The Rise of Tiamat follows on from the events of Hoard of the Dragon Queen and takes the players from eighth to fifteenth level. Their efforts in uncovering the activities of the Cult of the Dragon have brought them to the attention of the Council of Waterdeep. The Council wants to make use of both their skill and their expertise, asking not only their advice, but their aid in performing mission after mission. These include infiltrating a dragon’s lair, investigating the Cult of the Dragon’s attacks, seeking alliances with the great, the good, and the devilishly evil, and more, all before facing Tiamat herself as the Cult’s plans come to fruition. For the most part, the player characters will be interacting with the Council of Waterdeep before being sent out on these missions, so potentially with the politics and the negotiating there should be plenty of opportunity for both roleplaying and action in the campaign.
Saturday, 1 August 2015
The Demise of Tiamat
The Rise of Tiamat follows on from the events of Hoard of the Dragon Queen and takes the players from eighth to fifteenth level. Their efforts in uncovering the activities of the Cult of the Dragon have brought them to the attention of the Council of Waterdeep. The Council wants to make use of both their skill and their expertise, asking not only their advice, but their aid in performing mission after mission. These include infiltrating a dragon’s lair, investigating the Cult of the Dragon’s attacks, seeking alliances with the great, the good, and the devilishly evil, and more, all before facing Tiamat herself as the Cult’s plans come to fruition. For the most part, the player characters will be interacting with the Council of Waterdeep before being sent out on these missions, so potentially with the politics and the negotiating there should be plenty of opportunity for both roleplaying and action in the campaign.
Friday, 12 September 2014
Board of the Dragon Queen
At the time of publication, with just the Player’s Handbook available, it might seem that it would be impossible to play or run Hoard of the Dragon Queen. This could not be further from the truth. To begin with, the rules presented in the Player’s Handbook are more than sufficient to run the campaign. After all, if the rules presented in the Dungeons & Dragons Starter Set were enough to run ‘Lost Mine of Phandelver’, the scenario in box, then those given in the Player’s Handbook will more than suffice for Hoard of the Dragon Queen. One thing that the DM will need is the campaign’s online supplement—available here because whilst some are given in the book itself, the online supplement contains all of the magic items, monsters, and spells referenced in Hoard of the Dragon Queen.
The setting for the Hoard of the Dragon Queen is the Forgotten Realms, specifically the Sword Coast, thus in keeping with recent releases from Wizards of the Coast, including the Dungeons & Dragons Starter Set. The Cult of the Dragon, ever a pervasive and pernicious influence in the region, has decided that it has tired of skulking in the shadows and is in the process of bringing an audacious plan to fruition. Drawing on its alliances with its draconic brethren and the Red Wizards of Thay, it seeks to free Tiamat from her infernal prison in the Nine Hells and bring her to Faerûn.
Which is fair to say, sounds awesome! After all, this looks like a campaign that throws the adventurers up against the signature bad guy (sic) of Dungeons & Dragons—Tiamat herself. She was after all, the villain of the Dungeons & Dragons cartoon series, and thus will be familiar to many players of the game. The other villains of Dungeons & Dragons are probably the devil Asmodeus, the demon Orcus, and of course, Count Strahd von Zarovich of Ravenloft fame, but going up against a villain like Tiamat should whet the appetite of any Dungeons & Dragons player. Of course, that will not happen in Hoard of the Dragon Queen, but will no doubt be saved for The Rise of Tiamat, but investigating her cult should set everything up for a confrontation of memorable proportions. Unfortunately, as evidenced by Hoard of the Dragon Queen, getting to that confrontation may not be as memorable as it should be…
The campaign begins with a cliché as its solution to how to get the characters involved—the party is working as guards for a caravan that is travelling to the starting location for the campaign. Which is the same set up as that for ‘Lost Mine of Phandelver’, the scenario in Dungeons & Dragons Starter Set, but fortunately, this is countered somewhat by the first of the book’s appendices, which gives options to adjust any Background that a player chooses for his character to fit the setting. These can be rolled for, but it would make as much sense for the GM to assign these to the player characters according to suitability and their Class. Had much more this been done to involve the characters in the adventure in this way, it would have greatly strengthened the start of the campaign.
Once they get to the outskirts of Greenest, the characters discover that it is under attack. Fighting their way in, they are given refuge in the town’s keep, but being the town’s best hope, the governor asks the adventurers for help. This sets up a number of mini-missions that will see them help protect and rescue the townspeople and begin learn what the attackers want. These are nice way of getting them involved, sneaking out of the town’s keep again and again to help save the townsfolk, but it culminates in rather a disappointing encounter. The problem is not the encounter itself, but rather its effect—or lack thereof—upon the campaign. In this, one of the player characters has the opportunity to face the leader of the raiding party in duel, arguably a rousing climax to the chapter. It is a tough encounter, but if the player character is particularly successful, the campaign has the leader either ferreted away or simply replaced by with another NPC with exactly the same stats. Surely this undermines the players’ agency by making their efforts have no effect?
In the days to come, the adventurers will be asked to follow the raiders and scout out their nearby base, first to conduct a rescue mission and then return again to investigate what turns out to be the first dungeon in Hoard of the Dragon Queen. It is an unimpressive affair that feels flat and featureless, but whatever they find in the dungeon, the adventurers’ information will bring them to the attention of interested parties opposed to the Cult of the Dragon and they will be asked to undertake increasingly dangerous missions in the name of the safety of Faerûn.
In some ways, the first of these marks the highlight of Hoard of the Dragon Queen. Working for their patrons, the party is tasked with joining a caravan train that is travelling north along the Sword Coast and which is suspected of having been infiltrated by the Cult of the Dragon. The DM is presented with plenty of material to work with—numerous NPCs and encounters, both random and planned. There are opportunities aplenty for roleplaying and interaction throughout this section, but its primary purpose is to bring the adventurers to the attention of the cultists—and then earn their ire. One question not addressed is what would happen if the adventurers managed to stop this, another incidence of player agency being stymied.
Whilst there are opportunities to roleplay later in this first part of the campaign, they grow fewer and fewer in number as Hoard of the Dragon Queen drives towards its climax. There is a marked shift in emphasis upon roleplaying and interaction towards infiltration and combat—typically with the adventurers disguising themselves in cult clothing—as the party follows the trail of the cult’s loot. The best of these opportunities is the potential for the adventurers to turn the various humanoid groups at the cult’s base in a swamp against each other. Which works in the one instance, but the campaign returns to it not once, but twice more, and once in mufti, the adventurers are expected to do no more than sneak in amongst the cultists, salute them, and then with a cry of “Surprise!”, draw their weapons and attack. It becomes all too one-note. Only the scenery changes…
In the last part of Hoard of the Dragon Queen, the party needs to board a Cloud Giant’s castle—before it flies away! The opportunity to do so is fleeting and the DM may well need to make some adjustments if the adventurers are in danger of missing their flight. Which is a distinct possibility given that it comes down to some difficult skill rolls involving the handling of wyverns… The consequences of failure are not really covered either. Once aboard the castle, the design never quite comes alive, again expecting the player characters to sneak in and divide the factions found therein. A Cloud Giant’s castle should be amazing, a memorable experience, but again it just seems to fizzle out.
Some players maybe disappointed at the dearth of treasure available in this campaign. Indeed, the adventurers may well rise through several levels before they acquire any magical items. The clue though lies in the title—Hoard of the Dragon Queen, for in truth, this is intentional. The point is that the villains of the campaign are hoarding the treasure—hence the title of this first part—rather than leaving it lying around for the player characters to find… What treasure there is though, is often generic and uninteresting. Indeed, the hoard itself is little more than a pile of coins.
Physically, Hoard of the Dragon Queen is unimpressive. The writing often feels flat and the tan colouring throughout does not help. In particular, all too many of the campaign’s minor NPCs are left for the DM to develop and bring to life, which although allows him to add his personal touch, does him more work to do and as written, hardly serves to make the campaign memorable. The illustrations are decent enough, but whilst pretty enough, the cartography thoroughly undermines the book. Too often the maps are murky and featureless, but worse, in they lack a key to their locations, whilst in others, they are too small, switch scales, and even orientation. Worse, in places, they do not have places marked upon them that are discussed in the text, leaving the DM to place them. Essentially, the book’s maps force the DM to do an awful lot of unnecessary work when they should be aiding him.
Although Hoard of the Dragon Queen is not the first scenario to be released for Dungeons & Dragons Fifth Edition—that honour goes to ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set—it is the first to be released in the wake of, and to require the use of, the Player's Handbook. It is thus Wizards of the Coast's flagship campaign for the RPG, showcasing how the new edition of the game should be played, what a scenario looks like for Dungeons & Dragons Fifth Edition, and of course, how much fun it offers.
Unfortunately Hoard of the Dragon Queen does none of that. The truth is that it is not a good scenario, it is not a well written scenario, and it is not a well presented scenario. The scenario is just not exciting, it lacks atmosphere—though not tone, which is grim; it fails to bring the NPCs to life or give the player characters enough options; and it just does not provide enough support for the DM despite the fact that he really, really needs it. Hoard of the Dragon Queen is not a scenario suited to first time DMs, whereas ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set is and it is also much, much more fun. There is no doubt plenty of material for the DM to work with in Hoard of the Dragon Queen, but he will have to work unnecessarily hard to bring it out.
Thursday, 20 December 2012
Ogre Cave Christmas List 2012
Come the end of the year and as has been vaguely traditional for the past decade that in December, OgreCave.com runs a series lists suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Continuing the break with tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days.
Nevertheless, Happy Gaming and enjoy the suggestions. Consider them perfect for purchase for yourself. If the world is to end in 2012 – and the denizens of Reviews from R’lyeh doubt that the stars have come right as yet – then at least enjoy a few last rolls of the dice with a favourite new game…
Lords of Waterdeep
(Wizards of the Coast), $49.99/£39.99
One of the best and most accessible board games of the year came from the most unexpected publisher, Wizards of the Coast. Lords of Waterdeep combines the classic Dungeons & Dragons theme with tried and tested Eurogame-style “worker placement” mechanics. For between two and five players, the game casts the players as masked lords vying for control of Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms. They send out their Agents to acquire Buildings and access to better resources; gain Gold to make the many purchases necessary to ensure their rise to power; the means to Intrigue with their fellow Lords; and hire Adventurers whom they can send out on missions or Quests that once completed will spread their influence and gain them true power. The game scales nicely, being as challenging to play with two players as it is with five, plays easily in an hour, and forces a player to make difficult decisions when presented with numerous options! (Read the review here).
Midgard Campaign Setting
(Open Design) $49.99/£29.99
The bad news is that in 2012, we lost Kobold Quarterly, the only Dungeons & Dragons compatible magazine to be available on the shelves at your local friendly gaming store. The good news is that we finally got to see an introduction to Midgard, Wolfgang Baur’s home campaign previously best seen in the Zobeck Gazetteer and the numerous articles that appeared in Kobold Quarterly’s twenty-three issue run. Now with the release of the Midgard Campaign Setting, we no longer have glimpses, but a full introduction to a dark fantasy world that at its heart is steeped in a mittel-european sensibility, whilst still leaving room for fantastical, even weird elements. Designed for the Pathfinder Roleplaying Game, an appendix also includes rules for the adventure game engine, allowing players to use Green Ronin Publishing’s Dragon Age RPG to visit a very different and a very original take on the fantasy setting.
Glory to Rome Card Game: Black Box Edition (Cambridge Games Factory), $35.00/£25.00
AD 64 and Rome has been burned to the ground. Answer Emperor Nero’s call and bring Glory to Rome as you compete to rebuild the heart of the ancient world’s most powerful empire. This is a strategic card of city building and resource management in which every card can act as a building, a patron, a raw material, or a valuable resource. This clever mechanic combined with the fact that the card a player gets to play is often dictated by his rivals, gives the game a pleasing elegance and forces difficult choices on a player. Redesigned from the original edition with new art reminiscent of the 1980 classic board game, Civilisation and mechanics reminiscent of more modern games like Puerto Rico, San Juan, and Race for the Galaxy, this is a great game that should be on every gamer’s shelf.
Night’s Black Agents (Pelgrane Press), $44.95/£29.95
You are an ex-secret agent. You just discovered that your former employers are controlled by vampires. So quite possibly is your government, your bank, and that NGO you always felt great about donating money to… This is the set-up for Ken Hite’s Night’s Black Agents, the Vampire Spy Thriller RPG he describes as “The Bourne Identity meets Dracula.” It brings 007-esque high action to the clue driven GUMSHOE System, but when it comes down to it, Night’s Black Agents is not Ken Hite’s game, but yours. It gives the means and tools for the GM to create any style of espionage RPG, from James Bond to Tinker, Tailor, Soldier, Spy, and lets him it slam it up against the vampires and the vampire conspiracy of his design. As a genre mash-up, Night’s Black Agents is a combination that sells itself, but as a toolkit, Night’s Black Agents is your Schweizer Offiziersmesser. Just add dice.
(Read the review here).
Cthulhu Fluxx (Looney Labs), $16.00/£12.99
An award-wining, classic, quick playing card game for over a decade now, Fluxx is all about chaos and winning means adapting to that chaos as the game and the rules change through play. Now Looney Labs has upped the ante and introduced the forces of H.P. Lovecraft’s Cthulhu Mythos and an almost primordial unstoppable force to the chaos of Fluxx. In Cthulhu Fluxx, you are not just up against your rivals, some of whom might be in the thrall of one of the Great Old Ones, but also the Great Old Ones too! You can win Cthulhu Fluxx, but sometimes the influence of the Mythos is just too insidious meaning that Cthulhu himself wins!
(Read the review here).
Rise of the Runelords Anniversary Edition
(Paizo Publishing) $59.99/ £39.99
Five years ago, Paizo Publishing launched its Adventure Path series, each a campaign for the Pathfinder Roleplaying Game in six parts. To celebrate that anniversary, Paizo Publishing has collected the very first Adventure Path series, Rise of the Runelords, in hardback and in the process taking advantage of five years of player feedback and the chance to revise, and add to, a campaign that will take the adventurers from first to eighteenth level. Beginning in the sleepy coastal town of Sandpoint, in course of defending against an attack by crazed goblins, the adventurers learn of a greater evil. If they to prevent it coming to Sandpoint, they must track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city.
Snowdonia (Surprised Stare Games) £31.99
The year is 1894, and the Snowdon Mountain Tramroad and Hotels Company Limited has been formed to build a branch line from Llanberis to the summit of Snowdon. Each player controls a work gang providing the labour for the construction of the Snowdon Mountain Railway, each trying to outdo the other in excavating the railway line, laying the track, constructing stations on the way up, and fulfilling Contracts that will score them those all important Victory Points. This a well-appointed worker placement game in which the game itself demands that the gangs of labourers get busy building the line up the mountain or the game will do it all by itself and deny you Victory Points. All this and having to deal with the fog and the rain on the mountain that only slows your labourers down!
Marvel Heroic Roleplaying Basic Game
(Margaret Weis Productions, Ltd.) $19.99
What happens when the inmates from The Raft, the island prison facility in New York City for psychopathic superhuman criminals, escape? You already found out how in early issues of Marvel Comics’ New Avengers series, but with Marvel Heroic Roleplaying Basic Game, you can team up as Captain America, Cyclops, the Human Torch, Iron Man, Spider-Man, Wolverine, and more, in order to return the escapees to prison. Or alternatively, create heroes of your own with this dice driven narrative RPG of super heroic action. Comes with the datafiles for twenty three heroes, numerous villains, powers, action, and more in a rulebook that could easily be mistaken for a Marvel graphic novel!
Escape – The Curse of the Temple (Queen Games) $59.99/£39.99
There are games about exploring ancient temples and avoiding their dangers, but Escape …from the Curse of the Temple is truly a different game. You and your fellow adventurers have been trapped – trapped in a cursed temple, and the only way to get out is by working together. IN REAL TIME. You have just ten minutes (a timer soundtrack comes with the game) to explore the temple, activate the magic gems in the temple chambers in order to banish the curse, and then escape! All this done by rolling dice as quickly and as continuously as you can in order to get the right combination of symbols that activate the gems, move from room to room, lift you from under the spell of the Black Mask (which stops you rolling dice), and more. Get the right combinations? Use them up and then starting rolling for the next. Ten minutes though, otherwise you and your fellow adventurers will find yourselves crushed inside the collapsing temple. Everyone gets out, or nobody does in this frantic game.
Primeval
(Cubicle Seven Entertainment) $39.99/£26.99
Anomalies are appearing and opening everywhere, allowing us to step through doorways into the past and into the future. As amazing as they are, the anomalies are also a danger as they let others from the past and the future into our present – including dinosaurs! A mammoth on the motorway? Velociraptors in the velodrome? These threats and more have to be dealt with before the public are placed in danger or learn too much. As part of the government run Anomaly Research Centre, the characters will track dinosaurs, research the anomalies, and more to keep not just the country safe, but the timeline too. Based on the TV series of the same name, the Primeval RPG uses the same mechanics as the Doctor Who: Adventures in Time and Space RPG, and thus emphasises talking and thinking first before combat. This still leaves plenty of room for action and scares in facing down not just the dinosaurs, but those that would use the anomalies for their own ends.
Leagues of Adventure
(Triple Ace Games) $39.99/£24.99
In Leagues of Adventure the world of the Victorian Age is as fantastic as you would imagine – H.G. Wells’ Martians invaded England, Professor Challenger has found the Lost World, Phileas Fogg made it around the world in eighty days, and Sherlock Holmes has solved untold numbers of crimes and mysteries. The player characters follow in their stead, the members of various “Leagues of Adventure,” travelling the world, unravelling mysteries, righting wrongs, and all in the name of Her Majesty. Using the Ubiquity mechanics previously seen in Hollow Earth Expedition and All For One: Régime Diabolique, this is a pulp action RPG of derring-do and honour that adds in the Steampunk and the fantastic of the era too.
RuneQuest 6e
(The Design Mechanism) $62.00/£40.00
RuneQuest is back and in one volume! The new sixth edition updates and presents a set of rules that has been a classic for over thirty years in a single book that provides GM and players alike with everything necessary to create and build a campaign of heroic, gritty, fantasy. Characters – Barbarian, Civilised, Nomadic, and Primitive, are all covered; as well as five types of magic, ranging from the classic Runes to Theism; belonging to a Cult; and both monsters and playable character races are all covered in this thick softback book. It feels complete, and best of all, it feels loved again.
Sunday, 20 May 2012
The Kobold Strips... Divinely
Upon reaching your twenty-first birthday, you are widely regarded as having reached the age of responsibility and acquired not just responsibilities, but also rights and freedoms too. You are at liberty to do what you want and take the consequences of your actions. So the question is, having reached its twenty-first issue, what does Kobold Quarterly, Open Design's roleplaying magazine devoted to the Pathfinder Roleplaying Game, Dungeons & Dragons, Fourth Edition, and the AGE or Adventure Game Engine, do? Well, the first thing it does is take its clothes off and gut a rabbit and play with its entrails, all before discussing religion.
Now that sounds all so terribly rude, not to say dangerously controversial or even dangerous. The truth of the matter though, is that contents of Kobold Quarterly #21 is far from controversial, certainly not rude, and anything other than dangerous. The bulk of the issue is devoted to matters clerical, divine, and religious, all matters which are treated in a mature and reasonable manner. The first “controversy” though comes with Kieran Yanner’s cover, “The Wood Nymph.” Having seen the artist’s work inside the covers of numerous RPG titles, it is a pleasure to see a fully painted cover by him, but the fact that it depicts a semi-clad nymph might not be to everyone’s taste. It is something that is acknowledged by Kobold Quarterly editor, Wolfgang Baur. There is nothing prurient about that cover, and if it can regarded as being art of the cheesecake variety, then its flavour is a tasteful vanilla.
The controversy of the issue’s contents begins with “The Shaman – A Spirit-Based Class for the Pathfinder RPG.” Written by Marc Radle – whose The Expanded Spell-less Ranger I reviewed recently, as its title suggests, this presents the Shaman as a new Class for the Pathfinder Roleplaying Game. At its heart it feels much like a variant upon the Druid Class, but a combination of spells that do not have to memorised to be cast, the ability to heal by touch rather by spell, being able to morph into animal form, and having unimpeded movement through undergrowth gives the Class a wilder, more free spirited feel. The Class also has harder edge as seen in its limited spell choice and the sanguinary start to the augury powers with the Totem Secret, “Blood Divination,” which can provide a Shaman with skill and initiative bonuses. The Shaman has an array of Totem Secrets to choose from, many of which call upon the spirits for healing, protection, warnings, and other aid. In addition, the Shaman possesses a Spirit Guide, with whom he shares an empathic link, deliver touch spells for him and even help him draw spells from the spirit world for him. The Class includes a selection of sample Spirit Guides. At later levels, a Shaman can enhance his magic with a spirit dance and even go on a vision quest. Overall, the Shaman Class has a pleasingly earthy feel, and would make a useful addition to any wilderness set campaign. Where the controversy of the piece comes is in the opening colour text, which has a Shaman casting an augury through the examination of rabbit’s entrails. Perhaps a little too strong to some tastes, but still in keeping with the Class as described.
The sexual tone of the issue’s cover is continued with Sersa Victory’s “Daughters of Lilith – An Ecology of the Succubus.” Written as a piece of academia, this delves into the origins, motivations, life cycle, faith, society, and sexual proclivities (despite most actually being unable to bear children) of a type of devil that is widely regarded as being the ultimate in sexual seductresses and arch manipulators. It also discusses her male equivalent, the Incubus, and presents the Cult of the Succubus Queen, a cabal that in worshiping Mother Lust seeks to undermine the chaste morality underlying civilization’s integrity… Although the article is written for use with Dungeons & Dragons, Fourth Edition, including a new Feat and Powers for both worshippers and Succubae, much of the background presented in the article would work just as well with any fantasy RPG setting that includes seductive devils. Especially an urban set campaign that involves power politics. This is though, an article best suited for a mature audience, as its content does touch on sexual themes. They are well handled and what could have been potentially prurient piece is nicely judged.
The first real discussion of religion in Kobold Quarterly #21 is “It's a Mystery!” by David “Zeb” Cook. This is a generic article that suggests how a GM might make religion in his campaign more interesting by adding Mystery Cults. Drawing from those of Ancient Rome, Greece, and Egypt, it discusses how to design a Mystery Cult and its motivations, how and why you might join such a Cult, and hints at what its secrets might be. This being an article in a roleplaying magazine, your first thought at reading the word “cult” would be that this article is all about cabals bent on evil, but nothing could be further from the truth. As the author makes clear, Mystery Cults are about secrets and the privacy of worship rather than just being evil. A Mystery Cult could just as easily be composed of farmers worshipping for a bountiful harvest as they could “cultists” attempting to learn the secrets of summoning some tentacle creature from the nether regions. With advice on how to get the player characters involved, this is another interesting article that would work in many fantasy RPG settings. If it lacks anything, it is that it would have been nice, given the article’s historical sources, if some references and suggestions as to further reading had been included.
Tim and Eileen Connors continue the divine theme with “Clerical Conflicts – Thy Will Be Done” for the Pathfinder Roleplaying Game. Although its opening paragraphs feel bland, the piece really steps up a pace with the five well-written and colourful examples that support the idea that the faith adhered to by a player character Cleric can the source of character conflict. Essentially, it asks what if a character’s experiences or interpretation of his faith conflict with the dictates of his deity or his church? The examples all use members of the same faith, all sat down to the same meal, and all mulling over questions of faith. Each one comes with a mechanical effect, mostly minor, but some come with major effects instead. For example, a Cleric with the “Forsaken” Conflict has not only lost his direct connection to his god, but also his Domain spells too, and in praying for them he literally steals them from other Clerics around him. These are all interesting and colourfully written dilemmas that could easily adapted to the religions detailed within a GM’s campaign, and whilst the mechanical effects are written for the Pathfinder Roleplaying Game, the dilemmas would work in most fantasy RPGs.
With “Howling Tower: Why No Monotheism?” Steve Winter asks an interesting question. Why do so many fantasy settings have pantheons of gods when most real-world religions are monotheistic and have the single, one god? The article comes up with some good answers and suggests ways in which such a faith can be added to a game. “Divine Archetypes: Angelic Heroes, Holy Traps, and Celestial Fists of Fury” by Stefen Styrsky, details divinely scented Archetypes for the Pathfinder Roleplaying Game, turning the Sorcerer, Fighter, Gunslinger, and Ranger into the Angel Scion, Seraphic Cohort, Peacemaker, and Spirit Hunter respectively. Also for the Pathfinder Roleplaying Game, Christina Stiles’ “Saints of Mavros” describes two saints worshipped in Midgard, either widely in the case of St. Brigantia of Valera, or just in Morgau, Doresh, and the Ghoul Imperium, in the case of Saint Whiteskull of Bratislor. Both include descriptions of each Saint’s worshippers, Domains and favoured weaponry, symbols, noted books, famous shrines and priests, connection to other faiths, and what demands each places upon his worshippers.
As its title suggests, “A Background in Magic – Alchemists, Druids, Illusions, and Seers for the AGE System” by Rodrigo Garcia Carmona gives new magical backgrounds for the magic-using character in Green Ronin Publishing’s AGE or Adventure Game Engine. These are reasonable Backgrounds, but they feel like half an article because there is no information about these forms of magic given for the Adventure Game Engine. With just that half, both GM and player will have to work hard to supply further detail and flavour.
Diverging further from the issue’s divine theme, “The Scriveners of Allain” further develops background and concepts previously described in Kobold Quarterly #8. Written by Brian A. Liberge for Dungeons & Dragons, Fourth Edition, it describes glyph and ink magic and the disparate cult devoted to it in the magocracy of Allain. In a Scrivener’s hands, this form of magic summons deadly glyphs that for a time will obey the summoner’s commands, though their diabolic nature makes them wilful servants. Again, this article contains a nice mix of flavour and mechanics. Also for the wizard or sorcerer is David Schwartz’s “White Tongue, Black Heart,” which describes a literally tongue twisting companion for the Pathfinder Roleplaying Game. Known as a Witch Louse, it replaces the mage’s tongue, as his familiar it can help by maintaining the Concentration required to keep a spell going, deliver a nasty bite, give the mage a really disturbingly intimidating countenance, and because of its duplicitous nature, it can enhance his lies. The article is rounded out with a fully-fledged NPC, the enchanter Kergart, who is commonly known as “the man with the silver tongue.”
More entertaining flavour for the Pathfinder Roleplaying Game comes with Nicholas Milasich’s “Nine Treasures of Deep Midgard” which describes a nonet of goods, treasures, and trophies that might be brought up from the Underdark. Drow Brandy is a euphoric intoxicant whilst Tinned Heads are literally that, each crafted by the Ghoul Imperium to contain a head that will each serve the owner as a fount of certain knowledge… What brings all of these intriguing items together is their unfamiliarity to surface dwellers, that is, the player characters. Everyone requires an Appraisal skill roll to identify and value each item. Lastly, “The Shadow Lodge Insurgency” describes the events surrounding an attempt to subvert the Pathfinder Society of Golarion, the setting for the Pathfinder Roleplaying Game. As recounted by Marius Scipio, it is a lengthy background piece that is interesting enough, but it lacks an immediate use and brings the issue to disappointing close. This is not to say that it is a bad article, but the issue would have all the better had it included a scenario in its stead.
Rounding out the issue is an entertaining interview with Bill Slavicsek, the former Director of R&D for Dungeons & Dragons as well as freelancer and writer on numerous titles for West End Games’ Star Wars and Torg RPGs. This is in addition to the usual “From the Mines...” (letters) section, cartoons, “Ask the Kobold” column that answers questions about being “Flat-Footed in Heavy Armour,” and the Free City of Zobeck column, “Deadly Tolls and Honest Challenges,” which looks at banditry in the Midgard campaign setting. The issue is without its usual book review column, but it promises to return with issue #22.
Available as an eighty page magazine or a 26.69 Mb PDF, Kobold Quarterly #21 is well presented and pleasingly adheres to its theme although it does need an edit in places. Overall, Kobold Quarterly #21 is another entertaining and useful issue, with plenty to say on matters divine whatever your choice of fantasy RPG. That it does so with maturity and a lack of controversy over what could be contentious issues is a sign that it has come of age.
Friday, 11 May 2012
The Cast-Less Ranger
Dungeons & Dragons lends itself to the creation of new character roles or Classes – and it always has. By extension then, the same can be said of any Dungeons & Dragons variant, from Advanced Dungeons & Dragons and Labyrinth Lord to d20 Modern and the Pathfinder Roleplaying Game. Details and descriptions of these new Classes rarely run to more than a few pages long, so they make for excellent magazine articles. They also make for excellent one-shot documents and even a casual browse at sites such as RPGnow.com and drivethruRPG will reveal a myriad number of new classes available to purchase from any number of publishers. All are invariably inexpensive, and because they are available as PDFs, can be with you in mere moments. In fact, there are so many that a reviewer could just dedicate himself to reviewing these new Classes and review nothing else. Fortunately, for the sanity of anyone reading this, that is not going to happen. However, that is not going to stop me from reviewing one of them, which will be The Expanded Spell-less Ranger.
Published by Open Design as part of its “New Paths” series, The Expanded Spell-less Ranger is a fifteen-page, 5.56 Mb PDF which describes a new alternate Class for the Pathfinder Roleplaying Game. Expanding upon an article that previously appeared in Kobold Quarterly #11, its raison d'être is that whilst the Ranger as a Class in Dungeons & Dragons is venerable one and has been with us for some thirty years, it does not emulate its sources. As far as The Expanded Spell-less Ranger is concerned, neither Aragorn nor Robin Hood, as skilled as they were, used spells – and in the Pathfinder Roleplaying Game, the Ranger as a Class casts spells. As its title suggests, The Expanded Spell-less Ranger Class does not cast spells.
Both the Ranger and the Spell-less Ranger share much in common as a Class. They can both Track, possess Favoured Enemies and Favoured Terrain, can specialise via Feats in either archery or two-weapon fighting, form a Hunter’s Bond with an animal companion, and have Endurance and Wild Empathy, Woodland Stride, and Swift Tracker, and so on. What the Spell-less Ranger receives instead of the spells of its Base Class counterpart is a Stealth Attack against Favoured Enemies or in Favour Terrain, and with Nature’s Healing, the ability to heal whilst in his Favoured Terrain. In addition, at fourth and seventh levels, and then at every other level after that, the Spell-less Ranger can take a Ranger Talent. These are similar to Rogue Talents, but of course, have a wilderness rather than an urban theme. These can be as simple as Additional Animal Companion or Combat Trick, which grant an additional animal companion or an extra combat Feat respectively. More complex options such as Favoured Attack and Favoured Enemy Critical improve the Spell-less Ranger’s attacks against his Favoured Enemies, whilst Heel lets him command his animal companion to move to him directly without triggering an Attack of Opportunity on the creature. Others improve the Spell-less Ranger’s senses, stealth capabilities, or skills.
In addition, The Expanded Spell-less Ranger gives a selection of new Feats that work with the Class’ various features. For example, the Additional Favoured Terrain Feat gives the Spell-less Ranger a greater range of terrain to work in, whilst the Extra Ranger Talent Feat allows him to take an extra Ranger Talent. Many Feats, such as Coordinated Companion and Improved Animal Companion, work with a feature only found with one of the supplement’s new archetypes. Two are described, the first being the Dual-Style Ranger, the second being the Companion-Bound Ranger. Whereas both the Ranger and the Spell-less Ranger must specialise in one combat style – either archery or two-weapon fighting – the Dual-Style Ranger archetype studies both, or an alternate combat style if the GM allows. These styles, taken from the Pathfinder Roleplaying Game Advanced Player’s Guide, are detailed in an appendix at the end of the supplement. Adversely, he can only select a single Favoured Enemy.
Similarly, the Companion-Bound Ranger archetype can only select a single Favoured Enemy and he also loses the Endurance Class feature. In its stead, he gains the Animal Companion feature, much like that of the Druid Class. He also loses the Woodland Stride and Hunter’s Bond features as his bond with this single creature increases as he rises in level. Rounding out the Expanded Spell-less Ranger is a pair of forms. The first provides room for a player to record his Spell-less Ranger’s Favoured Enemies and Favoured Terrains, and the bonuses he gains with both, whilst the second is a full sheet for the Companion-Bound Ranger archetype’s Companion. This last sheet can also be used with the Druid Class’ similar Animal Companion.
The Expanded Spell-less Ranger provides options that should satisfy those players and GMs who dislike the fact that the Ranger Base Class casts spells. In providing the two archetypes, this “New Path” gives more options than just the single alternate Class, essentially making it not one alternate Class, but three. Beyond this, the Spell-less Ranger Talents allow decent room for customisation, much as player could customise the Ranger Base Class with spells. Well-written and neatly designed, The Expanded Spell-less Ranger lives up to its claims in giving an alternative Class that will slot into most settings. Either an existing setting or one of the GM’s creation.
Wednesday, 21 March 2012
One for All
The roleplaying hobby is divided when it comes to deciding what is, and what is not a legitimate review. One opinion holds that it is perfectly alright to review a roleplaying book after it has been read and its contents been given some considered thought. Another decries this approach totally and claims that for a review to be legitimate, the RPG or supplement in general must be played through to gain a full understanding of how the game or the contents of the supplement work when played through. Both points of view are valid, and both have their problems. With the first point of view, it is true that not every kink in an RPG’s design is going to necessarily come out in a simple read through. The second though, ignores two important practicalities. One is that few people have the time to read and digest every RPG or supplement and then play them, and this practicality is exacerbated by another, the fact that reviewing roleplaying games and supplements is done by amateurs in their own time. Roleplaying is a time consuming hobby and playing a new roleplaying game or supplement takes time, which is something of a problem when the demand for reviews is immediate or as soon after the title in question is released as is possible. It is also ignores that to a certain extent, one roleplaying game plays pretty much like another and in writing a review, much of the task is interpreting how the rules reflect the setting and vice versa. Having read and played a variety of RPGs helps with this process and gives a reviewer an understanding of how they work.
Fortunately, Open Design has something new out that negates the debate all together, because it has to be played through in order to be read. Best known for publishing Kobold Quarterly, the only roleplaying periodical to make it to the shelves at your local, friendly gaming store, recent issues of the magazine, specifically issues #18 and #19 contained solo adventures that could be played with the minimum of rules and dice. These proved popular enough for Open Design to launch the Party of One series, a new line of solo adventures that require nothing more than paper, pencil, and six-, eight-, and twenty-sided dice. Further, each of the adventures is compatible with Paizo Publishing’s Pathfinder Roleplaying Game Beginner Box, so they are good choice for players wanting more experience with the game on their own.
The first entry in the Party of One series is Kalgor Bloodhammer and the Ghouls through the Breach. It comes as an 11.89 Mb, fourteen page PDF that contains a total of seventy-three paragraphs. It is done in full colour throughout, although there are only the two illustrations. One useful use of colour is that the rules pertinent to each entry are marked in red. Rounding out the adventure are two character sheets, one for a first level character, the other for a third level character. Both sheets though, are for the adventure’s character, a Dwarf Fighter, Kalgor Bloodhammer who has ambitions to enlist in the Iron Shields, the elite guards that protect his home city.
The first part of the adventure sees Kalgor Bloodhammer attempt to join the Iron Shields, whilst the second sees him come to the defence of the city against an incursion of Ghouls (this is not a spoiler as they are mentioned in the adventure’s title. It primarily involves our protagonist moving between a limited number of locations, protecting his fellow Dwarves, gaining allies, and even a magical aid or two, and discovering secrets. Yes, discovering secrets… There is much more going on in this adventure than the simple need to defend a Dwarfish city, and depending upon what he discovers, Kalgor will have to make some important decisions at the end of the scenario. The presence of these secrets and the non-linear nature of the adventure – that Kalgor is free to travel between various locations – do add much to the play of the adventure, even a little depth and certainly the requirement to make more interesting decisions than where to go and what to hit.
As enjoyable as Kalgor Bloodhammer and the Ghouls through the Breach is, it does leave a question or two unanswered – not with the adventure itself, but with the support. For example, it provides character sheets for Kalgor at both first and third level. From examining both, it is apparent that it is the third level character that is being played and not the first, but the stats do not quite match up. For example, the Attack Bonus for Kalgor in the adventure is +8, but only +6 on the sheet. Further, nowhere does it explain why either version of the character is included in the PDF. Lastly, it would have been nice if Experience Point awards had been included so that a player could track his success over the course of the adventure and then even take a character onto other adventures.
Kalgor Bloodhammer and the Ghouls through the Breach can be played through in about an hour. Perhaps a little longer if a player wants to explore its entire story. The result is enjoyable and fun, the combat tense, and the choices presented all have ramifications. The mechanics are kept simple and in line with the Pathfinder Roleplaying Game Beginner Box, such that a player could easily create his own character using the rules and play through this adventure to see how it would. Overall, Kalgor Bloodhammer and the Ghouls through the Breach gets the new Party of One series off to a good start.
Saturday, 4 February 2012
A Kobold's Score
As Kobold Quarterly #20 attains its score, its coverage of Dungeons & Dragons – and its primary variants, continues to maintain a high standard with its mix of articles, advice, and scenarios. As with Kobold Quarterly #19, this latest issue from Open Design continues to move away from its previously self-avowed tag line – “The Switzerland of the Edition Wars” – with more coverage for Paizo Publishing’s Pathfinder Roleplaying Game than Wizards of the Coast’s Dungeons & Dragons, Fourth Edition. This is not to say that Dungeons & Dragons, Fourth Edition receives less coverage than in the previous issue, but the Pathfinder Roleplaying Game definitely gets the most space. In addition there are articles for the Adventure Game Engine, the mechanics that power the Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing.
So if being neutral is not what Kobold Quarterly #20 is all about, what then, does it have as its theme? Again, the clue is in the tag line: “A Strong Bow and a Full Quiver,” for its theme is all about archers and archery, arrows and quivers, hunters and the hunted. Kicking off this theme is John E. Ling, Jr.’s “The Elven Archer: For Some Heroes, the Arrow Strikes Swift and True” which provides a Racial Class for the player who wants to play a character akin to Legolas. The Class is essentially a variant of the Ranger Class, but a pleasing touch is that it includes notes on how to adapt the Class to other races, roles, and missile weapons, as well as how the Class fits into the publisher’s Midgard Campaign Setting with a discussion of the Arbonesse Exiles and Daughters of Perun.
Thus “Arrows of the Arbonesse” by Jarrod Camiré can be seen as a companion piece, describing as it does the deadly and varied arrows of the Elves known as the Arbonesse Exiles. Again for use with the Pathfinder Roleplaying Game, it offers arrows that splash acid on a target, that release an obscuring fog, that leave a trail of razor wire, and need to be fired in pairs to create the anchoring points for the equivalent of the Web spell they release. The theme continues with Christopher Bodan’s “Fey Hunters & Shadow Hounds: Hunting PCs in the Margreve and the Shadow Plane,” which delves into the dangers of the hunt in the Old Margreve Forest in Open Design’s Midgard Campaign Setting. The region itself is described in more detail in the supplement, Tales from the Old Margreve, but this article looks at one particular aspect – how the Shadow Fey use the forest to hunt their prey. Their prey being the player characters… Discussed are the shadow fey’s tactics, devices, and servants, the latter possibly being the heroes’ fate if they fail to escape the shadow fey’s predations. It is perhaps not as punchy as the previous articles in the theme, but instead provides a greater depth.
Nicholas L. Milasich adds a mucky element to the art of Alchemy in the Pathfinder Roleplaying Game with “Derro Ooze Magic: New Discoveries and Archetypes for Alchemists.” It introduces the Ooze School of magic, a variant of the Transmutation school, the most notable features of which includes the ability to turn your arm into a slimy pseudopod and attack with its acidic touch and even temporarily transform into an Ooze! Similar abilities are available to the Sorcerer who selects the Ooze Bloodline, whilst adherents of the Ooze School who can take an Ooze familiar! Naturally, the article includes a list of oozy spells, but it is also much more than its mechanics as there is plenty of detail to be found here that can be added to a game, whether for player characters or NPCs.
A regular contributor to Kobold Quarterly, for this issue Mario Podeschi offers “Servants from Beyond: Lesser Planar Allies that are Ready to Summon,” a quartet of servants that the heroes could summon to their aid by casting the lesser planar ally and lesser planar binding spells. All four come with motivations as well as their stats and a list of negotiation mechanics that help bring them alive. The best of the four is Kaliskaria, an ambitious Fire Mephit whose jealousy and arrogance will surely try the patience of anyone who summons her. More obviously dangerous creatures are on show in Jack Graham’s “Night Terrors: Four Creatures to Truly Terrify.” They include the Chrysalis of the Changeling Moth, which charms groups of humanoids to care for it to the detriment of their own well-being and the haggard Pishtaco, a form of undead that butchers the living for their body fat and are reputed to be Alchemists or Gunslingers. Each of the four threats comes with a corresponding adventure hook and should present an interesting challenge to the heroes. Both articles are for the Pathfinder Roleplaying Game.
Of a similar nature is “Small Spirits: 5 Nature Spirits for Any Campaign” by Matthew J. Hanson, which is written for both the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition. Each of the five is powerful force of nature within a localised area and whilst capable of granting a boon will not always do so readily. Each comes with an adventure hook or two that the GM can develop. My favourite of these is the “String of Grandfathers,” a necklace of teeth from a lost tribe’s shaman that will offer the wearer the toothy advice of the ages if he can win the shamans’ approval.
Christina Stiles makes two contributions to Kobold Quarterly #20. First, she authors the issue’s single scenario, “Captured in the Cartways.” Designed for use with fifth level characters for the Pathfinder Roleplaying Game, it is an entertaining side trek adventure set in the tunnels under the Free City of Zobeck that sees the adventurers captured and given a small task before they can progress with their current task. Quite literally a mucky adventure, it throws the adventurers into the murk of the city’s underworld politics as well as providing a set of NPCs that can be added to a GM’s campaign. Written to support the release of Open Design’s Streets of Zobeck, to get the fullest use out of the scenario a GM will need access to the recently published Zobeck Gazetteer and the Pathfinder Roleplaying Game Bestiary 1. For her second contribution to this issue, Christine is interviewed as part of the magazine’s regular “Kobold Diplomacy” feature. This is a thought-provoking article because the interviewee has been involved in various aspects of the industry that are rarely considered by the gaming public at large. As an editor myself, it was interesting to read her thoughts on the process.
Although the idea of old heroes coming out of retirement to perform one last deed is not new – it certainly gets used in books and movies aplenty – it is rare that such a narrative device gets used in roleplaying. Stefen Styrsky remedies this with “Putting the Band Back Together Again” for the Pathfinder Roleplaying Game, supporting it with examples and a full set of age related Feats. This has everything bar the plots specific to the GM’s campaign, but it could spur a great campaign and be a chance to bring back old, retired player characters that could revisit the sites of their former victories. (As an aside, an existing example of how this could be done would be with B2, Keep on the Borderlands followed by Return to Keep on the Borderlands).
Kobold Quarterly #20’s single article for the Adventure Game Engine is Randall K. Hurlburt’s self-explanatory “AGE of Specialization: Five New Character Options.” This presents five new Specialisations, one for the Warrior class, one for the Mage class, and three for the Rogue class. These become available once a character in Adventure Game Engine reach sixth level – as detailed in Dragon Age – Dark Age Roleplaying Set 2: For Characters Level 6 to 10, with the selection here providing some alternatives to the limited number given in that set. The number assigned to the Rogue class is indicative of the class’ flexibility, with the inclusion of the Marksman Talent covering for an odd omission in the rules given in the box.
“The Bardic Arts” by Aaron Infante-Levy is the first of the issue’s few articles written solely for Dungeons & Dragons, Fourth Edition. It provides a set of new Class features that expand obvious features of the class, whether that is its use of magic with “Cantrip Study;” interaction with “Carousing,” “Etiquette,” “Seduction,” and so on; and study with “Polyglot” and “Student of Human Nature.” Over the course of a Bardic character’s career he gets to choose four of these and they nicely add non-combat aspect to the Class and the game. This is followed by the second article, Jerry LeNeave’s “Unearthed Ancestry: Racial Utility Powers for Gnomes, Tieflings, and Minotaurs” which provides five new Utility Powers for these three species that do add more flavour to them in play.
The last article for Dungeons & Dragons, Fourth Edition is actually for the Adventure Game Engine and Pathfinder Roleplaying Game as well. “Make Haste! How to Design an Adventure with Time Pressure” by Ron Lundeen is really a generic article that provides a simple set of mechanics handling adventures that are a race against time. It is well explained and its mechanics are so light that it would work with many other RPGs too.
Rounding out Kobold Quarterly #20 is perhaps the issue’s oddest article, “Fish of Legend: Magical Seafood for Fighters & Wizards Alike” by Crystal Frasier. The idea is that in a world of magic that fish can provide more than the mundane – dyes, food, medicine, cosmetics, leather, and so on. This adds magical elements to fish and gives them innate abilities and secondary abilities to anyone who consumes or uses them. For example, the abaia has the knack of creating small rainstorms, but when eaten, renders a person impervious to dehydration and able to drip water from his skin for a day. In addition, it can be used as a material component doubles the duration of the control water and control weather spells. As the article explains, this is a means of recreating magical items in a different form, and a clever one it is too. Its contents should be used sparingly, but there is detail enough to add flavour and feel to a game.
For his regular Game Theories column, Monte Cook offers “The Power of the Game Master,” an exploration of the “GM as God,” the “GM as a Player,” and how this affects the group. All told its conclusions might be obvious to anyone with an interest in some of the theory behind roleplaying, but this is a well thought out piece. Of the other regular columns, Skip Williams answers questions about disease and poisons in “Ask theKobold,” Jeff Grubb explores “The Ruins of Arbonesse” in the “Free City of Zobeck” column, plus there are the usual cartoons and book review column.
Physically, Kobold Quarterly #20 is an improvement over Kobold Quarterly #19. It feels far less rushed, the art is more appropriate, and there are fewer editorial problems. The issue also feels as it has much more in the way of content. Similarly, the inclusion of more content, even if only a slight increase, for Dungeons & Dragons, Fourth Edition makes the issue feel more balanced. Anyone who wants to play a character akin to Legolas will get a lot out of the issue, but equally, the article on Ooze magic begs to be added to a campaign (now can I persuade my GM to me play a Kobold Sorcerer with the Ooze Bloodline?). There is material aplenty in Kobold Quarterly #20 that can be added to a campaign, with the detail galore present that add flavour and feel.