Friday, March 23, 2018

Unearthing sunken tanks from marshes

This falls under my interest in WWII tanks, and my tendency to make my gamers put their PCs into nasty, miserable marshes:

The Salvagers Who Raise World War Two Tanks From the Dead

How are the places they look?


"“It is easy to hunt when you are shown a definite point,” says Mikalutski. “But to get to the point you may have to go five kilometres through marshes or snow. You reach the place and then you have to crawl back...”

For the sake of their own safety, the tank hunters never go into the marshes alone.

Winter, it's been -33 C.

Summer? "“What a buzz it is at night. It seems mosquitoes will overturn the van.”

Insect repellents do not help in marshes. The conditions are extremely difficult in hot weather: they have to work in thick jackets and hats even when it is 30C because of clouds of insects.

And that's in a normal, Earth marsh. No monsters, no mutants, not even an enemy army. Add those and you get ADVENTURE!

For loot, note how well-preserved some of these things are - still-edible chocolate, untouched textbooks, etc. It's not unreasonable for PCs to have to unearth something from a nasty marsh in either the peak of summer or the depths of winter, dealing with natural hazards on top of whatever threats surround the long-buried and lost loot . . . it need not even be a tank. If you insist.

Thursday, March 22, 2018

Article for DFRPG in the new Pyramid

I have an article - Simple Spell Components - in the new issue of Pyramid:

Basically it's a way to turn money into consumables that give bonuses to spells.

My work has slowed down my writing, but I plan to keep working on smaller pieces like that article to keep my writing skills fresh and sharp.

Wednesday, March 21, 2018

Review: D3 Vault of the Drow

Ben's prize for making me laugh the most in the caption contest was to pick a module for me to review. He chose D3.

I also reviewed D1 and D2.

This review does contain a lot of SPOILERS.

I won't review GDQ1-7 as I brought it to High School one day, left it in a classroom, and it disappeared before the next period started, never to be seen again. I have the map book, though, FWIW, but can't look at the original to compare to this version. I also don't own the purple cover of D3, so again, no comparison there.

D3 Vault of the Drow
by Gary Gygax
TSR 1978
28 pages

D3 Vault of the Drow is a the third and final installment in the D-series of modules, and the next to last in the G1-3, D1-3, Q1 arc of modules. It's meant for character levels 10-14, making it one of the higher-level adventures that were available back when I first started playing AD&D.

Like the other adventures in the series, this combines miles of tunnels full of random encounters spotted with a few special encounter areas.

D3 picks up where D2 leaves off - right after passing the temple of the Kuo-Toa. The PCs have three basic choices of tunnels - a high-traffic area (guarded by a drow fortress), and two lower-traffic areas with more interesting encounters, one involving spiders and one depicted in the awesome back cover picture by Jeff Dee.

Once past those, the PCs can reach the vault - a big spherical cavern containing the drow civilization. Fortresses for males and females, noble houses, merchant houses, and even an entire city. The city is evocatively described - drow, slaves, half-drow, mind flayers, daemons and demons, bugbears, troglodytes, ghouls, ghasts . . . this is probably the first "evil city of monsters" I ever encountered.

It's a bit of a sandbox, in that the PCs can do whatever they like and have many places they could go. This could easily be a single long session if the PCs stay on target, quickly determine a course of action, and go for it. I say "a bit" because it's both a limited sandbox and the PCs have a mission - bring vengeance upon the drow.

Or it could be a many-session series of adventures as the PCs navigate the vault, the city, find the enemies they seek, choose who to go after, and then do the actual going after.

D3 is very light on maps of the various areas the PCs can interact with - forts, noble houses, the city of Erelhei-Cinlu, etc. Pretty much the only specifically mapped area is the Great Fane of Lolth. Some of the potential foes are equally light on details - you'll get the AC and HP and levels of noble family members, but then get "staff of withering, wand of paralyzation, efreet bottle, and useful items to be determined at random: 3 potions, 3 scrolls, 2 rings, 3 miscellaneous magic items" to help equip them. Useful, but only if you work ahead of time or stall and roll.

Overall, the adventure is potentially very challenging even given the levels of PCs involved.

Criticisms of the plot

One frequent criticism of D3 is the connection to Q1. Basically, the Eilservs clan started the giants attacking the civilized lands, the PCs solve that (with violence) and then continue on to smite the drow behind it all. But the adventure heavily points you towards Q1 and Lolth's priesthood. They're the other side in the struggle within drow society (if you simplify it to two sides.) Are the PCs the dupes of the Eilservs? Are they making a terrible mistake by killing Lotlh?

I'd say no.

Look at it from the Good point of view: does maintaining a balance of power between a weakened Eilservs clan and Lloth really matter? If you can smash one and leave the other, how is that "bad" for Good? Oh, sure, the Chaotic Evil elves might organize and rise up to threaten the surface world again, this time stronger. Maybe. Since the Eilservs were only using the giants to build up a surface power base so they could dominate the underworld, would their victory mean a threat to the surface world? Maybe, but maybe not. Probably not. It's not even clear the Eilservs plan was any good at all (and if the PCs are here, it clearly didn't work out well.) That's not a useful reason to spare Lloth. Neutral might be "ensure the balance of power" but Good doesn't seem like it should or would access "evil balanced against evil is good" instead of "victory of evil, even if partial, is good." It's hard to be running a paladin or Lawful Good cleric and justify "evil put into a reasonable balance of power" as "evil defeated to the extent you are capable."

If you can smash both, even better! It's quite possible to go after both, it's just the module doesn't give you maps of the Eilservs house. Crushing both would be a dramatic victory for Good - a demon lord/goddess slain permanently, the power structure that supported her defeated, and their biggest rivals also defeated.

Assuming you just smash Lolth, the Eilservs have plenty of other rivals. Those rivals will be weakened, but so are the Eilservs. Good is probably best served by crushing them all or provoking a civil war, not by finishing off one side.

All of that said, moving on to Q1 and fighting a demon-goddess is what D&D can be all about at its best, so why not do that? You don't seal the gate and disadvantage evil, you chase it into the Abyss and destroy it. That is epic.

War Stories: Basically, none. I do remember having this adventure back in Elementary School, but I don't recall ever running it. I do have some recollection of statting out some of the random encounters, such as a high-level magic-user party and the HP for mezzodaemons and nycadaemons. We basically skipped this to get to Q1.

Overall: The adventure area is interesting and rewards stealth and careful adventuring more than direct violence. This is a very challenging environment for a part to survive in - especially ones that "solve" problems by attacking things. Given a skilled group, this should be a really evocative and interesting place to adventure. The choices of who to attack and why - and the chance to continue on into the Abyss itself to kill a demon-goddess - make for a real strategic challenge.

Tuesday, March 20, 2018

Variable Multiple Attacks rule idea for Attack Bonus systems

After reading a post by Talysman over at Nine and Thirty Kingdoms, I started to think about ways to do multiple attacks.

I go to mentally toying with a way to do variable multiple attacks in an "Attack Bonus" based system, like Swords & Wizardry.

Cleave rules let some characters - usually fighter-based classes - continue to hit foes if they slay the previous target.

These rules attempt to just give multiple attacks even if you don't have multiple, weak foes you can slay with single blows.

Variable Multiple Attacks

If your net, modified roll to hit is equal to or exceeds 20, you can attack again - either the same target, or an adjacent target. If your second (and subsequent) attack rolls are also equal to or exceed 20, you can continue to attack. This ends immediately if your net roll is 19 or less, even if it hits, or if you are incapacitated or disarmed (for example, if your first hit is against a gas spore, which explodes and kills you, or you hit a rust monster with your sword, you do not get a chance at subsequent attacks.)

Optional limits:

- limited to fighters and fighter sub classes (barbarians, paladins, rangers, etc.)

- limited to one extra hit per level, minimum 1 extra (so 2 at levels 1-2, 3 at level 3, etc.)

- limited to melee

- limited to one total hit per level (so 1 at level 1, 2 at level 2, etc.)

What I like about this kind of approach is what I like about Cleave - it's something you can just drop in without changing stat lines, changing damage rolls, checking a table to see if you get an extra attack or not. You've always got them coming, potentially, if your bonuses are high and you roll well. You can even get a cascade of attacks against the same foe.

I have no idea how this would work, but it would make 20s more fun.

Monday, March 19, 2018

More recent acquisitions

I got my hands on some more gaming stuff recently.

I received the PDFs of the new versions of the Monster Alphabet and Dungeon Alphabet (I reviewed the original here.) I'm waiting on the physical

I mentioned Volo's Guide a few times already.

A generous reader gave me a gift card to Warehouse23 so I could buy GURPS Social Engineering: Pulling Rank.

And I'm still reading through Operation Unfathomable.

I actually intended to pick up the PDF of Tunnels & Trolls 5th edition on the DM's Day week say, but I forgot to pull the trigger before the sale ended. Oh well, next time.

I do need to get a review up for most of these, but only after I finally have the time to finish my review of D3 Vault of the Drow.

Lots of gaming reading, here, and not a lot of gaming reading time. But I'll get through these and pull out useful gems for my own games.

Sunday, March 18, 2018

Volos Guide & Felltower

I've been really enjoying Volo's Guide.

Some of what I've read will certainly influence Felltower.

For example:

- I really like what they did with Kenku. I may have to use them in some way. Not as a PC race, before A~ and G~ comment here and ask. But they'll fit pretty well in one of the gate locations.

- I also got a lot out of the writeups of hags. I've always liked hags, but rarely had them come up. I should have put one near the play location in the Cold Fens, like I did in the black swamps in my last campaign. If the players travel a bit further east, perhaps they'll be able to meet one. Like in my own previous games, they'll be potentially nasty foes or useful speaking encounters, depending on how you handle it.

- the writeup of Yuan-Ti was good. I'm not sure how much I'll use, but I'll use a bit to expand snakmen.

- one of the monsters matches some minis I have to a "T" - the shoosuva. Probably because it's a new version of something introduced in D&D or the Chainmail minis game, and the mini is from that line. It gave me some new ideas on how to use it.

Some probably won't, but I still like, such as the darklings - the updated dark creepers from the best monster book ever. Overall, it's going give me some positive, useful material to slot in ahead of the PCs in DF Felltower.

Saturday, March 17, 2018

Casting Room Minis Sale

To More Minis, or to not More Minis, that is the question:

"We're having a 20% off sale on all the products listed on our Casting Room Miniatures site!

Only until the end of March 2018.

Enter the code "20%CRM" in the Discount code box when you check out.

Shipping will be charged as usual: Our postage rates (in GBP) are £4 to the UK and £6 to most of Europe, North America and Australasia, or free with orders over £80. A £10 flat rate charge applies to all other countries so that we can send your order by Royal Mail tracked.

Regrettably this cannot be combined with any other offers or discounts, except for free shipping on orders over £80.

It's really tempting.
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