Showing posts with label Warren D. Show all posts
Showing posts with label Warren D. Show all posts

Monday, August 1, 2022

Dim Illuminations - The Desiccated Temple of Locha

Similar to my Hold in the Oak review, I again will be using Arnold K’s dungeon checklist. I have not played this adventure, but it grabbed my attention.

THE BAIT: This 6 in x 10 level 1 adventure from Andrew Duvall published by Exalted Funeral and was an upgrade from the similar adventure published in KNOCK Vol. 2. This “long” format is novel in the RPG universe, but its proponents are correct. It is easy to place on the table especially if you have a DM screen or computer as well.

So what drew me to this adventure? The first thing was the phrase “desiccated temple”. How interesting–”all water removed/dried up” or maybe “preserved”. And “temple” of course brings in a religious and/or ritualistic aspect. I thought that was novel because often in fantasy adventure games we get “cursed”, “haunted”, “ruined”, “abandoned”, “forgotten” or “lost”. If you grab your copy of the Tome of Adventure Design (I did), you are not going to find “desiccated” in there.

The second thing was the interesting stock photo used– a close up of a dried fish, teeth bared, with a hint of frozen lunge toward prey. Nice. While manipulated stock photos are a staple of DIY/indie RPGs, again, they rarely feature sea life (at least in the fantasy wing, CoC is a different story). Sea life is inherently uncanny, more so when it's dried. In total the cover is hinting at something interesting- undead fish-people. But maybe not true undead, but desiccated.


HOOKED ON UN-LIFE FISH-PEOPLE: So what else is there to reel you in? The next interesting thing is the Tension Dice mechanic. It's sorta a variation on the encounter die where 1d6 is added to a pool every time PCs make a loud noise or one exploration turn elapses. The DM can roll at any time but must roll when the pool contains 6 dice. Count up the number of “1s” rolled and the total is what you use for the associated encounter table of typical dungeon vermin. Also is a table for aquatic tomes (treasure) and hallucinogenic spores (traps).


The center of the book is occupied by an isometric dungeon in two parts both keyed in a one-page dungeon fashion. Easy to reference, but demonstrates how simple this dungeon is: entrance, central room, 3-room east wing, 3-room west wing, “north” double doors leading to two large rooms; altar and the primary treasure and guardian. The next page contains a blank map of the whole area in one page along with fuller item descriptions. And a copy of the keyed one-page dungeon as it appeared in KNOCK Vol. 2. Inside the back cover is also a small delight: paper miniature cutouts which I think are a nice touch.


CATCH & RELEASE(?): Let’s take a quick run-through using the list and discuss some shortcomings that, if adjusted, I believe would make this adventure stronger. The list:

  • To steal: The Bell of Locha is an interesting item because its primary ability is to draw any being to the ringer within 100 ft. That is very gameable. But since BX D&D doesn’t reward XP for magic items, it would be more useful for PCs at 1st & 2nd level to have it be something like a giant viridian pearl worth 1,000 GP. Even the solid gold idol lacks a GP value (which should be high) but does have 1d4 gems of 1d6 X 200 GP value– which is too much rolling– just write the average value: 1200 GP

  • Be killed: While there are things to kill, most of the main thematic monsters, the priests of Locha, only attack if made wet. But there are a few specific instances where this would happen. And there is no way the tension dice activate them either. Might be better to have the priests be the “6” on the wandering monster table implying that the mere presence of the PCs and their sweat and expiration is enough to wet them.

  • Kill the PCs: There is a giant guardian fish that might attack if wet.  It is set up as a sorta boss fight, in a rapidly flooding room providing a classic time element, but requires stealing the Bell which I feel is too specific a trigger. Especially in the backdrop of the tension die.

  • Choose between: A large negative here is there is honestly nothing to choose between meaningfully. This area is less a “dungeon” and more a “lair”, so players don’t have much to explore. And therefore choices to be made.

  • Talk to: Nothing. This is a shame because often the most powerful thing the players have at their disposal at low levels is talking.

  • Experiment with: The central chamber has four locked-doors that lead to the east and west wings. They can only be unlocked by pouring water into a fish bowl where a desiccated fish will then come alive and jump into the fountain. This is also worrisome because it means the east and west wings are inaccessible therefore the dungeon at a base level is reduced to 3 rooms: central room, alter room, final room.

  • Something PCs won’t find: Again no. Unfortunately, it's more likely the PCs are forced to find everything.

“DARLING IT'S BETTER DOWN WHERE IT'S WETTER!”: I believe there are some easy adjustments that could be made to this material that would make it stronger. The goal, to me, of a low-level adventure design is to provide the PCs with XP to level and resources to survive subsequent adventures, while giving the players a strong sense of fantastical adventure – even if it is small in scope.

To that end, let’s first adjust the final treasure to be a big mythical green pearl worth 1000 GP (and therefore XP) which does more for a 1st and 2nd level PC than a magic item. And let’s remove the random tomb tables and just combine them with the scrolls found in the adventure (i.e. Nektonic Serpents Codex as Hydroblast scroll) – just cut to the chase. It's doubtful people will reuse that specific water-themed tomb table. Anything else that is an item, like the alchemy set (heavy and bulky), gives a GP value too as well.. Also, I would not gate most of the dungeon behind the fish-bowl puzzle, instead I would just gate the big treasure and the final guardian behind the fish-bowl puzzle. With this rearrangement you would have a small score, the gold idol (500 GP), in the open, but the larger score, The Bell of Locha-turned-Pearl of Locha behind the puzzle. Now players can explore 75% of the dungeon, but really only get ~50% of the value. And it would act as an enticement if you players are initially too wary of it as a trap. Rumors in the inn of a large pearl or a fresco to that effect on a wall in the library can clue players in.


Next, reskin monsters. While I understand this is supposed to be a dry tomb, hence terrestrial creatures, players won’t care and instead are more likely to delight in facing a thalassic-themed wandering monster table. Simple reskins can do a lot of work. So 1. Giant centipede, 2. Driver ant, 3. Insect swarm, 4. Giant rats, 5. Gelatinous cube, 6. Rot grubs instead become: 1. Giant sand-striker worm, 2. Mantis shrimp, 3. Sand-flea swarm, 4. Bilge rats, 5. Cubic Man-o-war, 6. Rot Barnacles. But I would actually remove the rob grubs and replace them with “Awaken nearest Priest of Locha: 50% will ignore PCs and awaken another priest”. Let’s get this quiet temple hoppin’! Same treatment for giant spiders, let’s make them giant spider crabs.


Finally, is this a dungeon of fish-people or people imitating fish? It's not noticeable at first glance, but for habitable areas built by aquatic people it has a lot of terrestrial trappings. Why are there beds with sheets? Instead of a bed “carved to look like live coral”-- make it live coral! Why not giant sponges or maybe anemones that the fish-folk can sleep in like a clown-fish. Why are their chests? Why not giant clams that don’t have locks but you have to tickle them or something? And why tables? If you come from an aquatic environment, wouldn’t it be more nets or something? Too much of the scenery is not aquatic enough. Would you even have stairs if you mainly used fins? If the temple was in water, wouldn't buoyancy be taken into consideration? True this might be more 20-30ft shafts but that is what thieves/acrobats, 50’ft ropes, Feather Fall, and hammer & spikes are for. Let the players figure it out.

Basically this place should look like a drained fish tank or pond (e.g. Deep Carbon Observatory), not a fantasy Panama City Fuddruckers.


And if you really wanted to turn the “wyrd” up a notch, how about this is a temple of people imitating fish instead of fish-people. Injured or wronged pirates or sailors who’ve turned to the only mother they know, the sea, to bestow salvation but come with disturbing boons like deep-sea fish teeth or forehead angler lights. Maybe each desiccated priest has a flounder grafted to their chest as a set of artificial sea lungs– go sorta fantasy Bioshock with it. Or think how a sea-deity might bestow gifts if constrained by only things from the ocean.


FINAL: In its initial one-page dungeon form Desiccated Temple of Locha was a solid adventure. But like most OPD, when expanded a little more consideration needed to be taken of how adding extra pages would benefit the adventure itself, a GM running it, and the players playing it.

Monday, January 10, 2022

Grave Tresspass - Hole in the Oak

THE HOLE IN THE OAK

By Necrotic Gnome
A Review by Warren D.

The end of the year and beginning of the next in RPG-land prompts thinking about how to get our non-RPG friends and family into the hobby. It is also a time when soon-to-be DM’s receive their first rulebooks and seek recommendations on what to run. The options are numerous and rapidly climbing to the top of many recommendation lists is The Hole in the Oak. In this review, I hope to outline why I think The Hole in the Oak deserves such a position by describing its opening, evaluating the content, and touching on how the adventure facilitates world building.

This review arises from 4 three-hour sessions of The Hole in the Oak which started after a TPK playing its sibling module Incandescent Grottoes. I used Old School Essentials/BX D&D as it is my preferred D&D flavor and the players randomly generated 2 clerics, 2 dwarves, 1 elf, 1 fighter, 1 magic-user, and 1 thief. I have no relationship with Necrotic Gnome or its products beyond being a fan.

THE LAY of the LAND

The Hole in the Oak is billed as a low-level dungeon situated in any “magic forest” possibly constructed by wizards, definitely inhabited by creatures of a fay bent, and currently being used as a base of operations for an evil gnome cult. More specifically, it is a 60-room dungeon well “jaquaysed” by 5 large loops from west-to-east and boarded by a large cavern to the south and a fast river to the north. Monetary treasure guarded, buried, forgotten, or secreted away totals about 17,000 GP which will take a party of 8 from 1st level to about 2nd by the end (using the Fighter XP progression as an average). Total magic item count is 11 which includes magic scrolls, a spell book, potions, rings, a couple of pieces of armor, and weapons of note. The opposition to the PCs’ clandestine infiltration includes three cannibalistic and duplicitous fauns, a slumbering ogre, three troglodyte fishers, seven (!) hungry ghouls, twenty (!!) heretic gnomes that worship a demonic tree trunk and finally four giant lizards.

The map for Hole in the Oak

Interestingly, while the module as a whole has a “French vanilla D&D” feel- meaning it’s a well-done dungeon featuring many classics of fantasy adventure- it is a heterogeneous environment that doesn’t feel like patch-work. This is a skillful trick and it’s worth a moment to list the adventure’s thematic clusters. If you imagine the dungeon as a compass:

  • East “places of worship” cluster: alters involving a giant statue, defunct lizard-cult, & demon tree stump
  • Northeast cluster: “Hot house” gardens, giant lizards, and a lizard cult
  • Southeast cluster: Weird gnomes & weird caverns
  • West “areas of experimentation” cluster: trap rug, magic mirrors, & mysterious levers
  • Southwest cluster: Tricky fauns & a mutant ogre
  • Northwest cluster: Drowned ghouls and fishing troglodytes

Often in D&D modules of lesser quality the presentation of an equivalent amount of heterogeneity requires far more levels. With each of those levels being a very expected presentation of those environments. Or conversely, the same number of environments are presented in a more patchwork fashion making it feel as if it was assembled merely from die rolling on random tables. The Hole in the Oak employs its environments to unify seemingly disparate D&D classics. For instance, I would expect troglodytes in a cave environment and ghouls in a crypt environment. Here, the presence of the river allows both of them to be tied to the theme of water-ghouls posing as drowned corpses and trogs that have fishing spots (and even a “feed the fish” sign). This “classic but clever” presentation is exactly what I wanted for my two players who grew up with B/X D&D and is also exactly what I want as a DM at the table when giving new players their first taste of old-school play and D&D in general.

Let’s delve into the specifics of why I think Hole in the Oak is a present day classic…

Folie à Trois: Trophy Gold

Below is a shared review of Trophy Gold (2022) , a fantasy adventure game designed by Jesse Ross and published by The Gauntlet. Although it...