Thursday, June 18, 2015

Review: Manse on Murder Hill

The Manse on Murder Hill is a Labyrinth Lord Adventure for character 1st to 3rd level written by +Joe Johnston. The PDF is 50 pages which includes 2 title pages, 2 blanks and an OGL page.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.

Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.

The art includes work by +Stuart Robertson+David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord.  Maybe Joe and his team could redo it for something like CryptworldRotworld or Majus. Course the monsters would need to be changed to something else, but it still works.

The adventure itself is for 6-10 characters.  I am not sure what the survival ratio is supposed to be, but that seems like a lot.  I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work.   I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".

The feeling of this adventure is old school, but old-school+.  Like I mentioned above there are modern sensibilities here.   Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on.  The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.

The titular Manse itself is not very big.  It doesn't have to be really.   The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help.  There are also some wandering monsters.

Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse.  There is plenty of great descriptive detail, but anything more you can add while playing is great.  Don't forget the smells and the little noises too.

The module progresses until the goal is discovered, the lost children.

The module is quite flexible.  I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure.  Change them to degenerate humans and suddenly we have a cult to break up.  Change them to various types of undead and...well you get the idea.

It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.

Maybe it can go without saying, but I will say it anyway.  This is a very flexible adventure and you can put it into just about any campaign world you want.

Now lets talk about the price.  At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here.  This a great adventure.

Baba Yaga and the Reign of Winter

I know we are mere days before the start of Summer, but I find my thoughts turning to Winter...
The Reign of Winter to be precise.

Backing up.

I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.

Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s.  Something like "Throne of Bloodstone" but very specifically NOT that.  I wanted it to be an older module for my own reasons.

Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign.  The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point.  The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.

Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back.  It works perfect as an adventure for the Dragonslayers.

I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.

But it got me thinking.  Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too.  In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.

I picked up those three books, but not the first 5 of the Reign of Winter.

Does anyone know if they are any good?  Has anyone played them?

I like the idea behind the adventures, but they are not really something I am looking for.

Plus I would like to fit in all these other adventures too.  I also like the idea that each adventure is from a different game.

Recent purchases

Wednesday, June 17, 2015

Return to the Temple of Elemental Evil

Well this is an unexpected surprise.

I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.



Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things.  That computer died on me and I never reinstalled it.

Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.

Should be fun!


Tuesday, June 16, 2015

Review: Better Mousetrap 3e

Taking a break right now from D&D related things.  My next "Order of the Platinum Dragon" game is not till Gen Con and I don't have anything yet for the "Dragonslayers".  So I wanted to go back to another idea I was playing around with; my limited run Supers game. I pretty much know what I want to do, vampires and what system I would like to use; M&M3/DC Adventures.  My choice would be to use Dracula, but I want someone or something that is far more of a threat.  Maybe not Darkseid or Mordru level threats, but close.   But in any case something stronger is needed.

Thankfully I have a copy of Better Mousetrap 3e.

Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it.  Personally I prefer to think of it as "The Villain's Handbook".  Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers.   There is so much here really.

Chapter 1 covers skills.  Plenty of new uses for old skills.  Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes.  So perfect for your Vandal Savage types or old vampires like Dracula.  There are some new skills as well.  Brainwashing is a nice one. But there are lot of good ones.  All in all about 25 pages worth of skills.

Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages.  This is actually really nice.  I tend to gloss over minions.  Maybe all those years of watching the "Adam West" Batman series.  There are also Organization Advantages.

Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new  Power Builds.  There are also plenty of new Flaws. Needed for bad guys really.

Chapter 4 covers new rules.  This chapter is more utilitarian.  There are some car chase/combat rules and some mounted combat rules.  There are some limited Mecha rules too.

Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy.  This is what you need to make your villains into super-villains.  Some of this chapter covers the motivation of villains and (the best parts) their evil plans.  Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do.   Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies.  Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies.  Every hero needs a good arch-enemy.
Several new villain archetypes are presented.  Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really.  Any of these can be filled out to a full blown villain.   Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.

Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons.  Again for our old immortal villains.  There are also plenty of guns and vehicles for the minions.

Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations.
Chapter 8 covers Headquarters.  This covers where those organizations and villains will hide
out.   There is quite a lot of material here too.

Chapter 9, Evil to the Utmost, talks about how to use evil and villains.  There are even some villains detailed here.

All in all a really good product.  If you need to detail your villain and evil organization then this is the book you need.

Monday, June 15, 2015

Halfway, Fortunes of Ravenloft and the Foreshadowing

Got in a lot of gaming this weekend!

Saturday the Order of the Platinum Dragon found themselves still stuck in the mists.  They stumbled on to Halfway.  Here they met the Dealer and had the Fortunes of Ravenloft read.  We are not going to play Ravenloft till Gen Con, but I have 5 nights to run it.



I used Tarot cards for the Fortunes (because why not).  I have done that in the past, but I also found this AD&D1st Ed to D&D5 conversion of Ravenloft that also used Tarot cards.
With the PDF out I can print both of these out and run it from those.

Sunday we went "back in time" to the Dragonslayers.  They finished up their exploration of the Barrier Peaks.  Here they encountered, for the very first time, the Illithids.  Something that was not lost on my kids.

The "Order of the Platinum Dragon" characters are all the children or grand children of the "Dragonslayers".   So I am setting up the Mind Flayer threat a generation early.

I know what I have in store for the Order, I just need to figure out what is next for the Dragonslayers.

Friday, June 12, 2015

Friday Night Videos: Rob Zombie

Welcome back to Friday Night Videos.

It's the night before my birthday!
So tonight I want to focus on one artist and what his music has done for my gaming.

Interesting tidbit. I have never bought a Rob Zombie or White Zombie album or CD.  I have always gotten them for my birthday.
Weird I know, but hey there must be something to that.

I was introduced to White Zombie while in college but I didn't really get into them till after grad school when I dug up a copy of  La Sexorcisto: Devil Music Volume One that had gotten for my birthday  back in 94 or so.  I listened to Thunder Kiss '65 and wrote the first version of Halfway.




I have mentioned this one before, but the original FNV used to show repeats too.  More Human Than Human and it's album Astro Creep: 2000 was a huge influence on all the material I wrote for the Buffy RPG and the games I was playing at the time.  I think I even had an adventure called More Human Than Human at one point.




Hellbilly Deluxe ranks as one of my favorite albums of all time.  Rob Zombie's first solo album he described it as an homage to the feel of the horror movies of the 70s.  So it's not really a surprise I like it so much.  Dragula is an ode to the car from the TV show The Munsters. But it is also a great song.




Like More Human than Human, Living Dead Girl was practically a soundtrack to my Buffy/WitchCraft games.  Listening to it now I can't help wanting to pull out my Unisystem books and getting back to some old friends.  ...What are you thinking about?...




Hell on Earth...This is the song that always gets me pumped up and psyched.  Strawberry Switchblade is the bastard daughter of this song.




One of my favorite movies and books (for different reasons) is "A Clockwork Orange".  The are a lot of reasons I like it. The commentary on violence and how society treats youths. Stanley Kibrick's direction. But mostly I think it is the performance of Malcolm McDowell who also has a birthday tomorrow.  So in honor of that here is another favorite Rob Zombie song, Never Gonna Stop (The Red Red Kroovy).



One of a couple of songs that came out while I was working on the early drafts of The Witch.  The American Witch is one of my favorite songs period. There are two versions of the video, but this one is the animated version by David Hartman.  This song's videos fits in with the "mythos" you see in a lot of Rob Zombie's work, that the monsters are the heroes.  Look for the guest appearance of the Living Dead Girl.





Lords of Salem is the "prequel" song and video to American Witch.  There is a solid Solomon Kane feel to this.  But like American Witch, the humans are the real monsters here.  Our heroine the American Witch appears here, but is captured.  The Lords of Salem went on to inspire my own "Lord Salem", the Big Bad for Season 2 of the Hex Girls.