Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Monday 30 July 2012

The Time of Horror Approaches, Maybe

Well that's unexpected.

In the past couple days, Broodmother Sky Fortress and The Seclusium of Orphone have both made their funding goals, so congratulations go to Jeff, Stuart, Vincent Baker and Cynthia Sheppard. Jeff's adventure was an early front-runner and even the naysayers couldn't deny that there was a good chance that it of all the adventures would make its funding. Baker's adventure had a fair way to go this time yesterday, but it's got there with just over two days left, so that leaves...

Oh.

By some weird twist of fate, that leaves my adventure as the next closest to its goal. Now I'm a long way behind the other two so there's a lot of money to make up in two days, but it doesn't hurt to try, and if nothing comes of it then the previous offer still stands.

To be honest, I think it's too late and I don't expect Horror Among Thieves to make its goal, but then I never expected it to get as close as it has done, to have attracted more interest than Monte Cook's adventure or the one by the bloke from GWAR. The fact that it has is down to you lot, and I can't thank you enough.

For those of you still on the fence, perhaps a glimpse at some of my other games writing will give you an idea of whether you'll like Horror Among Thieves. Dinner With Susan is an appparently well-regarded scenario for Call of Cthulhu that shares some elements with my new adventure, and the idea of being trapped in an enclosed space with some horror also cropped up in my contest-winning One Page Dungeons of 2011 and 2012. All three adventures are free and are somewhat indicative of what you can expect from Horror Among Thieves, and you can find more -- along with many examples of my art -- at my website.

Thank you again.

Saturday 15 October 2011

Carrion Crown: first player character death!


WOW!  At the end of tonight's session of Carrion Crown, I finally managed to kill off a pc!  It's taken me a while.... but finally..... pcs at low levels are so much more susceptible to .... death....

The intrepid heroes had been investigating the ruins of Harrowstone prison....  trying to vanquish the haunts and put an end to the lingering evil there.... They had managed to destroy one of the 5 major haunts there.... amongst other minor haunts....but, without them knowing, they had managed to disturb the spirit of Fr Charlatan who had since been following them around the prison..... and whose presence was triggered when a pc is 'downed'.... so when the party decide to take on the executioner's spirit on the prison balcony, the executioner's scythe gets lucky on a natural 20, which was confirmed, causing 8d4 damage, dropping Ric's pc, the alchemist Dr Victor Pruce....when Stuart's cleric of Iomedae channelled positive energy to heal his wounds, Fr Charlatan used his corrupting powers to change his positive energy into negative, thus killing Dr Pruce with a wave of negative energy..... we left the session on that shocker....

Dr Victor Pruce, R.I.P.
In the next session Dr Pruce's shade will rise up and join in with the Father to gang up on the pcs.......can't wait!!

Saturday 8 October 2011

Carrying On Carrion Crown

Well, last night we played our second session of the Carrion Crown campaign adventure path and things seem to be slotting into place. During our time in the village of Ravengro -- and that is the silliest name for a village I've seen in a published scenario for a long time -- we uncovered evidence that an evil force was possessing villagers and making them commit acts of petty vandalism. Realising that we couldn't simply arrest everyone in town, it was decided that we should attempt to discover the source of the eerie occurrences, and hit the books for some Call of Cthulhu style Library Use; this is not what you might call a tale of high adventure.

(That said, Stuart's cleric Veneticus got into an altercation with some village children who were singing a song the staunch moralist considered inappropriate. The little perishers took little notice of the ragged holy man's orders to stop messing about, and he skirted close to alignment change as he became frustrated and started lobbing stones at them. The rest of the party stepped in to calm him down, and all of a sudden my necromancer is no longer the most distrusted member of the party. Result!)

Later, we headed to nearby Arkham Asylum Harrowstone Prison to see if it was, as suspected, the source of all the odd goings-on. We cleared the ground floor with little resistance beyond some spiders and a couple of half-hearted ghosts -- although one spooked our paladin Sir Erudil enough to have him smash right through a heavy oak door in order to escape -- before running into the shade of the former warden's wife -- pictured -- who gave us a fetch quest; in order to defeat the ghosts of The Joker, the Riddler, et al the prison's most dangerous inmates, we would have to make use of items associated with them, items which were -- of course -- hidden throughout the ruined, haunted building.

New player Alex seems to be getting the hang of things a bit better now, but he was very quiet during the game and seems unsure of how role-playing games work; on more than one occasion he asked if it was okay to do simple things like search a room or open a door. I wonder if there's some sort of paralysis going on as Alex sees the somewhat crowded Pathfinder sheet and assumes his options are constrained by and limited to the numbers appearing there?

Wednesday 5 October 2011

Rise of the Dead

Here's a new set of tokens for use in your fantasy games, and since Halloween's coming up, they're of various lesser undead. I suspect we might find use for them in our Carrion Crown game.


Lesser Undead (970kb pdf)

You can find my other tokens at this post. Enjoy!

Thursday 2 June 2011

International Horror

I ran another Savage Eberron session last week, so look out for a summary of that in the next couple of days, including some musings on what I thought worked and what crashed and burned. I'm due to run another session this Friday, so the two reports might get bundled together.

In other news, my prize-winning horror scenario has been translated into Polish by the irrepressible Robert Oglodzinski of Ancient Scroll. If you're reading this, then you're probably comfortable enough with English to run the scenario from the original text, but if you want to see what it's like in Polish -- and Robert has added some tweaks of his own to the text from what I can tell with the aid of Google Translate -- you can find the translated Horror Comes to Haddonfield here.

Monday 16 May 2011

One Page Dungeon Contest 2011

A couple of years ago, a group of gaming bloggers came up with the idea of the one page dungeon, which is -- as one might expect -- a dungeon map designed to fit on one sheet of paper, including all rules and statistics. It was designed to make building megadungeons easier, and the epic Stonehell was one of the first prooducts of the format, as fine a proof-of-concept as one could ask for. The Chatty DM goes into more detail on the history of the concept here.

Some bright sparks realised that the format could be used for simple one-shot dungeons too, and some other bright sparks decided that a good way to show off the format was to have an annual contest in which entrants could show how the format could be tweaked and twisted, and yet remain true to the original concept. The One Page Dungeon Contest is now in its third year and is going strong.

I've not entered before, and I had not intended to enter this year, but when the 2011 contest was announced, I realised I already had a one page dungeon, and so decided to submit it. I had no expectation of it getting anywhere, and to be honest, I entered it more so it would gain a bit of exposure to a wider audience; this worked well, as the number of downloads shot up soon after it was entered.

I was pleasantly surprised to wake up this morning and discover that this year's contest winners had been announced and that my scenario is among them! I suspect I may have won by virtue of submitting the only horror-themed scenario, and I'll have to buck up my ideas if I'm to enter again, but it's still an exciting bit of news.

Congratulations too to the other winners, and thanks to all the other entrants, who nonetheless worked hard to get their adventures done in time for the competition deadline. You can download all the entries in one pdf bundle from the contest page.

Sunday 6 February 2011

Maybe That Dragonlance Movie Wasn't So Bad After All

After watching this, why wouldn't you want to play Shadowrun?



If only so that you could do it better.

Thanks to sirlarkins for the link!

Saturday 18 December 2010

What a Carrion

Last night, we wrapped up the Pathfinder one-off we started last week, with the player-characters successful in rooting out the cult activities in Carrion Hill and defeating the eldritch abomination the cult had summoned.

As I mentioned before, I found the Pathfinder ruleset to be far less intimidating to run than I had anticipated, but even so I think it's too bitty -- in the sense that it has a lot of working parts -- for my liking, and if I were to run a D&D variant again in the future, I think it is likely to be something a bit more loose and interpretative like Swords & Wizardry or Labyrinth Lord. The move in D&D3 -- and thus Pathfinder -- to codify everything has I think led to a situation where exploitation of the rules has become more possible, rather than less; a good example of this is the idea of an optimum character build, something which is almost unknown in earlier editions. I don't begrudge the playing of the system in this way -- indeed my monk in Ben's game is an example, with his five attacks a round and his inability to be hit -- but I do wonder if the game as a whole is unbalanced in loading all this on the players' side. Much as I hate to admit it, but the Unmentionable Edition is perhaps more robust in this regard.

I'm sure it is possible to head off the exploits and level the playing field, but I suspect it takes a familiarity with the game that I am never likely to have, and that it would be easier to achieve in a simpler system. We shall see, as I have already been asked to run something under Swords & Wizardry.

I also wonder if these issues would have been as prevalent if the adventure had been better. I was quite impressed by Carrion Hill as I read through it, as it has a clever time-sensitive element as well as a neat modular structure reminiscent -- perhaps deliberately -- of the classic Masks of Nyarlathotep. The players are thrown into a situation, but can tackle the next sections in any order they please, which in turn can affect the climax of the scenario. The problems arose in the details, and these only became apparent in play.

The adventure suffers from a lot of glaring bottlenecks in the plotting. For example, the vital clue which lets the players know what to do next and unlocks that modular structure is written in Aklo, a language most characters are unlikely to have, and which is not even represented among the included pre-generated characters; the party got around this by having the cleric spam Comprehend Languages for a whole day, but that led to them falling afoul -- if only a little -- of the time limit. On a similar note, there are far too many sections where high skill values in Knowledge (Arcana) and Disable Device are required to progress, which can end the scenario right there and then unless the GM fudges things. The scenario more or less demands that a wizard and a rogue are in the party, but nowhere is this mentioned, and again the pre-generated characters don't measure up and are unlikely to hit the numbers required.

Furthermore, nonsensical situations abound and only exacerbate the bottlenecks. A building with an epic-level lock on the front door is bad enough, but for the same building to be made of thick stone, to have no windows and for the doors to be made of the same thick stone stretches credibility. Is this a fortress, perhaps? Or a gold depository? No, it's a brick factory. The whole adventure seems to be designed in this negative, passive-aggressive fashion, where everything is there to hinder the players, as if this were not a game, as the whole point of it was not for people to have fun. That said, some faults lean in the players' favour, such as the villain who occupies a room too small for the whole party to enter, which would be fine if he were a close-quarters fighter rather than a magician. Or the big final monster of the scenario, which is so big that by the rules as written it should not be able to get out of the first location, let alone get close enough to the player-characters to menace them at the climax.

I have bought two of Paizo's adventures. One was so awful that I knew it from a read through, but Carrion Hill surprised me. If I am to use their scenario materials again, it will be as a source of ideas rather than something to be run as is, as the convenience of a pre-written adventure is outweighed by the poor writing.

Wednesday 1 December 2010

Musings & thinking ahead to the next campaign!

Setting search
I am wondering what setting I’d at some point like to run some non-generic fantasy in. As much as I am enjoying Kingmaker, it is a generic-quasi-Greyhawk setting (magical Europe)…. And in that respect it feels limited/ limiting… and even non-magical…. (no worries to those playing it - it is still a blast - I am just aware that I need to also slowly plan ahead - it is How I Am ;)
But what next (as in in 2+ years time)…. Various settings interest me:


  • Shattered world concept – SW have a setting for it ‘sundered skies’ – but it is not quite what I am after (don’t like linear paths to start with)

  • Swords and Sorcery concept – ala Conan/ Fafhrd and the Gray Mouser, with low magic (Iron Heroes perhaps?)

Post-apocalyptic world – taking some of the ideas from Dark Sun – but in a different political setup.


  • Steampunk – early age – ala Defoe (the comic) meets New Crobuzon from Mieville’s work (but I am aware an rpg is apparently been made for this). Iron Kingdoms d20 has some classes and gear which could be nicked for this purpose.








1600s Europeala Solomon Kane (but not a replica of that) – Gothicblack powder weapons, clockwork, think Sleepy Hollow.

Party concept
I also have another conundrum –what kind of adventuring party concept? I like to set up a game, in liaison with the Team, as to what kind of party angle they would like a stab at, as well as what kind of game….. Having made the guys I game with play good pcs, and with Stuart chomping at the bit to play more of a ‘grey’ moral pc, (ala the anti-heroes of old, as well as Conan/ Fafhrd being heroes who were also pursuing self interest)… I am keen to have a party set up which captures those possibilities…..

Thus possible party structures:
  1. Mercenaries - like Conan was for part of his career - in the sense they are members of a merc group, have a code of honour, are not evil, but neither are they good - but certainly would be united against the hordes of chaos etc. Could be any pc classes & pure sandbox - although they could seek out missions (for money), as well as developing their own ways of making hard cash - works in low magic S&S/gothic/planar settings OR
  2. Thieves Guild - they could start off as lowly scum in the city's Thieves' Guild - and the first arc is them rising to mediocrity in the ranks: rogue, fighter, ranger, wizard/ sorcerer - play it out like GTA - with missions, as well as with sandbox - think the Sopranos meets Fafhrd & Grey Mouser here - works in an urban adventure setting - and events could see them having to leave it for a while.....(eg falling out with their bosses).... works in gothic/ S&S/ planar settings OR
  3. Witch Hunters – they could be members of a religious order & hangers on: inquisitor, paladin, cleric/cavalier, wizard and rogue/ranger - again like GTA - a mix of sandbox and missions from your bosses. Think Van Helsing & Solomon Kane here - works in the gothic/ planar setting
Obviously some party concepts may work better in a certain campaign. Here's one example:


Witch-hunter setting/ campaign - fleshing it out a little
Reasons for joining the witch hunters: personal gain, joy in hunting, with one party member possibly playing the role of a believer in the cause, but also believing in using whatever tools (eg other pcs despite their greed), and methods they can (since they can rationalise anything in their warped ethical code)

Style of game....thus you have a party moving through the countryside, like in The Witchfinder General, hunting down trouble - for gain (honour, gold, power, women's favour, fear of locals, etc). It could also be part urban - Gothing up Ptolus for example - its backdrop of the Spire, and all the undead in the graveyards is a perfect backdrop for a Gothic witch hunter game for d20.

Development. Of course - as pcs progress, the game could explore how the pcs develop - or otherwise - a broader perspective - eg morality etc - but initially - for 5 levels or so – the game could encourage them to act it out as immoral basterds doing pursuing self interest in the name of their gawd.


Technology levels: I am thinking the backdrop would be airships, guns, etc - but these would add flavour initially - rather than being the centre of attention, eg the party could have either a pc or maybe better npc arcane mechanik in their mercenary band who helps upgrade gear - so long as the pcs get them the resources they need to do the work on their portable workshop inside their steam-wagon. Defoe is of interest here - with the zombie-apocalypse as the backdrop, and the famous scientists of the day pressing fast-forward on the tech levels as they try to create better guns and tech to beat the zombie hordes - applying ideas from Deadlands to 1669 England.

System: either
Pathfinder – with classes such as the new ones from the APG: inquisitor, alchemist, cavalier (?)… as well as old ones: paladin, cleric, rogue – with tech levels – I prefer those of 1600AD-ish for this ..
OR

WFRP
could be the other setting/ system for this game of course. 3e or 2e this is the question!!

Plenty of loose ends here - assuming I stick with this concept:
  • what system? WFRP (2e/3e) or Pathfinder (I know there are others - but these will do for me)
  • tech levels: Solomon Kane of 1600 - black powder only; or the more souped up stuff from Defoe, or even New Crobuzon, with trains..... Renaissance/ just pre-industrialisation/ industrialisation - all of these choices have profound consequences!!what world? Do I modify/ modernise an existing one - what would happen to it if.... (advantages - people may be familiar with it, eg WFRP - but in an industrial age, so some things would be strange), or start from stratch? (won't upset people, but involves more work!) This partly depends on 'what system'.
  • What world? Do I want to modify/modernise a familiar world - what would it look like with these new technologies/ if a zombie-apocalypse happened etc or create a new one from scratch? Each has stengths and weaknesses.
  • Is this the game I want to run? (ie I still need to explore the other ideas as well!

More musings another time. Time to bust a groove now and do some work!

Sunday 24 October 2010

One Page Horror

Here's a little something to celebrate my favourite holiday:

When the village of Haddonfield discovered that the wizard Langenkamp was engaged in dark magic, they raised a mob and burned down the old windmill in which he dwelled. With his dying words, Langenkamp laid a curse on the villagers who sought his doom, a curse which would have come to nothing had Cropsy, a young farm labourer, not sneaked into the mill for a nap and been caught in the conflagration. The death of an innocent provided the mystic fuel for the curse, and now the people of Haddonfield are trapped with no hope of rescue.

It's a short piece, based on the One Page Dungeon concept, so should be easy to slip into an existing game or to run as a one-shot for Halloween. It lacks system-specific rules, but there should be enough information to make generating appropriate statistics easy enough. The scenario is more or less setting neutral too, although a general mediaeval fantasy feel is implied -- and easily changed if desired. It's also packed full of shameful puns and references, as is usual for me.

You can download Horror Comes to Haddonfield here. If you do run it, let me know how it goes!