"It is a black sword that shines like a piece of night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut obsidian."

Sunday, November 29, 2009

B/X Monster: Psionic Threats


THOUGHT SKINNER


Armor Class: 5…………No. Appearing: 1-4 (1-4)
Hit Dice: 8+4***…………Save As: Magic-User 11
Movement: 120’ (40’)…………Morale: 9
Attacks: 4 or special…………Treasure Type: B,G,N,O
Damage: 2 or special…………Alignment: Chaotic

Found only in sunless caverns deep beneath the surface, "thought skinner" is the name given to a truly evil and alien humanoid race. Dangerous in the extreme, thought skinners consider other humanoid races to be little more than cattle to be enslaved and (eventually) devoured.

Thought skinners are of similar height and build to humans, but their skin is a sickening mauve color, rubbery and glistening with slime, and their eyes are dead white with no pupil. Their heads end in a serrated, star-shaped mouth surrounded by four, thick, purple-black tentacles. In melee, the 'skinner will attack with these tentacles, lashing onto its opponents head, and burrowing deep into its opponent's skull. Within 1-4 rounds, the thought skinner will reach its victim's brain and draw it forth, instantly slaying the individual (the number of rounds this process takes is equal to five minus the number of tentacles that hit in combat).

However, thought skinners avoid melee combat when possible, instead using their formidable mental powers. The thought skinners can project a blast of psionic energy 60' long by 20' wide at its furthest end. Those caught within the blast must save versus paralyzation or be stunned, unable to take any action for 2D6 rounds. 'Skinners generally use this ability when hunting, stunning their prey to allow easy feeding without struggle.

Thought skinners have a number of additional abilities they can utilize, a product of their highly developed intellect. At will they can levitate, charm person, and use ESP. Although these are the equivalent of magic-user spells of the same name these powers, like the 'skinners' psionic blast, are NOT magical in nature, and cannot be detected as such, dispelled, or prevented by an anti-magic shell or similar.

Some 'skinners have exhibited other powers, including the ability to walk on water and other liquid surfaces or project their minds and bodies through the walls of reality to reach other dimensions and parallel worlds. It is rumored that an entire city of thought skinners lurks somewhere deep within the earth, but no surface dweller has ever verified its existence.

Saturday, November 28, 2009

Scourge of the Slave Lords (Part 4)

[continued from here]

And finally we come to the 4th and last module in the Slaver series, the whole reason I decided I wanted to write about these four modules, A4:In the Dungeons of the Slave Lords, written by Lawrence Schick (author of the excellent S2:White Plume Mountain, of which much has been written) and largely illustrated by Erol Otus (again, of whom much has been written). So let me ask straight off the bat:

Were Schick and Otus the "cool kids of school" in the TSR workplace?

'Cause I'm reading through this thing and it feels a lot like the whole was mainly brainstormed from their minds, probably developed while dropping 'shrooms or smoking a fat joint and listening to Grace Slick sing about the White Rabbit.

No really...mushroom people that work with fungal alchemy and sit in bonding circles while sharing a group hallucination? The mechanics of the thing is one issue, but the Otus's psychedelic artwork is positively inspiring...which came first in this vision, Schick's words or Otus's drawings? I can't help but thing they did it together building off each other's craziness.

Not to take anything away from Jim Roslov, whose art I love and which is present throughout the module, but you'll notice the treasure of the Slave Lords includes a drawing by Ool Eurts (an obvious anagram), not Mr. Roslov. Schick and Erol are in cahoots, folks.

Well, maybe more on that in a bit. Let's talk about the adventure itself.

I can't for the life of me remember where I was (recently) reading about NOT allowing your players to be captured. How this was a VERY BAD THING. It was in some recent RPG I picked up, or perhaps an adventure supplement, but I can't seem to find the reference anywhere...perhaps it was in a book I was thumbing through (like the Serenity RPG) that I didn't actually purchase.

ANYWAY, the gist of this game's advice was to never have players captured, that capturing players was WORSE than killing them...that at least if they died, they could always make new characters. Capturing player characters is a method of de-protagonizing them after all...cutting their balls off, so to speak.

I wonder if that game designer ever had a chance to play A4:In the Dungeons of the Slave Lords.

For those that haven't read, played, or heard about A4 here's how it starts: the player characters are captured, knocked out, stripped of all possessions (including clothing) and left in a lightless, underground cavern complex. Even the spellcasters are left without spells.

Let me quote Schick's take on the whole "capture" thing:

Many players think of their characters in terms of their powers and possessions, rather than as people. Such players will be totally at a loss for the first few minutes of play. It is likely they will be angry at the DM for putting them in such an "unfair" situation. They will demand or beg concessions. DO NOT GIVE THEM ANY HELP, even if they make you feel sorry for them, Inform the players that they must rely on what they have, not what they used to have, and that this includes their brains and their five senses. Good players will actually welcome the challenge of this scenario....

...To escape, the player characters will have to make the best of the opportunities offered by the contents of the various encounter areas. These opportunities may seem meager to the players at first, but this dungeon contains more than enough material for the players to escape from any of the exits if they have the wits and resourcefulness to recognize and utilize it. However, this module is also a test of the ability of the Dungeon Master! It is a virtual certainty that good players, forced to rely on their own initiative, will attempt to use what they find to do things not covered by the rules. In these situations, it is entirely up to the DM to handle these requests with fairness, objectivity, and imagination.

Hot damn! I wish I'd had this module as a kid. THIS is a perfect example of "challenging the players" rather than the character or stat block. It's also a great example of what is possible with the older editions of D&D.

Schick has created a challenging and exciting adventure that really does force players (including the DM!) to use their wits. There ARE plenty of "found objects" throughout the dungeon that can be used to equip and outfit the characters, as long as the referee uses "fairness, objectivity, and imagination."

But can you imagine how this module would work with D20/Pathfinder? It wouldn't. Unless characters had some sort of "craft spear" skill they're going to be using their fancy feats with bare fists.

And what would they be using those bare fists against? A 3HD badger is plenty tough for 7th level character in AD&D that's fighting naked, but would barely register on the Challenge Rating meter in D20. After all, the whole CR system takes into account PC's "expected equipment for level." They're not supposed to lose their gear. Cries of an "unfair" situation? You bet...'cause D20 ain't designed to challenge the player.

Ah, well...I don't play D3 or 3.5 anymore so it's a non-issue.

Schick has done such an excellent job with this capstone module that I want to play the whole series just to get to A4...psychedelic mushroom folk or not (and by the way, I remember the myconid from the Monster Manual II, but I never used 'em...here I would). I was slightly disappointed that Schick decided to blow up the whole Aerie of the Slave Lords....areas like Dragon Meadow and Drachen Keep were left un-detailed in A3 with the admonishment to keep players from exploring these parts of the map as they'd be "descried in the follow-up module." Instead Schick just covers 'em with lava and magmen and worries about his own little adventure. Which is cool 'cause his adventure is great, but it is a little annoying.

I'm reminded of the Phillip Jose Farmer-edited series The Dungeon, each novel penned by a different author. Author #1 introduced a green-haired love interest for the main protagonist and author #2 killed her off in the 1st chapter or so of the 2nd novel. Which would have been just fine (a series of novels with different authors will naturally evolve different from how the original author intended)...EXCEPT that Author #1 also pens the final novel of the series and has the protagonist once again waxing sadly for his green-haired lady friend...even though no other author has mentioned her in four books.

Fortunately, the Slaver series finishes with a bang and doesn't retread the ground Cook laid down, though I suppose one might consider an exploding volcano to be fairly reminiscent of Schick's own White Plume Mountain ending. Oh, well. Personally, I think that A4 offers something entirely new from other TSR modules of the time, and a real challenge to players, comparable even to the S modules...hell, moreso as players need to think outside the normal boundaries and parameters of the game, not just figure out colored key cards or riddles.

It's too bad there're no monks or assassins in B/X play...I'm afraid conversion of the slaver series would be exceptionally difficult much as I'd like to do it. Maybe I'll need to dust off my old AD&D books.
; )

Scourge of the Slave Lords (Part 3)

[continued from here and here]

All right, this series is running a bit longer than I'd originally anticipated (a problem with stream-o-consciousness blogging I suppose), and I've got plans for this evening (movie, then drinkies with friends)...hopefully I'll be able to bang this out and do it justice.

Continuing right where we left off:

A3: Assault on the Aerie of the Slave Lords, despite having what I consider to be the worst cover art of the whole series, is actually the first module in the series that piqued my interest in the series as a whole...and that's saying something. One should not underestimate the value of cover art in helping someone decide to make a purchase and I'm sorry that Dee's color painting isn't nearly as good as his black-and-white stuff (oh, and just for the record, I found Roslov's art...especially the Elf!...on the cover of A2 to be the best of the series).

A3 has a LOT to recommend it. I said in my prior post that I think that the best published adventures each offer something new that helps inform play and gets players (and especially DMs) to take their level of play "up a notch." Aerie of the Slave Lords does that in several ways.

1) It's a challenging adventure, especially considering the level of characters involved. The storoper is not a total "F-You" type monster (it's auto-non-save attack only works twice), but it's pretty vicious. The shambling mound (a personal favorite) is pretty f'ing tough for the pre-generated characters or PCs of a similar power level. And the traps (especially in the entry level are pretty tough). A LOT of the monsters are of the "lone, tough" variety...the golem, the minotaur, the mimic...as opposed to the lesser "horde monsters" (orcs and hobgoblins) seen in the first two modules...and how sick of those are we by the time we get to A3?

2) In addition to two dungeon areas, the module offers a complete "Slaver City" in the form of Sunderham. Granted earlier modules (T1, N1, D3) offered cities as part of their adventures but Sunderham combines the completeness of the Village of Hommlet (or N1) with the wickedness of Vault of the Drow. If you're playing A3 in a non-tournament style (i.e. sans time limits), Sunderham is a great town to explore and hang out...hell, evil PCs might even be tempted to switch sides and join a slaver guild!

3) The use of NPCs. I'm scratching my head, but I can't think of another earlier module that makes better use of NPC adventurer-types as villainous "monsters." The illusionist is excellent (and probably a necessary warm-up to A4!) and a great encounter for an under-utilyzed PC class. But the final battle with the Slave Lords is the piece de resistance. A showdown against five high level NPCs? With coordinated tactics mapped out? That's not something you see every day in an adventure module and is the truly "new" thing A3 has to offer. Other adventures offer one or sometimes a pair of adventuring class NPCs (a pair of monks in C1, a couple of high level Drow with lesser fighter "minions"). But the combination Fighter-Assassin-Cleric-Magic-User-Monk is pretty badass, and gives PCs a taste of "their own medicine" as they get to feel what your typical monster experiences when faced by heavily armed adventurers of different stripes working in concert.

I REALLY like A3: Assault on the Aerie of the Slave Lords. At under 30 pages, it packs quite a whallop of adventuring goodness.

Scourge of the Slave Lords (Part 2)

[continued from here]

Okay, so what do I think of the Slavers modules individually? After all, I salute the effort in getting 'em all out and trying to make 'em a cohesive whole and I think they do a good job of that. But as individual modules? Seeing as how I like to rank my adventure modules separated into their component parts, rather than as supermodules....

Welp, I kind of have to rate them in order...in other words, I feel A1 and A2 are the weakest individually, A3 I like a bit better, and A4 is definitely the crown jewel of the bunch...in fact, the latter really deserves its own blog post (we'll see if that happens).

Now having said THAT, I would like to point out that I have only ever ran A1: Slave Pits of the Undercity. As mentioned earlier, I owned the supermodule at one time, but never had a chance to run it (or even finish reading it!) prior to somehow losing the damn thing. What this means is that my impressions are entirely academic, i.e. theoretical...the true measure of an adventure module is how it plays, not 'how it reads.' So until I have a chance to run A2-A4 (and I should probably run A1 again as well), how they compare to each other is a matter of (academic) debate.

But I can at least give impressions/observations based on a read of the modules with the eyes of an experienced DM.

A1: Slave Pits of the Undecity is the first module of the series, and is written by that master of B/Expert game design, David Cook. It certainly shows a couple of what one might consider Cook's "hallmarks." For one thing, it is set at what (in B/X terms) would be considered "Expert level;" that is, levels 4-7. This is right on par with his Desert Nomad series, the Isle of Dread, or Dwellers of the Forbidden City...in other words, the levels where he has displayed a bit of mastery (in my less than humble opinion). The other thing is the inclusion of the insectile Aspis monster which definitely has a Sword & Sorcery (i.e. "pulp") feel to it that is also present in his better modules.

However, I can't help but feel disappointed in A1, especially in comparison to the other modules of the series. Perhaps it was specifically meant to be a "warm-up" to the other modules; perhaps Cook was not at his best when designing "tournament" modules (I note that he did not write/design any of the "C" - "Competition" modules for TSR). But much of the adventure simply feels like the monsters have been chosen only with an eye to providing the correct "level of challenge" for the characters (the proper number of humanoids, the occasional spellcaster or undead, a not-too-clever trap here or there). Perhaps because of the venue (i.e. tournament) there is little of the leeway or latitude allowed for creativity as present in Cook's other modules. Simply compare the thing to the open-endedness of I1:Dwellers of the Forbidden City or X4 and X5...the whole adventure feels constrained and, I'm afraid, a bit dull.

A2: Secret of the Slavers Stockade, described by one review (per wikipedia) as a "good, workman-like adventure" is the longest of the series, being 40 pages in length and almost totally devoid of interior art. Personally, I find it incredibly interesting that Tom Moldvay was a co-designer in this module...this is the only AD&D module that bears his name as a designer. His other modules are all for B/X or the B/X-derived BECMI (his one module of the latter being a Master level adventure). Seeing his name on it is a bit like seeing Holmes' name on an AD&D module.

I LIKE A2 as a module, but I find it to be derivative...that is, it bears a lot of resemblance to the G1-3 series. Here is a fortress the players must enter. By stealth or by combat they must wipe out the inhabitants. Oh, then they find a scroll that tells them there's a DIFFERENT place to go to. Not much here that hasn't been seen elsewhere.

And as I said in my earlier post I consider published adventure modules to be a key method of informing D&D play. At least, they were in MY youth. You can read the rules set for a game, but without specific examples of dungeon design (Tom Moldvay's Basic set, for example) it can be tricky, putting it all together without a mentor to guide you. TSR's adventure modules worked as mini-mentors for those of us that were "self-teaching" ourselves to play. And while A2 is a nice little (or medium) adventure, it ain't teaching anything new.

Really. For example, it does have nice character: unlike the first module of the A series, A2 bothers to name its slave lords, give them some personality, and tweak them slightly with special abilities (the "blind" fighter that is immune to visual spells, the ogre with his ability to disarm foes in combat). But this isn't much different from King Snurre and Queen with the special auto-kill attacks, or Obmi and his slyness.

What I'm saying is that the best adventure modules of TSR's early years each provided something special to the developing DM: Tomb of Horrors gave us the "monster-less" dungeon, White Plume Mountain gave us riddles and special magic items, Barrier Peaks mixed sci-fi with fantasy, the D series provided the epic and wide-open Underdark, Shrine of Tamoachan mixed in Aztec mythology, Isle of Dread gave us a dinosaur "lost world," etc.. I don't see anything new in A2 that would help inform play, or help a DM "take things up a notch." And so, over-all it feels weaker than the later modules of the series.

Which it appears will have to be a separate post, based on the length of this one....


Scourge of the Slave Lords (Part 1)

I am not a fan of "supermodules." Hell, I even passed on a copy of GDQ1-7: Queen of the Spiders just yesterday, even though it was rated "the greatest adventure of all time" by Dungeon Magazine. Of all the supermodules TSR ever published, I've only ever owned two, and only one of those did I purchase. The only one I still retain in my possession is on "permanent loan" from an old buddy and it is T1-4: The Temple of Elemental Evil. As it is the only known version of the Temple, I will probably continue to retain it, although I find it fairly unwieldy to use (and have actually only ever used it to run the Village of Hommlet...whadya' know).

The one supermodule I actually purchased I did so at a time when I thought the idea of supermodules had merit, and that was A1-4: Scourge of the Slave Lords. At the time, I got it, TSR was no longer putting out the A series of modules, and as I only owned A1: Slave Pits of the Undercity, I figured the only way I would ever be able to run the entire series was to grab the supermodule when I had a chance. Sadly, I somehow managed to lose it (it's probably in bowels of my mother's cellar somewhere) before ever actually finishing a read through. Those supermodules were the equivalent of...well, of most slickly produced commercial RPGs on the market...too thick and weighty to actually get through. Give me a normal, under-30 page adventure module any day of the week.

So now I find myself typing at the computer with a small stack of modules next to me...the entire A series. In order they are:

A1: Slave Pits of the Undercity by David Cook
A2: Secret of the Slavers Stockade by Harold Johnson with Tom Moldvay
A3: Assault on the Aerie of the Slave Lords by Allen Hammack
A4: In the Dungeons of the Slave Lords by Lawrence Schick

And I've had a week or so to read each of 'em in turn. So where to start?

Well, the first thing that jumps out at me is the fact that they were each authored by a different individual authors. And yet they're all fairly coherent. They were all written for a single Gen Con convention (Gen Con XIII in 1980, per the introductory notes of each). How exactly does that get done?

I mean who called the shots for Gen Con in 1980? Was Gygax acting as overlord (or "Dungeon Master") at TSR, setting outlines for "the minions" to write up an immense four-part saga to pit players from all over the country against each other in a timed, scored event?

I certainly don't know...I ain't a historian. And yet, I don't see much chatter on the blogs regarding this particular series. It certainly must have been a wild Con to have such a huge series of modules that people were playing in...I can only imagine gamers from different tables (players and DMs alike) comparing notes between rounds...how did you deal with such-and-such? Wow, did that cloaker wipe out YOUR party, too? Man, my DM was a bastard...etc.

For me, a four-module series like this is pretty much a mini-campaign...and I mean "campaign" in every sense of the term, seeing as how the series is pretty much a military exercise against a vicious and well-organized opposing force. It is much more like G1-3 than any other series of modules...players know who their opponent is and have been tasked with wiping them out. There is no "hidden enemy" (Drow). There is no supernatural force behind everything (Lolth). The forces that have set the campaign in motion are hoping for some very mundane, real-world results...stop raiding our towns and kidnapping our people for use as slaves!

Heck, it walks a line that is almost "heroic" in that regard...though certainly, the powers-that-be may have hired scurrilous rogues of the worst kind for the mission. At least they are not being told to finish the job or their heads will roll (like the Desert of Desolation or the Giant series). Hopefully, they're getting paid well for their efforts.

Anyway, tying four modules by four different authors together for a single tournament in a single year is a pretty amazing accomplishment. Even the GDQ series took took several years to complete (Queen of the Demonweb Pits not being published till 1980, two years after the G and D series), and in some ways with less detail than any of the Slaver series. Oh sure, the G modules had encapsulated dungeons, but the D modules have huge swaths of "go ahead and make this up for yourself" areas. Not that this is necessarily a bad thing. But as a training series (and my own personal experience with adventure modules is that they provide training for "how to craft an adventure") the A's are a better introductory type adventure than the GDQ series.

And in many ways a better introduction of how D&D can be played as well...as in, a teaching aid to new players.

I'll explain what I mean by that in a little bit...

Oh, by the way...any readers who want to comment on their own experience with the A series...either at the 1980 Gen Con or more recently, please feel free. I've only ever run A1 myself and would be interested in folks' recollections...unlike, say, Tomb of Horrors or Expedition to the Barrier Peaks, the Slaver series doesn't get a lot of blog time elsewhere...at least not that I've read. Thanks!

Blog-o-Licious

Hope everyone had a great Thanksgiving...I know I did (and to readers that don't celebrate the American holiday...well, I hope you all had a nice week!)!

I know no one will fault me for being a bit slack in my blogging the last couple days, but I have had the mental pistons firing and I've got a bunch of stuff that I want to get down in the next couple-three days before I forget about it.

First up a two part series on the Scourge of the Slave Lords. Having recently acquired all four of the original modules A1-A4 I've been spending my spare minutes devouring their contents and I'm ready to weigh in with my own judgement on this classic module (and I even bothered to review JM's archive o "retrospectice" pieces...I'm beating HIM to the punch here, which tickles me just a might). : )

Then I've got a piece on yet another difference between RPGs and fiction which is something I wanted to get to Wednesday, but Lord help me, I had a delicious turkey I was responsible for brining. And have I mentioned I'm hell-on-wheels when it comes to chopping/dicing and all-things-knife-related and a big ZERO in the marinade department? Thankfully everything worked out but it required my full attention. Want to get back to that.

Then there's a new thing I was thinking about this morning in the shower...um, what the purpose of playing this damn game (Dungeons and Dragons) is. No, it is NOT a philosophical treatise on "why we game" but rather a look at where we are aiming to go...which is a direct seague into:

A re-defining of experience points in the B/X game...this is something I've had in my head for months now, but haven't had the balls to put down on paper (or blog). I'm 99.9% sure it's going into my B/X Companion as an alternate rule set option, but the Companion, being short on space considerations is not going to have the theory behind it. This blog post is going to be the theory for all those design-interested folks.

And that's it. If I have extra time, I'll be doing up MY version of the mind flayer, and possibly talking about the most recent turn of even in my quest to find a B/X gaming group in Seattle (found an ad posted by a kid whose 29 and has "15 years of experience;" dude...I was playing B/X the year you were BORN, buddy!). But I might not get to that till December...I still need to grab a haircut and see a movie today!

Busy, busy, busy....

Wednesday, November 25, 2009

Orphan Thanksgiving

This was actually going to be a longer post and maybe someday it will be...but the homefront is busy-busy the next couple days as my wife and I host our first "Orphan Thanksgiving" in the new house: a collection of about a dozen people (and two babies) that have transplanted to Seattle and that have no family with whom to hang out.

My own family IS from Seattle (except my wife), but Dad lives in California these days and my brother is still in Tennessee or North Carolina (I don't really remember), while Mom is up in Whistler (B.C., Canada) for the next several weeks. Guess I'm a local orphan myself!

So shopping, cooking, cleaning, and (of course) eating and entertaining will all be on the agenda for the next couple days...but not blogging or writing. In fact, I'm changing the title of this post and will save my original topic for another day...maybe Friday. I figure many of you will be a little busy anyway over the next couple days.

Happy holidays!