Anchor Podcast

Monday, May 14, 2018

Review: The Darkness Beneath Dalentown

The Darkness Beneath Dalentown is a Swords & Wizardry adventure for characters of levels 8-12 by Tim Bannock and Matthew Bannock.



At First Glance

First, I want to mention what pretty much everyone does with any printed module: Be lured in by the cover, read the back cover for more information and then flip through the pages before actually reading it.

The cover is great! The title is legible so it doesn't use any crazy fonts that I've been seeing a lot of products using lately. Which, is a personal pet peeve of mine. If a product is sitting on a shelf at a store but I can't read the title because of the font then chances are I'm not going to look at it unless the cover is showing and the art draws me in. Also, on the cover it states clearly that this product is for Swords & Wizardry and that it is for four to eight characters of levels 8-12. This is something else I feel is extremely important for any module. Tell me how many characters and the level range of the module either on the cover or back cover. I don't want to have to flip through the book to find it.
Now, the cover art. The artwork is by Dean Spencer. I love the style and I love the double take reaction I had with this piece. At first glance I saw an adventurer fighting off a gelatinous cube which tells me that I can expect to see at least one of these in the adventure. BUT then I noticed the blood on the sword and I thought, "Why would there be blood on the blade?" And then I realized that the adventurer is actually trying to hack away at (her?) own leg that is caught in the gelatinous cube. Very nice touch!

Now there isn't a back cover because this is a PDF so I will just flip (digitally) through the pages to see what catches my eye. I noticed there are 6 maps and a few pieces of art that caught my eye. These pieces are on pages 1, 16 and 18. The artwork on page 16 has a female at an altar with a bowl filled with some sort of liquid. But what really caught my eye are the crazy figures behind her. They are creepy and disturbing in a great way. The interior artwork is by Dean Spencer, Patrick E. Pullen and Luigi Castellani. The layout and graphic elements are done by Elena Naylor.

Full Detail

The adventure is 23 pages long including artwork and maps. There are also 7 pages worth of appendix information.

Introduction
The adventure takes place in the town of Dalentown and the depths below. Dalentown sits atop of an abandoned Dwarven stronghold that the characters will venture through. The product information does the best job at giving the summary of this adventure:
"...takes a party of adventurers below the surface of Dalentown to investigate a long-abandoned dwarven stronghold. But that's where the familiar tropes end! Spurred by stories of restless spirits, the party soon finds themselves staring down an invading force of oozes, slimes, puddings and jellies all in the service of demons!"

Chapter 1
First, I want to address one thing I already have a problem with in this chapter. It really isn't a real problem but it is mentioned twice: "Referees are encouraged to set this adventure in the sewers beneath a town in their campaign world to provide context and color appropriate to their games."
The only reason why I have a problem with it is because even though the information on Dalentown is about a page and a half it still has a LOT of information on major locations/NPCs in the town. It highlights seven different locations and a total of sixteen NPCs. Half of the NPCs have their class/es and levels mentioned by their name. So I would use this town as where the adventure takes place rather than taking the adventure to another location. Though, you can do that with ease. There are four different adventure hooks listed including the traditional, "So, you're in a tavern..." hook. Also, there is an Events Table that is used to cause havoc within Dalentown. The events are to be used when the adventurers are either taking too much time in the town or when they go back up to rest and such. It is to give that feeling that if the adventurers don't act on what's going on below Dalentown then eventually there may not even be a Dalentown. I like that because it keeps the adventure going and so when things get slow, which can happen in any game, you can use the events to bring the players back into the game.

Chapters 2 & 3
These two chapters detail the adventure in the traditional format that we are all familiar with. But I really want to say how much I LOVE what they did with the maps and the location details. If you're reading my blog regularly then you know I write One-Page Adventures because I find that most modules can be a little too overwhelming for me to run. But this module isn't overwhelming at all. And the reason why is because of this:
The very first map within the adventure has about 15 rooms but only 2 of them is described and the final location (the last map in the adventure) has many, many rooms but only 10 of them are described.


This might discourage some GMs who might need information on every single nook and cranny but for me this is perfect. It gives me a lot of room to make this module my own. And I also expect if I were a player in this module under three different GMs that I would have three different takes on this module.
The monsters throughout this module are mainly oozes, slimes and jellys. Thus, they can be deadly encounters with things like immunities, acid, paralyses, magic resistances, etc. And where there are oozes you can also find....a lot more oozes. It's everywhere! The adventurers can't find a place that isn't crawling (or dripping, slithering, sliding, leaking) with oozes. And behind all of it is Jubilex, The Faceless Lord, and Sedeen, The Faceless Demon Ooze. There is one important thing the GM must keep in mind when running this module is that "Sedeen can experience what each of her ooze minions experiences and she can communicate through them." This can create unique and challenging encounters. It can also create great moments in roleplaying. I would use this as my way of changing the playing field. For example, if the adventurers are doing much better than expected you can use her powers to change that. Maybe reveal, through an ooze, to the adventurers that one of the Events is taking place above them in Dalentown to make them choose: Help the town with the current problem or continue on.

Appendix
The Appendix A section gives details on the two magic items that can be found in this module and every monster the adventurers could encounter. So in reality if you are already familiar with Swords & Wizardry this is all that you would need to run the module.
The Appendix B section gives rules and information on how to fill the bookshelves of the library (found in levels 2 & 3 of Chapter 2). There are 20 books/tomes/scrolls that could be found on the shelves using various tables. Some books are magical and can give bonuses, others are curses, others are just regular books (fiction, history, cookbooks, etc.) and there are also scrolls.

Overall

Honestly, without playing it, I think the level suggestion might be a little too high. I believe if you were to have just the core classes at level 10 they aren't going to be struggling too much. BUT that is also why there are so many blanks on the maps. For you, the GM, to raise or lower the difficulty of the adventure by filling in the blanks.
But I could see myself being able to run this adventure with ease. Often, I game with just a skeleton of an outline and make it up on the fly. And with this adventure having so many blanks and having just the key elements described I would have no problem running this after a single read through and jotting down notes. I think this is a GREAT example on how to write future modules! You don't have to describe every room/location. You don't even have to say empty or even number them all. Just write the story, the goals, the key elements, the stats and then let the GM create upon what you have given them.
For $5 this is a great deal! I highly recommend this module and if the Bannocks continue with this model for their future Swords & Wizardry modules then I already know I'm going to love those as well!

Now, to turn this into a One-Page Adventure for my on personal use. Though, I'm sure it would have to be at least three pages.

Sunday, May 13, 2018

Six-Shooters & Wagons - Professions

Six-Shooters & Wagons may mechanically play very much like Swords & Wizardry Continual Light but outside of the mechanics it is a completely different style of gaming.
Fantasy is more focused on PC personal gain while Western is more focused on community gain. In SSW your class determines what your character can do mechanically within the game rules but your profession determines who your character is within the world.

Here is a list of professions that your characters could be in SSW:
Banker 
Barber 
Butcher
Cowboy 
Deputy
Doctor
Gambler
Hired Gun 
Judge
Marshal (Town or US)
Mayor
Merchant
Missionary 
Preacher
Prospector
Prostitute
Railroad Worker
Rancher 
Saloon Worker (Bartender, Piano Player, Owner, etc.)
Sheriff
Teacher 

What role does your character play within the Western game world? Your character's class may be the Gunslinger but their role in the town could be a number of things. Who's to say the Missionary isn't a Gunslinger? Or what about the Mayor of the town is a Vigilante?

Just remember that the class helps define the mechanics but a profession helps defines the character.

Thursday, May 10, 2018

Light City and Six-Shooters & Wagons

I love Swords & Wizardry and I love creating for S&W. It is just the right amount of simplicity and crunch that I want in a game. But I also love what other people have created and still continue to create using S&W.

Personally, one of the greatest things to come out of Swords & Wizardry is Tenkar's Swords & Wizardry Light. It takes the core mechanics and turns it into a four-page folio that has everything you would need to run a game for characters level one to three.

The success and ease of play and modification of Swords & Wizardry Light has spawned other amazing creations. And there is two that I really want to focus on: Light City and Six-Shooters & Wagons.

Light City
Light City is a Super Hero hack for Swords & Wizardry Light. It is being created by Jonathan Linneman of Monstrous Matters with the help from Justin Ryan Isaac of Halls of the Nephilim. Unfortunately, there really isn't a complete collected works. The above link has everything that is currently created for Light City. Some of them are just articles while others have links to them on OneBookShelf. But there is one product that I feel is the MUST HAVE if you want to start playing Light City: The Assembly. Just like Swords & Wizardry Light it has all that you would need to start running your first adventures* (I'm sure there is a better word for that) as Super Heroes. It has 3 classes, items and adversaries all on two pages. Also, it mentions that you can use Swords & Wizardry Light with this product (races, classes, items, monsters, etc.) Later, I will eventually make a post and/or file on how to add flavor to Swords & Wizardry Light to make it fit in a game of Light City.

Six-Shooters & Wagons
Six-Shooters & Wagons is a Western, Wild West hack for Swords & Wizardry Continual Light created by Justin Ryan Isaac. For more information I wrote a review that can be found here.

The reason why I am focusing on these products is because I want to see them grow into something larger. I plan on creating some One-Page Adventures designed for these products. Though, they don't follow the typical fantasy structure of adventures. And that is one of the things I want to focus on: A 'how to' create adventures and run these systems kind of thing. When I read through these two products I view the gameplay style/structure completely different from Swords & Wizardry.

*Crises (I believe that would be the better word)

Saturday, May 5, 2018

To Hunt a Dragon

I did something this morning. I woke up and while I was having my morning coffee I realized that there was still time for me to contribute to Original Edition Role Playing Appreciation Day.
And so I made a brand new One-Page Adventure! Though, it isn't in the same style/format as my other ones since I just didn't have the time to work on it.

To Hunt a Dragon a One-Page Adventure for Swords & Wizardry Light.
A town/village has been dealing with some attacks on their farms by a group of Lizardmen and a Wyvern. The adventurers must hunt down these Lizardmen and the dragon beast through a treacherous swamp. This is a dangerous task that requires only the best of the best adventurers!

Saturday, April 28, 2018

Savage Worlds & One-Page Adventures

In Savage Worlds Deluxe Explorer's Edition there are five sample adventures in the back of the book. They call them, One Sheet Adventures. There are also plenty of One Sheet Adventures found on their site. Though, when they say, "One Sheet," they mean front and back. Which I would consider to be two pages. And we know that I am more of the One-Page writer.

Now, let me say that I love the structure of their One Sheet Adventures. The reason why is found on page 166: "Our goal is to give Game Masters something they can read, understand, and be ready to run in just a few minutes.....We get right to the most important aspects of the adventure-the setup, what is expected to happen, and the statistics to any monsters or villains the heroes are likely to fight. You won't find details on the surroundings or statistics for nonplayer characters who aren't directly important to the plot. Those are left for you, the Game Master, to make up as you go and as they become important to your session."
This is exactly the same structure I try to achieve in my One-Page Adventures. Though, I understand this style of GMing/Adventure might not best suite every gamer. But it sure does help me. I do a lot better with thinking on the fly and taking an idea and molding it together with the players. But now I want to take my style of One-Page Adventures and create them for Savage Worlds. Which means it will look completely different from my OSR One-Page Adventures.

In my last post I mentioned how I want to run a game, Saturday Morning Savages, based on 80's & 90's cartoons. I already have an idea for an adventure with this setting with the famous TMNT villains, Bebop & Rocksteady. I will be working on this some while trying to develop a style that will work best for my One-Page Adventures for Savage Worlds.

For those who are new to my blog/One-Page Adventures you can view this post, The Chasm of Crasmere, to get an idea of how my One-Page Adventures are.






Wednesday, April 25, 2018

Savage Worlds - Saturday Morning Savages

I am currently taking a break from the traditional d20 (D&D) style of gaming. And in doing so I discovered Savage Worlds for the first time. For $10 you can get a Print & PDF copy of Savage Worlds Deluxe Core Rules. And I thought for $10 even if I didn't like it then it wouldn't be a complete loss. Fortunately, I am already a fan of Savage Worlds.

With that I've been playing around with the rules figuring out how this game works. I love how genre neutral this system is. Even with choosing one of the archetypes in the book you could take one archetype and build it for any genre. Another thing that is great about this system is how easy character creation is. Including, creating custom races. I've been having a lot of fun playing around with the race creation rules. And with that I believe I know what my first Savage Worlds game is going to be.

Saturday Morning Savages
A gonzo setting where the worlds of our favorite cartoon shows collide and the heroes must join forces against the evils of the worlds. I have created a few custom races that represents the character types of some of our favorite shows.

Humans
Humans are the core character type of Savage Worlds. I've found that most Savage Worlds games tend to only have Humans as the playable character type since they can still be literally anything they want. Which I love! For Saturday Morning Savages Humans represent the Human type of heroes in our favorite cartoon shows. The Ghostbusters, The He-Mans, The Vigilantes, The Detectives, The G.I. Joes, The Dr. Quests (or Dr. Ventures), The Race Bannons (or Brock Samsons), The Dino-Riders, etc.

Thunderians
Sight Beyond Sight: Thunderians have Low Light Vision and a +2 to Notice when using one sense.
Feline: Choose a type of feline your Thunderian best represents and select one Attribute starts at d6.
Of Good Omens: Thunderians have the Code of Honor hindrance.

Gargoyles
Stone Skin: Toughness +1.
Reach to the Skyscrapers: Flight.
Vicious Arms: Claw Attack Str+d6.
Night Eyes: Low Light Vision.
Frightful: -2 Charisma.
Guardian: Gargoyles have the Heroic hindrance.
Nocturnal: Gargoyles have a -4 penalty to sunlight.
Flesh to Stone: When a Gargoyle is in direct sunlight they must make a Spirit roll with a -4 penalty (Nocturnal). If failed the Gargoyle is turned back into stone and can only wake once the sun is down. If successful the Gargoyle doesn't turn into stone but a Spirit roll must be made every hour the Gargoyle is in direct sunlight with an accumulative -1 penalty on top of the -4 penalty.

Mutagens
All Mutagens receive these defining qualities in addition to their chosen Mutagen type.
Playing Human: -2 Charisma.
BFF: All Mutagens have the Loyal hindrance.
Skillful: All Mutagens start with a free d6 in any skill.
Animal Parts: All Mutagens have a +2 to Notice when using one sense.
Turtle
Shell Yeah!: Mutagens of the Turtle type have +2 Armor.
Shark
Jawsome!: Mutagens of the Shark type have a Bite Attack Str+d8.
Rodent
On All Fours: Mutagens of the Rodent type start with the Fleet-Footed Edge.
Custom Mutagen
Select an Animal/Bug/Fish/etc. Then select either one +2 Ability or two +1 Abilities that best represents the selected Mutagen type.

I am currently working on a Saiyan race for this setting. Let me know what you think of these races for Savage Worlds and what other races you would like to see for Saturday Morning Savages.

Friday, April 20, 2018

I'm still here

Just wanted to inform everyone that I am still around.
Just need to take a bit of a break.
I'm still on said break.
I just need to let my brain and body rest.

One-Page Adventures will return.

Saturday, April 7, 2018

A to Z Challenge - G

Part of the Blogging from A to Z Challenge














Girl
Commoner
Female Human
"I love to bake honey bread for my daddy!"
Description
The girl appears to around 8-12 years old. Her garments are clean, well kept and she is always wearing a different attire each day. There is also something slightly different about her physical appearance that changes. There is a tiny chance (5% chance) that this girl can be seen in two or more different locations around the same time.
Wants
The girl wants to take over the town along with her fellow Doppelgangers. She is one of nine Doppelgangers that are hidden within the town. All nine of them take the appearance of this girl. They keep the girl as a prisoner inside one of the few homes they have taken for themselves.
Fears
She (they) fears of being exposed for what she (they) really is before she (they) has control over the town.

Friday, April 6, 2018

A to Z Challenge - F

Part of the Blogging from A to Z Challenge














Frof
Cartographer
Male Ratling
"I have eyes and ears everywhere. I ink all that is seen and heard."
Description
Frof is an old gray furred Ratling. He is missing both of the lower half of his legs. He sits upon a raised wheelchair type of device. His tail is extremely long and slender. He wraps the tip of a feathered pen at the end of his tail. He is ambidextrous and writes/draws with both his hands and his tail.
Wants
Frof has dedicated the last seven years of his life writing and mapping the depths of Rappan Athuk. His rats and other contacts rarely return with enough information. He has pieces here and there of various locations within Rappan Athuk but would pay a great deal of money with information that could finish his work.
Fears
Frof is a simple Ratling with no real fears other than leaving his work unfinished.

Thursday, April 5, 2018

A to Z Challenge - E

Part of the Blogging from A to Z Challenge














Elm Bloodstone
Prophet of Mela, Goddess of the Insane
Female Dwarf
"The faces they speak to me, the voices they look to me."
Description
Very much like her mind, she has let her appearance go. Her hair is tangled in knots and drags on the ground as she walks. She is covered in dirt and mud and her garments are torn and barely cling on to her body. She wanders the passageways of the dwarven city completely barefoot, both mumbling and screaming about Mela and the war of the gods.
Wants
Elm wants to warn her clan of the war of the gods that is currently happening behind the scenes. She claims to be Mela, the Goddess of the Insane, trapped inside the dwarven body of Elm Bloodstone. She actually is Mela....or maybe she's not.
Fears
She fears Filo, the God of the Insane, whom trapped Mela in the body of Elm Bloodstone. Well, she claims Filo did this. He might have, that is, if Filo and Mela even exist.

Wednesday, April 4, 2018

A to Z Challenge - D

Part of the Blogging from A to Z Challenge














Dastrun
Antiquarian
Male Minotaur
"Bull might be in the name but I'm not a bull and I don't take any bull."
Description
Dastrun towers over most humans by a foot or two. He wears elegant robes made of the finest silk and often bright and flashy colors. Many jewels and bells hang from his horns and his fingers are covered in rings. Dastrun is highly intelligent and can speak Common, Dwarven and the Elven tongue. Though, his extremely unusual intelligence doesn't get in the way of his sense of humor. He owns an antique shop, Bull in an Antique Shop.
Wants
Dastrun wants the complete volumes of Aclabahn's Ink Portraits of the Unknown. Out of the seven volumes he is missing volumes three, five and six.
Fears
Dastrun has been having some break-ins into his shop recently. Though, nothing ever is stolen but rather damaged and destroyed items. He fears that Bailey Digby, a local shop owner, is behind the break-ins.

Tuesday, April 3, 2018

A to Z Challenge - C

Part of the Blogging from A to Z Challenge














Cara Maggotstench
Lich
Female Halfling
"Only life is for the living."
Description
A scold's bridle is strapped to the head of the undead halfling. She wears tattered leathers made of the flesh of various victims. Her bones grind and squeak and her tendons and ligaments stretch and snap as she moves about. She supports her twisted body with a spine of a human with the skull still attached at the end.
Wants
Cara wants to restore her body to what it once was before she became a lich. In doing so she's been collecting the skin of her victims and stitching them together to make a suit of sorts she can wear over her undead body.
Fears
Cara fears the goddess Kerith and her devout followers.

Cara Maggotstench
Hit Dice: 9
Armor Class: 2 [17]
Attacks: Spine Staff (1d8 + disease)
Saving Throw: 6
Special: Appearance causes paralytic fear, spells
Move: 6
Alignment: Chaos
Challenge Level/XP: 12/2,000

Monday, April 2, 2018

A to Z Challenge - B

Part of the Blogging from A to Z Challenge














Boggs 
Giant Spider Breeder
Male Goblin
"Webbin' only. Poison kin' is for killin' and I'm no kill'r....anymore."
Description
His ears are clipped at the ends and he wears a black wig that covers most of his head and face. Boggs wears makeup to make his face a flesh color to hide the green skin. His garments are bland colors such as grays and browns and often covered in webbing. Boggs knows the dwarven tongue.
Wants
Boggs wants to establish a legit business in breeding and selling giant spiders. Though, he refuses to breed poisonous spiders.
Fears
Boggs lives in constant fear that his true identity would be revealed. But more than that he fears coming across goblins and the life he is running from.