traverse the vast and hostile marshes known as the Palood, and explore
the ruins of the ancients.
The novel is described as “A Romance of the
Future”. And it all takes place around
the Great Lakes, which are now the Inland Sea, from post-Apocalyptic Canada to
the massive jungles around modern-day Indiana. Naturally.
Elements for Gaming
This book is chock full of gaming elements,
and it is easy to see how Gary Gygax was inspired by it. Living in one of the Great Lakes states
himself (flooded by the Inland Sea by the time of Hiero’s Journey), Gary must have felt some level of kinship with
the landscape Hiero passes through.
Here we have the seed of the cryptic
alliances of Gamma World, the prototype of the Hool Marshes in Greyhawk, auguries being cast (and enigmatic
answers being given), humanoid alliances against men, clerics in leading roles,
psionics, intelligent animals, and some weird creatures that defy natural explanation. We also have a truly dangerous fungal entity
(House) and its attendant slimes….the abilities and descriptions of which seem
familiar from Gary’s work in the Monster Manual and the Monster
Manual II. If you want to know
why giant lynxes are intelligent in the Monster Manual, the answer is
probably the influence of this book.
This is the first novel I have read where
the protagonist actually defeats a foe and levels up. Seriously.
He was amused that
his new confidence seemed more than temporary. Beyond, and indeed underlying,
the amusement was a hard-won feeling of mental power. Hiero knew, without even
wondering how he knew, that Abbot Demero or any others of the Council would now
be hard-put to stand against him...The two battles Hiero had won, even though
the bear had helped decide the first, had given the hidden forces of his
already strong mind a dimension and power he would not himself believed
possible. And the oddest thing was, he knew it.
Tired, but feeling
somehow wonderful anyway, he roused Gorm and the morse.
That's right. By fighting combats and
defeating opponents, Hiero has become more powerful. He is aware of the
increase in power, and, although tired (i.e., not at full hit points?) he feels
"somehow wonderful anyway" (perhaps because he gained hit points with
the new level)?
Interesting. Especially as it predates the game whose
mechanics emulate it nearly perfectly.
Nor is this the only time Hiero “levels up” after an encounter; using
the Dungeon
Crawl Classics rpg experience system (where you gain XP for encounters
whether you defeat them or not) emulates the novel even better.
Another interesting note is how episodic
the novel feels. While it is a single
story, the story seems to be a number of “adventures” that comprise the
whole. Hiero, Gorm, and Klootz form the
initial adventuring party, encountering the Unclean. Then they traverse the Palood as a separate adventure. The warrior, Luchare, is rescued and joins
the party as a third adventure. Hiero
has a solo go, being captured and then escaping (I guess the other players
couldn’t make that session). The reunited
party goes through a half-drowned Ancient city (and fights what may well be
bullywugs) before encountering a new party member, Brother Aldo. They take a ship across the Inland Sea toward
the place Hiero has been sent to investigate, acquiring several new PCs and NPC
hirelings. The ship is wrecked, and the
new PCs go through a sort of 0-level funnel in the jungle. The group deals with some female forest
dwellers (who mate with the male party members in dreams) and then explore the
underground multi-level complex of the Ancients.
Along the way, they gain several artefacts
from the Unclean, some of which are (or might as well be) cursed; including
devices that allow the Unclean to track the group.
Encounter-wise, this novel is rich indeed. Simply reading the Glossary in the back offers
a number of interesting ideas for game play, and it is by no means complete.
Gorm,
the telepathic bear: In rpg terms, clearly a PC, but not one
anyone could choose to create. Using the
Dungeon
Crawl Classics rules, the judge could allow special character types to
arise as part of specific adventures.
i.e., if you play this particular adventure, you might gain a unique PC
not available otherwise. I think this is
a good solution to the problem posed initially by the 1e Unearthed Arcana and then
later (and more strongly) by 3e – gamers want those unique PC types in their
game, but if they become part of the standard generation process, they are no
longer unique.
(As an aside, it is interesting to note
that my players encountered Growly, from The Ooze Pits of Jonas Gralk, shortly
after I had finished this novel, thus giving me a template to describe the Fez-toting
empathic dancing bear. Similarly, the
great swamp around the Sunken City reminds me of the Palood...another
useful reference for creating encounters in Purple Sorcerer’s setting!)
Morse: Large empathic riding
moose. How this didn’t appear in Gary’s monster
books is beyond me, because it is a cool idea that certainly fits in with
Appendix N gaming.
House:
A giant,
intelligent fungus, the section with House in it might as well be the base
template for all slimes, molds, and fungi in the original D&D game, were it not
for other fungus monsters appearing in other Appendix N literature. With its “harem”, House might be the model
for Juiblex or Zuggtmoy.
The
Dweller: A
mental parasite that comes from beyond this world, let into it by the changes
the Death have wrought. This would be a
great encounter for any rpg, where battle takes place on the mental plane,
rather than the physical. There are
actually several mental battles in the novel (it is easy to see its influence
on psionics in Dungeons & Dragons), but this is probably the best of
them.
Other
Creatures:
There are far too many monsters described in this book for each to be
given a line-by-line listing. They include
giant otters/weasels, wolverine men, the dam people (intelligent giant beavers),
colossal giant frogs, giant leeches, giant snapping turtles, a giant loon,
anthropomorphic ape-men (howlers), giant fish, giant gulls, man-rats, and a
host of other monsters.
Conclusions
It is interesting to note how many of the
Appendix N works are actually science fiction, or have science fiction
elements. For its contributions to
role-playing games, Hiero’s Journey is sort of a must-read for fans of D&D,
Gamma
World, or their later-day clones and derivatives. It is pretty obvious why Gary Gygax included
this one in Appendix N, and it is a novel that he listed by name.
I enjoyed the novel, although I am told that
its sequel, Unforsaken Hiero, is not as good. I am not sure, as I have not read it (yet). Sterling Lanier had intended to make the
series a trilogy when he penned the second, but his death prevented the
completion of a third Hiero novel.
Reading this novel will give most GMs a lot
of good ideas for monsters and encounters, especially if they don’t mind mixing
science fiction and fantasy. If you can
get it at a reasonable price, you should.
Sunday, 30 September 2012
S is for Sandbox Recap
Before I can start adding more to this series,
I need to do a quick recap. The various “S
is for Sandbox” posts can be found here:
What is a Sandbox? http://ravencrowking.blogspot.ca/2011/10/s-is-for-sandbox-part-i-what-is-sandbox.html
Why System Matters: http://ravencrowking.blogspot.ca/2011/10/s-is-for-sandbox-part-ii-why-system.html,
http://ravencrowking.blogspot.ca/2011/10/s-is-for-sandbox-part-ii-why-system_17.html,
& http://ravencrowking.blogspot.ca/2011/10/s-is-for-sandbox-part-ii-why-system_27.html
Initial Set-Up: http://ravencrowking.blogspot.ca/2011/10/s-is-for-sandbox-part-iii-initial-set.html,
http://ravencrowking.blogspot.ca/2011/11/s-is-for-sandbox-part-iii-initial-set.html,
http://ravencrowking.blogspot.ca/2011/11/s-is-for-sandbox-part-iii-initial-set_06.html,
http://ravencrowking.blogspot.ca/2011/11/s-is-for-sandbox-part-iii-initial-set_21.html,
& http://ravencrowking.blogspot.ca/2011/12/s-is-for-sandbox-part-iii-initial-set.html
Sample Minor Adventure Site: http://ravencrowking.blogspot.ca/2012/01/s-is-for-sandbox-part-iv-sample-minor.html,
http://ravencrowking.blogspot.ca/2012/01/s-is-for-sandbox-part-iv-sample-minor_26.html
& http://ravencrowking.blogspot.ca/2012/05/s-is-for-sandbox-part-iv-sample-minor.html
Sometimes it is difficult to keep all of
these various ideas for blog posts going!
In any event, I’ve spent some time on reviews, house rules for the DCC
RPG, and projects that I am working on.
While these other threads will no doubt continue, those threads
discussing gaming theory and “how to” for prospective GMs are also important.
This post is to remind the Gentle Reader of
the “alphabet” thread, and to give me a quick reference as to where I am on the
“S is for Sandbox” portion of it. We were about to see the Temple of Hermes and the dungeon below in as part of a minor adventure site, written for the DCC RPG. More
to follow!
Saturday, 29 September 2012
AL3: Through the Cotillion of Hours is now available, in print-on-demand or pdf format, through RPG Now or DriveThru RPG. (EDIT: Now available at Paizo)
Sooner or later, characters are going to want to quest to achieve some specific end – to raise a fallen comrade, to regain lost ability points, to discover a new spell, to find some new magic item…the possibilities are nearly endless. This scenario can occur at any time during the course of overland travel, and gives characters the opportunity to meet some of these goals.
In this adventure, sleeping characters are invited to the Cotillion of Somnos, the Dreaming God. If they can make their way past the entertainments at the Masked Ball, they can petition the Dreaming God to fulfil some request on their behalf.
Through the Cotillion of Hours is a Dungeon Crawl Classics Role Playing Game adventure designed for any number of characters of any level. The basic description and invoke patron results form Somnos, the Dreaming God, are included in this module.
Scott Ackerman does his usually amazing artwork in this product, and Kristian Richards supplies some excellent cartography. Many thanks to Mark Gedak at Purple Duck Games for making this happen!
EDIT: First review here!
EDIT: Second review here!
EDIT: Third review here!
EDIT: Fourth review here!
Sooner or later, characters are going to want to quest to achieve some specific end – to raise a fallen comrade, to regain lost ability points, to discover a new spell, to find some new magic item…the possibilities are nearly endless. This scenario can occur at any time during the course of overland travel, and gives characters the opportunity to meet some of these goals.
In this adventure, sleeping characters are invited to the Cotillion of Somnos, the Dreaming God. If they can make their way past the entertainments at the Masked Ball, they can petition the Dreaming God to fulfil some request on their behalf.
Through the Cotillion of Hours is a Dungeon Crawl Classics Role Playing Game adventure designed for any number of characters of any level. The basic description and invoke patron results form Somnos, the Dreaming God, are included in this module.
Scott Ackerman does his usually amazing artwork in this product, and Kristian Richards supplies some excellent cartography. Many thanks to Mark Gedak at Purple Duck Games for making this happen!
EDIT: First review here!
EDIT: Second review here!
EDIT: Third review here!
EDIT: Fourth review here!
Thursday, 27 September 2012
Reading Appendix N: Lavender-Green Magic
There are a few difficult issues to resolve
when one wants to blog about Appendix N
fiction. One of the obvious problems is
deciding where to start. At first, I
considered writing about the authors and their works in the alphabetical order
used by Gary Gygax in the first
edition Dungeon Master’s Guide.
If I did that, though, I would be writing dozens of posts about the
extremely prolific Edgar Rice Burroughs,
and perhaps never get to Manly Wade
Wellman. I think that would be a
mistake.
I am kicking this off with Lavender-Green
Magic, by Andre Norton,
mainly because I just finished reading it, and because it was suggested to me
that this novel isn’t the type one would seek inspiration from for the Dungeon
Crawl Classics role-playing game.
The Story
When their father goes missing in Vietnam,
three children have to move in with their grandparents, who live in a junkyard
in Dimsdale. They discover an old
embroidered pillow that allows them to penetrate an overgrown maze, leading
them back through time to the young (good) witch, Tamar. Basically, sleeping with the pillow causes
dreams which point the way. The first
penetration of the maze occurs when the younger sister, Judy, sleeps with the
pillow.
The older sister, Holly, then jealously
cheats in order to get the next turn, and things go wrong. Going “the widdershins way” through the maze,
the children instead encounter Hagar – an evil witch, more beautiful than
Tamar, and perhaps more cunning.
Certainly more ruthless. She
snares Holly in a spell to bring out her worse emotions, and to create a tie between
the past where the witches dwell and the present where the children come from.
Research in the present reveals that
Hagar’s acts are going to result in Tamar being accused of (evil)
witchcraft. A resultant curse has stung
Dimsdale in the past, and seems ready to strike down the children’s
grandparent’s home in the near future.
The children must go again into the past to save both Tamar and their
home, facing down both Hagar’s malice and Holly’s insecurities.
In addition to the story, my copy includes
a section entitled “To Make Tamar’s Rose Beads and Other Old Delights” that gives
instructions for making rose beads, “tasties for tea”, sugared mint leaves, and
pomander balls.
Elements for Gaming
One of the other dilemmas one faces writing
about Appendix N fiction is this: Should
you talk about all the good ideas that are available to steal from make homage
to? Or should you just use them
yourself? There are several elements in Lavender-Green
Magic which are useful to the aspiring DCC judge, either to create
outright homages of, or to demonstrate game principles.
First off, Tamar and Hagar are usable
almost as they appear in the novel. Two
witches, sisters, one Lawful and one Chaotic.
They both live in the same house at the centre of a hedge maze. If you follow the right-hand path, you reach
Tamar. If you follow the widdershins
way, you reach Hagar. You can only
follow either path by sleeping on a specific pillow, and your intentions
determine which path you take.
Not only is Hagar an excellent example of
the “standard” DCC witch, but Tamar is a great example of the “good Wiccan”
type witch one also finds in several Appendix N works. In addition, either could be considered a
potential patron – it is fairly explicit that Tamar becomes Holly’s patron at
the end of the novel. Both Tamar and
Hagar clearly have their own agendas.
A cat in the novel, Tomkit, is implied to
be Tamar’s familiar, and offers some guidance to judges for using familiars or
other creatures that might be sent by a patron or other supernatural power. A creature need not be obviously supernatural
when first encountered in order to be so.
This novel makes good use of travel through
time, both in terms of its plot and the way in which the plot is
staged/conveyed. Judges interested in
using time travel effectively in their adventures can certainly get some ideas
from this novel.
Finally, the aspiring judge might gain some
ideas for encounters or setting from the section wherein the children navigate
the maze widdershins.
Conclusions
Lavender-Green Magic
is not a Sword & Sorcery yarn by any stretch of the imagination, but it
does contain many elements that are firmly usable in the DCC rpg.
I can easily imagine a 0-lvl adventure
designed to allow players to take the roles of modern-era children, which could
borrow even more heavily from this book.
Such an adventure might not be an actual “funnel” (so that you aren’t
killing the kids off), but it could be designed in two parts, so that the first
part of the story is when the characters were children, and the second part takes
place when they are adults, perhaps dealing with ramifications (good and ill)
from their childhood decisions.
That might actually make a good
module. Perhaps when I get some more
free time, I will write it!
Monday, 24 September 2012
In Memoriam: David Gower
On August 27th, 2012, my friend David Gower passed away at the age of 64.
What can I say about David Gower?
He was an atheist, but he wasn’t afraid of opposing
views. He was a philosopher who was
respectful of others. David was a true
skeptic. He would actually listen to
what you thought, and actually cared why you thought it. If he thought something different, he was
always willing to discuss, but not disparage.
David Gower loved the truth.
David sought to understand his world, and the people within
it. He was a thinker who didn’t believe
that the true answers were necessarily the easy answers. He was a poet whose work deserves
recognition, and who – in the times I saw him perform – never failed to draw an
enthusiastic response.
David loved the outdoors.
Years ago, when we all had more time, we would go on hikes along places
like the Caledon Rail Trail and the Bruce Trail. Sometimes these were also excuses for long
conversations, but the reality is that David really loved to be outdoors. He enjoyed camping, campfires, and seeing the
stars.
The last time I actually saw David, we met at a pub off
Yonge Street to have a beer, a meal, and just to catch up. It was amazing how quickly we could pick up
threads left dangling from a year or more ago.
That was about a year ago, because, with a young child, and running back
and forth between two households, I just didn’t have the time – or I thought
I didn’t have the time – to see him more.
I wish now I had found that time.
In all of our talks, though, it was very clear that he
loved, and was proud of, his immediate family.
He spoke of them with genuine respect and affection. Simon, Sarah, Justin, and Nigel, and especially his
wife, Frankie. David was human. He was subject to the same irritations,
doubts, and regrets that we all are. But
he never regretted the course of his life, and he was thankful for who he got
to share it with. We talked a lot about
life, and relationships, over the course of the years, and that never
varied.
What can I say about David Gower? He was as intelligent, as open-minded, and as
loving as anyone I have ever met. I am
better for having known him, and I will miss him.
(The photo was taken by his sister-in-law, Alison Groves, a last campfire that he sadly did not make.)
(The photo was taken by his sister-in-law, Alison Groves, a last campfire that he sadly did not make.)
Monday, 17 September 2012
Help With Identifying Something
I was in Ottawa on 20 August 2012, walking along the Rideau Canal near Riverdale Avenue. The time on the camera says "8:30 am", but it was probably 8:30 pm, our having arrived late due to the transmission on my Ford Windstar saying goodbye to us in Smith's Falls.
Being of that mindset, I decided that a picture of the treetops along the park would make a great desktop for my laptop. But, when I actually checked the picture, I got this:
That is the original, unchanged picture, exactly as it came off the digital camera. There was nothing visible at the time. When I first saw the photo, I joked about fairies, because the area we were walking in is near the site of the Grugach's house in Charles de Lint's Jack the Giant Killer.
Then I zoomed in.
Now, what I imagine is that there was some kind of insect flying around the treetops at the time I took the picture. I am guessing that the glowing light is caused by their reflecting the flash back at the camera.
What I cannot figure out is what kind of insect would make an image like the one in this picture. But, then, I am no expert. So, here I have cropped the image a few times to allow for a little higher resolution.
They are clearly not some form of flower or catkin, because they are in the sky around the trees as well as within them.
So, if you know your area bugs well enough to venture a guess, I'd love to hear from you.
No matter how mundane the actual explanation turns out to be, the result is an utterly cool picture!
Being of that mindset, I decided that a picture of the treetops along the park would make a great desktop for my laptop. But, when I actually checked the picture, I got this:
That is the original, unchanged picture, exactly as it came off the digital camera. There was nothing visible at the time. When I first saw the photo, I joked about fairies, because the area we were walking in is near the site of the Grugach's house in Charles de Lint's Jack the Giant Killer.
Then I zoomed in.
Now, what I imagine is that there was some kind of insect flying around the treetops at the time I took the picture. I am guessing that the glowing light is caused by their reflecting the flash back at the camera.
What I cannot figure out is what kind of insect would make an image like the one in this picture. But, then, I am no expert. So, here I have cropped the image a few times to allow for a little higher resolution.
They are clearly not some form of flower or catkin, because they are in the sky around the trees as well as within them.
So, if you know your area bugs well enough to venture a guess, I'd love to hear from you.
No matter how mundane the actual explanation turns out to be, the result is an utterly cool picture!
Sunday, 2 September 2012
Reading Appendix N: Overview
So, I got a new camera from my son and his girlfriend this year for my birthday. So, of course, my thoughts immediately ran toward cataloguing my Appendix N collection. This proved a bit more difficult than I expected, though, for a number of reasons. The first is that some of my collection is not at home. Some of it is on loan to friends and family, especially to those I am trying to interest in the DCC rpg. Other books are at work. A few more are in a back room and are currently a little difficult to reach.
So, this is an incomplete view of the Appendix N books I have. Nonetheless, here we go!
That last picture was taken because, as soon as I had cleaned up from taking pictures of all the others, sure enough a group of Appendix N books appeared sitting close by.
I am still wondering where I set The Moon Pool and some of my Lord Dunsany books, which do not appear in these pictures. And, of course, as I was scouting my bookshelves for Appendix N books, I saw many books that I thought should appear in Appendix N, but do not (either because they were post-publication of the 1e Dungeon Master's Guide, or because they were not books Gary Gygax selected for whatever reason). I might later do a photo-spread of these as well. I am also aware that some might not include a few of these books in Appendix N -- some of the Edgar Rice Burroughs novels are not fantasy, for example, although they all have elements that are worth including in a DCC adventure, IMHO. YMMV.
In any event, I have now read about 3/4 of the books on display, and I am currently working my way through the remaining quarter....as well as seeking out some notable books that are missing from my collection. In subsequent "Appendix N" posts, I'll be looking at these books individually or in related groups.
So, this is an incomplete view of the Appendix N books I have. Nonetheless, here we go!
That last picture was taken because, as soon as I had cleaned up from taking pictures of all the others, sure enough a group of Appendix N books appeared sitting close by.
I am still wondering where I set The Moon Pool and some of my Lord Dunsany books, which do not appear in these pictures. And, of course, as I was scouting my bookshelves for Appendix N books, I saw many books that I thought should appear in Appendix N, but do not (either because they were post-publication of the 1e Dungeon Master's Guide, or because they were not books Gary Gygax selected for whatever reason). I might later do a photo-spread of these as well. I am also aware that some might not include a few of these books in Appendix N -- some of the Edgar Rice Burroughs novels are not fantasy, for example, although they all have elements that are worth including in a DCC adventure, IMHO. YMMV.
In any event, I have now read about 3/4 of the books on display, and I am currently working my way through the remaining quarter....as well as seeking out some notable books that are missing from my collection. In subsequent "Appendix N" posts, I'll be looking at these books individually or in related groups.
Wednesday, 29 August 2012
Everyone Else III: Sailors on the Starless Sea
One day, getting ready to begin running a Dungeon
Crawl Classics campaign, I stopped at Hairy Tarantula on Yonge Street in Toronto and picked up both Sailors
on the Starless Sea (by Harley
Stroh) and People of the Pit (by Joseph
Goodman). Being a 0-level module,
and having already run Portal Under the Stars using the
Beta, I decided that Sailors on the Starless
Sea was a logical choice for starting a campaign.
As you may be aware, I have written about
designing 0-level adventures for the Dungeon
Crawl Classics rpg previously, and my views here are going to take that
analysis into account. There are going
to be spoilers in this review as well, so if you are going to be playing in
this module, do yourself a serious favour and read no further!
The basic premise of Sailors on the Starless Sea is that cultists are attempting to
revive two fallen brother Chaos Lords.
They have been converting local villagers to beast men or preparing them
as a sacrifice to bring the Chaos Lords back.
The PCs begin by investigating a local ruined keep, trying to rescue
kidnapped villagers. In the course of
their investigation, they become part of truly epic events.
The adventure further breaks down into (1)
getting into the keep, (2) exploring the keep, (3) the dungeons underneath the
keep, (4) the sunless sea, and (5) the epic climax. Many of these parts allow for multiple
avenues of exploration, and, in some cases, they intersect in interesting
ways. For instance, there is a tomb that
might be uncovered while trying to get into the keep, or it might be uncovered
exploring the banks of the sunless sea, or it might not be uncovered at all. None of these options is the “right” one, and
none of them are “wrong”.
The module also allows the players two
chances to replenish their supply of 0-level characters. This is a good idea, and is something I wish
I had thought of in my own analysis of the 0-level funnel.
Following my own analysis, I can certainly
see how both character death and character growth are planned for within the
context of the module. Harley Stroh did
a stellar job here.
The village the PCs come from is not
described, so no difficulties arise from starting occupations. If you are going to run this as part of a
campaign, you might actually take the PC starting occupations as your baseline
for describing what the village is like.
The climactic encounter, moreover, may make returning to the village
different, so you can gloss over this if you like. I did.
I had suggested that the initial adventure
should include some means for elves to buy one set of mithral armour and one
mithral weapon at standard prices when they attain 1st level; Sailors does not do this. On the other hand, there is no reason why
this must immediately be available to Elf PCs.
Obtaining mithral arms and armour may well be part of the next
adventure. This isn’t something you need
to worry about, but it is something the prospective judge should keep in mind.
Sailors has more than enough encounters
that will make characters progressing into Thieves and Warriors make
sense. Warriors certainly have the opportunity
to access to weapons and armour.
Previously, I had written “Potential
warriors are also going to need opponents they can fight. As with the initial offering in the Core
Rulebook, this should be a combination of simple and difficult fights, and the
difficult fights should be resolvable using brains over brawn. The opponents must also be interesting, at
least some of them demonstrating some unexpected property…even if you only make
the giant rats have hand-like paws and be capable of speech.” There is certainly no problem with Sailors on the Starless Sea in this
regard!
Regarding Clerics, I had written “Your
initial funnel must include the divine in some way, shape, or form. It may include a hidden shrine where the
influence of a god is felt, or it may include a fight against some unholy thing
in which a holy artefact is of aid.”
Well, Harley Stroh certainly manages to do this, and then some. From an evil shrine to the Chaos Lords and
cultists themselves, the divine (or potentially divine) is felt strongly in
this adventure.
I had also been concerned about potential
wizards needing a way to access spells, and Harley includes an exceptional
means to this end as well – a magic ring that can access three spells for good
or for ill. So, even if you follow the
advice in the Core Rulebook, and give XP per encounter, allowing the PCs to
level up when they gain 10 XP, the would-be wizards potentially begin their
magical careers with something wizardly to do.
Not that Sailors is shy about
making them work for it.
I had also expressed some concerns about
transition. Following the Core Rulebook,
most of my players’ characters achieved 1st level after a
particularly deadly encounter on the Sunless Sea, and thus levelled just prior
to the climax of the module. It was
remarked that it felt as though the characters, having survived the deadliest
thing so far, had pulled themselves together and were now better able to face
what was to come. This covered both my
concerns about transition, and about the 1st-level finale. The final battle against beast men,
cultists, and a resurging Chaos Lord definitely resolved issues arising from the
0-level funnel, and showcased character growth.
I had written that
this part of the adventure “answers some unresolved questions, faces similar
opponents, and/or fulfils the promises of the first half”. I believe that Sailors on the Starless Sea does this magnificently.
In addition to the usual Appendix N influences, this module draws from King Kong and The Island of Dr. Moreau for imagery and content. Well, in a way. Where Dr. Moreau made beast men out of beasts, the villains in this module make beast men out of men. I also found this very reminiscent of the "Count Brass" cycle of Michael Moorcock, which may have been the actual source reference. In any event, they are fun references, and my players had a great deal of fun with this module. As did I.
Overall, I found Sailors on the Starless Sea to be a nearly perfect 0-level adventure. I certainly had a hell of a lot of fun
running it, and I would recommend it to anyone.
Easily
five stars out of five!
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