Stuffed Crocodile

A blog (mostly) about tabletop roleplaying games

Tag Archives: Scenario

[Review] Stirring the Hornet’s Nest at Het Thamsya

This is a 28 page “temple-crawling adventure” written by Munkao ostensibly for Into the Odd and Cairn (but actually largely system-agnostic), and set in the South-East Asian inspired world of Kala Mandala. I don’t think transferring it into other settings should be that much of an issue, as long as one can come up with a reason why there’s a vaguely Asian-coded monastic community around to set this at. My personal setting is set around a sort of crossroads of cultures so I have absolutely no issue with that), and this might fit in great in some of the areas I haven’t worked out that much yet.

The mission as it is is not one that lends itself to the usual loot and pillage gaming: Het Thamsya is a fledgling temple school in a larger collective, dedicated to the path of Automata. The founder of this school has nearly finished a decade long meditation, but giant (belying the title) wasps have created a nest in the back of the building while everyone else was busy not disturbing the meditator. Your mission now, if you should accept it, is to carry the meditating monk out of there, without waking him.

The complications arise from the guards set by your mission objective (automata of various kinds), the wasps, and a bunch of other intruders that have entered without anyone knowing. Interestingly the wasp nest is detailed much more than you’d think, and there are things going on in there that are way more complicated than what you’d expect, as there’s some bizarre bio-horror twist lying in wait. Which makes for a fascinating chart of faction relations based on the instincts of the wasps and the commands left for the automata and how they interact with one another.

I do feel like I am missing some context for the world of Kala Mandala, as I am not quite sure what some of the things reference. On the other hand it’s easy to just plug in whatever association comes up and go with it. The scenario offers a compelling mission and plenty of complications to make for some interesting play. I think this might be interesting to play with multiple groups to see how either of them make it through.

Evil Ruins (Role Aids, 1983)

People don’t really differentiate between authors’ voices when discussing roleplaying game scenarios. There’s a bit of it when people are really into it. They will talk about Gygaxian naturalism, or Jaquaysing Xandering dungeons [note check this Alexandrian post regarding the name change]. If it’s a Hickman scenario there’s gonna be railroads. That stuff.

Stephen Bourne is not one of those greats, but I feel like his scenarios have authorial voice dripping from their pages. He has a style. And all his adventures have similar feel that lean into it. He likes to mix heavy medievalism into his scenarios, even the clear fantasy ones, and use a limited palette of monsters for specific purposes.

When it works it’s pretty brilliant, when it doesn’t you feel like you just lost the money you spent.

I especially notice it in his early Role Aids scenarios: he tries to mix historical facts with D&D’s approach to fantasy worlds, and in some places this absolutely doesn’t fit. The Throne of Evil is the worst of the lot, being a weird mix of a political intrigue scenario in medieval England and a bog standard dungeon crawler for early D&D at the same time. A pretty horrid scenario altogether. I know it was supposed to me rules for medieval wargames, but no.


Evil Ruins is much less so, even though I am still bothered by how disjointed the setting is in places. On the one hand he establishes the setting as Castle Tintagel, which is a real world place in Cornwall, and even establishes that it has some connections to Arthurian myth. Then he proceeds to create an elaborate backstory without any obvious ties to Arthurian myth at all, but featuring Saxon kings and vikings. Fair enough.


View Larger Map

Maybe I am just not knowledgeable enough about Arthur and his myth cycle.
But then the adventure basically is a generic AD&D scenario, and the maps don’t fit the real world location of Tintagel at all.

It would have been better if he either took care to play into the medieval fantasy situation and actually present it coherently, or just replace all the real world references with some generic fantasy terms. The way it is right now feels disjointed.

Why the hell is there a priest of Zeus in medieval England trying to establish a temple?
Why is Tintagel on the East Coast?

Sigh.

That said, that’s the setting.

I actually always have liked the rest of the scenario, even though, or maybe because… it is incredibly generic. But it is generic in a naive way you just don’t see done that often.

betrayal: archers kill returning prince

The backstory is too long (2pg for a 36 page scenario), but the basic situation is this: there were two brothers born to the same mother, one the son of the king, one the result of an affair with the king’s brother. The first son was supposed to inherit the throne, but when he came back from a journey his brother murdered him and took the throne. Then stuff went belly up, the usurper basically lost the kingdom and established a death cult in the castle (…as you do…), and his murdered brother came back as a wraith out for revenge. So there’s two separate evil forces in the ruins, and the struggle between both comes to a head just at the same time as a bunch of adventurers come to clear out the castle because it keeps the property values down or something.

There’s a bit of subterfuge going on. First the heroes have to travel to the castle with a guide, but he intentionally misleads them for his own goals, and they have to rescue the heart of the forest. Who is a giant spider.

I love that. There are potentially friendly natives in the forest that will gladly help the party, as long as the group doesn’t immediately murder them for just happening to be giant arachnids.
The guide also will steer them towards a different location than they want, so they take care of a lycanthrope for him (not actually a werewolf) while he steals the treasure. The idea is a bit railroady, but ok.

By the way, did you know the term black panther actually refers to two different variants of big cats of different species? I didn’t know until I read this adventure, and then only after I read the statblocks of the lycantrope and his pet leopard properly. The term black panther is never used in the text, but that’s what they both are supposed to be. The text introduces him as a were-leopard. A term that evokes different images in me than black panther would.

I assume the reason for the black panthers in here was because they got the rights for a Boris Vallejo painting for their cover and they needed something in the scenario that fit to that. Or they chose the painting because the were-leopards were in the scenario and missed what color they were supposed to be.

giant spirit threatening adventurers trying to loot chest


Then when one finally arrives at the castle one has to deal with death cultists and monsters maddened by the wraith, but it’s not necessarily clear that both are against one another from the outset.
The dungeon is a bit lackluster, but the author took care to put a sort of investigative scenario in there. One can find out the backstory for what happened when following the clues, and find out there is a second evil influence at large. If one cares to do so at least.

The castle itself is presented as a 4 level dungeon, but the 1st level is just the castle yard (also doesn’t seem to resemble the actual Castle Tintagel), and level 4 is rather short.

One interesting bit is that the short boxed text that is given seems to assume the players do indeed not know what these creatures they encounter are. So orcs are “ugly brutes”, hobgoblins are “rather large and ugly creatures” and ghouls are “terrible figures”. Which is nice in that way. It doesn’t give away what they are, one easily could play this as an actual fantastic medieval scenario in a fantasy Britain, and have them all encounter these creatures for the first time.

And that’s actually the way I would run this adventure: as a slightly longer introductory module, to get some people into the game. Maybe not necessarily really in the fantasy Britain environment the module supposes, but one easily could find at least some equivalent region in another world. Or just, you know, keep that little duchy it takes place in it’s own self-contained world.

This scenario was released by Role Aids, a line of supplements by Mayfair games that were more or less compatible with Advanced Dungeons and Dragons. There were a few lawsuits involved, but they were rather cheeky about it. This module claims it is suitable for use with ADnD, and the stat blocks are roughly equivalent, but not the same. Certainly enough to run it just like that, mapping to the ADnD rules nearly 1:1.

adventurers investigating statue

The illustrations in the text were by Hannah Shapero. I don’t know if she did so much more work in RPGs, but I like the illustrations we get in here. They have a very dark quality, and manage to get over the whole feel of the place perfectly. I am not quite sure if they were actually made for this particular scenario though, or if the author just had to use some illustrations they had lying around.

An aside about the German edition

castle from outside

The first time I came across this scenario was in the German translation. This one was published by Truant Spiele (Truant is the owner’s last name) in 1989 as Ruinen des Schreckens (Ruins of Terror). So at least the title got an improvement. I got it more than ten years after, when Truant and Welt der Spiele decided to get rid of some unsold stock by bundling them together in anthologies. Actually I got that one even later, because it took a few years for me to actually get my hands on it when that anthology ended in the bargain bin.
I find this translation interesting: unlike the original English version this is not compatible with AD&D. The scenario was translated faithfully, but a page about “Universalabenteuer” (generic adventures) was added with adaption notes. All the stats in the scenario have changed to a weird percentile system that does not seem to be directly mapped to anything. Midgard was the first German roleplaying game, and it used a percentile system (it was derived from Empire of the Petal Throne), so that might have been a reason for that. Some characters also have skills that sound very much like Das Schwarze Auge skills from that game’s 2nd edition. What it doesn’t resemble at all is Dungeons and Dragons, which at the time was barely a blip on the German roleplaying market.
Also interesting:

  • Tolkienesque Ologs were present in the original (as modified orcs), but were replaced with Half-orcs. Very tough Half-Orcs. I wonder why. The other half-orcs come out weaker in comparison, even the supposedly elite guards in the dungeon.
  • the copyright notice claims this was a translation of Mayfair Games’ Pinnacle, which was another of the scenarios in the anthology I got this from.

Day 3: In which I slowly learn that buying Forgotten Realms is like pissing away money

Day 3: First dungeon you explored as a PC or ran as a DM.
Hmm… my memories here are a bit foggy. I think it was either the first dungeon from the Starter Set or the one from the Forgotten Realms campaign setting box. The first one was nice, the latter taught me that FR is horrible.

No, come to think of it, it was the one from the FR set actually. (from the book on Shadowdale in the boxed set: “Beneath the Twisted Tower”)

The Forgotten Realms seemed to be a good idea at the time. Most of the material that was translated at all was set there, if it wasn’t generic, and the boxed set was one of the first products then-current AD&D publisher Amigo translated into German.

Of course once I actually read the whole thing I noticed what a strangely incoherent place the Realms really were. In my youthful ignorance I thought it might play better than it actually looked on paper, but soon after I noticed that no, sometimes you can’t polish a turd.

I don’t even know anymore what exactly made me think that way, there were so many things wrong with it in many subtle ways. Political systems didn’t fit together, cultures were in weird places in relation to each other, sometimes expies for Earth-cultures were doubled or tripled (how many Egyptian cultures are there actually on Faerun?), and everything was full of overpowered showstealing munchkin NPCs.
I ran the guys through the dungeon in Shadowdale and killed off one of them. Hilarious antics followed.

Well. I don’t know. The problem was that the Realms never clicked with me.
I did buy a few more products afterwards, but never really used them. I suffered from a bit of scarcity-induced gamblers’ fallacy: I already spent so much money on stuff, lets try to buy some more to get something out of it! And the fact that the only things I could get for AD&D were Forgotten Realms things didn’t help.
It never got better though. The Harpers sourcebook showed me that there are even more showstealing NPCs around, the Cult of the Dragon was bland like cottage cheese, only the Guide to the Underdark gave me some ideas for some fancy monster lairs. I think that one was the only one I ever used, and then it was for a campaign set in Mystara.
FR kept on being bland and untinteresting and pointless. Oh, but the computer games were a bit of fun. I played Baldurs Gate and a few of the SSI games.

Hmm… I guess that was not what people want to hear. On the other hand I killed my first PC in that scenario, but that is a story for another day.

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[Traveller] Dragonhunters of Trane

Dragon, by Hokusai.

Dragon, by Hokusai

Okay, this is some wild scenario I put together for my last Traveller session. I think it was quite a success, mostly because the players loved the chance to go hunting dragons with a Grav Tank. Also, a few times, when the dragon really came close to ripping of the armor of the tank, one could hear this certain panic out of their voices…

Dragonhunters of Trane

There are dragon in the wilderness of Trane.

The planet mostly lives of fishing and whaling the imported sperm whales. The local wildlife is not necessarily dangerous in most cases, except for one: dragons.

The Trane “dragon” is an amphibious quasi-reptilian predator, looking similar to oh-so-many other “dragons” in charted space. Even before the human settlement came about it nearly grew extinct due to lack of resources, and then was hunted even further down by the early settlers. For some time it seemed like the creature was completely extinct aready.

This changed with the introduction of sperm whales into this environment. With the success of this experiment the sperm whales were left to multipy nearly unchecked, only slightly decimated by the small industrial whaling of the planets inhabitants.

This also proved to be a new resource for the near forgotten predators: Within a short time the dragons multiplied again to unprecedented levels. Even worse: with the new food resource being larger than the previous ones sizes of the predators increased as well over time, with the largest and strongest members of the species favoured over the others. This turns out to be rather to the disadvantage of the dragons themselves. While the smaller and shorter members of the species can fly (or at least glide) in the low gravity of the world, as soon as they reach a certain size they loose this ability due to pesky physics interfering.

The landbound dragons are the prime reason why nearly everybody on this planet, despite it’s otherwise rather peaceful demeanor, is carrying a weapon when travelling farther from the shoreside wilderness. People might not actually lock their doors but they will keep their guns ready to defend themselves against now near-starved dragons. One of the bigger specimens of dragon now obviously has found an alternative foodsource that matches the whales it cannot reach anymore: Something is slowly raiding automated cattle compounds of the Sorenson Agricultural Products company.

As the cattle compounds are lying in a rather calm inland patch, far from the dragons’ coastal habitat, this is rather a surprise. But not a big one. Jorn Sorenson (AA7669), owner of SAP LIC, needs something done about this: his faclities are mostly automated, and even with their normal weapons at hand he and his few assistants might not be able to do anything against a dragon as big as this one.

He needs help.

He needs some dragon hunters.

He is just on the way to ask for offworld assistance when he notices that the travellers, one or two of which should have a background in the military, are currently on the planet. Or maybe he just left a note at the local bulletin board asking for someone to give some asisstance. “Dragonhunters needed. Contact J. Sorenson at Tranhavn Imperial Hotel”

The dragon, it turns out, would be rather big. Bigger than any dragon encountered so far. That’s why they decided to bring in the big guns. Which might be a problem in this case: the local weapon shop (there is exactly one on the planet) does not actually have anything bigger than a rifle. Why would anyone need anything bigger on this world after all? Nothing ever happens here and for any normal dragon a gun is enough.

If the travellers don’t have any big guns on hand there is a way though: old Cranky Holly, an ex-Army collector of tanks, is living somewhere in the North, close to the Arctic circle, playing war against himself. But he might just borrow them one of his tanks if they ask nicely. After all they might use it to hunt the largest dragon ever seen on this world.

If it was really a dragon. It’s not. Instead it is a group of alien (Aslan) pirates (they call themselves privateers) who have decided to use a coastal cave as their base of operations for short raiding trips to the surrounding systems. Mostly to Romar. They are currently in waiting for a specific convoy from the Hierate that should arrive soon. They have it perfectly planned out how to raid that one. And if they do they might get enough dustspice to buy themselves an own planet somewhere. Their reason for the raids on the cattle compounds is rather simple: meat. They like meat. But they have been holed up in this place for a while and really really are craving anything else but fish. They have a small base of operations somewhere on the coast (they ARE pirates after all) and just sneak out to raid cattle from the SAP. They figure that they can blame it on the dragons and even go to lengths of leaving artificial footprints whenever they do that. They figure that until anyone can really bring in big gae hunters from outside they should long be gone. [one clue that it’s not really one of the dragons they completely missed when creating their dragon hoax: according to the footprnts at the raided sites the dragon would have have gotten away from the compound by lifting off, carrying multiple cows somehow; the characters might find that out if they look a bit more closely]

Not that this would be the first thing the characters will notice about the dragons. Because there are some big dragons breeding close to the SAP facilities. But they aren’t as big as the one that is supposed to raid the cattle compounds. Of course they only might find out AFTER they just nearly got killed hunting down the dragon that is there: “Sorry but this dragon could not have done it. It’s feet are about 30% smaller than the ones we found.”