Friday, 11 November 2011

review: kobold quarterly 19

Metric: Kobolds.  The little guys deserve your respect - this is year four and they've survived and prospered.
DISCLAIMER: Review based on PDF copy provided by Open Design
Overall: 4.5 kobolds
This issue is a challenge.  It picks areas I've got instinctive and experiential biases against and delivers considered, playable articles on those subjects.  In addition, there's some really good Pathfinder and AGE stuff here.  The layout is good as ever and growing increasingly colourful.  With expansion in mind, the kobold goes from strength to strength.

Contents: 4.5 kobolds (a varied feast of magic, horror and adventure)
This month's editorial announces an expanding magazine.  More stuff?!  This can only bode well.
The White Necromancer (Mark Radle; Pathfinder, 4.5 kobolds)
A niche class for the connoisseur - challenging and done with finesse.  While the spell list and removal of evil spell descriptor ability makes me twitch, considered mechanics and new spells make this fit for odd-ball players without entirely disenfranchising clerics.  Potential campaign arc material.
Bottled Hubris (Jerall Toi, Pathfinder, 5 kobolds)
A serious expansion to the alchemist class, building on Advanced Players' Guide and Ultimate Magic. The new specialists offer interesting directions.  My particular favourite is the calligraphist archetype, which just begs to be introduced into a game.
Magic Shops, What's In Store (Christina Stiles/Spike Y. Jones, Pathfinder, 4 kobolds).
Getting past my misgivings on this subject, this is a good article arguing for why they exist (and the magical missile weapon argument is a fair point.  I'm less convinced about Kieran's or Melysium's shop or the table at the end of the article which suggests population centres have plenty of magic.
Welcome to the Dragon Empires (James Jacobs, Pathfinder, 4 kobolds)
A preview of the lands of Tian Xia and the Dragon Empires Gazetteer.  This whistle-stop tour gives you a flavour of what's coming up.  Exotic lands and strange races provide intriguing glimpses into an excellent setting - shame it shares a name with a bit of Midgard.
Làu Kiritsu (Richard Pett, Pathfinder, 5 kobolds)
The absolute obedience and hierarchical customs demanded by this archdevil and his servants offers a different, exotic flavour to the traditional hellish foe.  Adventure hooks, magical torture items and a puzzle box round out this intriguing article.  Pett at his best, a mix of whimsy and horror.
Archetypes of Death (Phillip Larwood, Pathfinder, 4.5 kobolds)
Something a bit Hallowe'en-worthy, a death-themed archetype each for barbarians, monks, druids and summoners gives a twist on the traditional.  Of particular interest is the grave druid (suitable choice for a battlefield) and the master of worms (a monk inspired to fight undead).
Courting Adventure (Rick Hudson, system neutral, 5 kobolds)
A tour of the noble titles and the courtly figures who keep vigil over the kingdom.  These aristocrats do more than just attend balls, they perform functions.  A useful map for end-games where the high-level characters looking to carve out a barony of their own. 
Land of Horse and Bow (Simon English, AGE/Midgard, 5 kobolds)The Rothenian Plains in Midgard offer a mix of steppe warrior, gypsy tribes, shamans, centaurs and kite-riding elves.  Background options for these characters and variant rules for Arcane Lance spells provide more flavour for Open Design's Midgard setting.
Balance-Free Bonuses (Monte Cook, system neutral, 4 kobolds)
The new lead in Dungeons & Dragons offers some thoughts on how to make the traditional races and  classes stand out with some simple traits without having to worry about bonuses or modifiers.
Morningstar, Monkey Marrow and Ice Cream For Dinner (Jeremy L.C.Jones, interview, 4 kobolds)
An insightful interview with indie designer Jason Morningstar, brain behind Fiasco and The Shab-al-Hiri Roach.  If you don't have these games, check them out. 
10 Ways to Turn Dull Traps into High-Stakes Encounters (Britian Oates, Pathfinder/4E, 4 kobolds)
A list for trapsmiths to consider when placing their engines of destruction.  Introducing complexity in it's execution and/or disarming is only the beginning.
The Gordian Knot (Mario Podeschi, Pathfinder, 5 kobolds)
The winning entry of the Relics of Power competition, an extradimensional knot from the tapestry of the universe which offers magical insight and the ability to evade detection and scrying.
Scions of Terror (Josh Jarman, AGE/Midgard, 5 kobolds)
Four more background options for Midgard in AGE, this time for the Western Wastes, which earns a mention in the Midgard Bestiary.  Players may choose arcanist, nobleman, goblin trader or hellborn.
Aneela, Human Cleric (Matthew J. Hanson, Solo player, 4 kobolds)
A novice cleric faces some difficult choices against undead.  This is a simple introductory adventure for a solo player, requiring battle skill, savvy and some luck.
Bark At The Moon (Brian Liberge, 4E, 4 kobolds)
Another Hallowe'en-themed article, allowing characters to gain useful powers from lycanthropy and becoming a shapeshifter.  A theme and various attack powers provide intriguing options.
Book Reviews (various, 4 kobolds)
Gearing up for the primary gifting period reviews of Heaven's Needle by Liane Mercel, Low Town by Daniel Polansky and the latest Pathfinder Tales, Death's Heretic by James L. Sutter.
Order of the Undying Sun (Wolfgang Baur, Pathfinder/Midgard, 5 kobolds)
A thumbnail sketch of a knightly order of Khors, a solar deity that is slipped from courtly favour but serving the Magdar Kingdom with loyalty and links to Divine Favor: The Paladin.

Art & Layout: 4.5 kobolds (an increasingly colourful selection of excellent pieces)
The cover by Malcolm McClinton is an evocative piece, showing an archer with flaming arrow astride a sinuous oriental dragon.  Interior artwork is a mixture, ranging from high-quality, colour pieces like Jason Rainville and Mark Smylie's piece for the White Necromancer and Steven Wood's piece for Bottled Hubris and Matthew Jaecks' piece for Làu Kiritsu.  Colour pieces are more prominent, notably in the Midgard articles by Mark Smylie.  Eva Widerman and N.C. Wyeth also deserve mention for their work.  Monochrome sketches like Hugo Solis' piece for Aneela, Human Cleric stand alongside woodcuts, which are in the significant minority now.  The cartoons are amusing and themed apposite to preceding articles, from the necromantic antics of Stan!'s 10x10 toon to the alchemical ennobling of d20 Monkey and noble aping of Bolt & Quiver.  Legend of Bill resorts to low-brow and falls short(s) because of it.  The layout is crisp and cohesive, something that it's draconic ancestor failed to achieve at year four (and later).

In conclusion, this is a strong issue.  While some articles are challenging because they proposed things I disagree with, there's still plenty of quality content.   Even the ads make you smile while pushing the envelope, Zombie Sky Kickstarter projects appear alongside 3rd party ads and The Kobold Scroll of Holiday Wishes 2011 edition.  Things have changed for the better, and KQ has dominated the niche of  a print zine for tabletop RPG.  Wonder what's next? 

Monday, 7 November 2011

kasinganga

No. Enc.: 1d3 (2d4)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 5
Hit Dice: 2d8+2
Attacks: 1 (touch)
Damage: 2d4
Save: F2 (see below)
Morale: 8
Hoard Class: See below

The kasinganga appears to be a two-foot-long omnivorous worm of glowing orange surrounded by heat haze and leaving a scorched trail behind them.  Those who touch it suffer acute burns (2d4 damage) and  must save vs. Death Magic or have combustible items in their possession ignite.  Kasinganga are elemental creatures made of liquified brass; a dead kasinganga can be smelted into 5d8gp of pure metals (copper, tin, some iron).  As such they are immune to heat-based effects but take double damage from cold-based attacks.  They are often associated with unusual volcanic activity or restless spirits of fire trapped within the earth.  The lairs of kasinganga are littered with spiralling structures of grit on the floor.

Saturday, 5 November 2011

inns & taverns: the mason's jar

The Mason's Jar is a busy two-storey tavern in a town known for temples and pilgrimages.  The Jar primarily serves masons working on temples or noble houses.  Artists, patrons and agents attend, seeking wprkers or commission.  The Jar has a reputation for wealth.  Many well-heeled patrons dress ostentatiously.  The sign is a large jug with a compass and hammer imposed and Mason's Jar underneath in scrolling ironwork.

The Mason's Jar is a south-facing tavern with shaded patio off one of the main roads circling the town.  Massive stone amphorae mark entrances, serving as oil lamps. Filled and lit at twilight, they last all night. The patio is often busy until the pious attend midnight ceremonies.  Inside, the Jar is always busy and lit by cool-burning blackened clay lamps.  A mix of pipeweed, spilled ale, sweat and rosemary oil assails the nose then grows unobtrusive until the next morning.  The door opens to the taproom.  Half of this room is taken up bytables and stools with benches and tables lining the wall.  The other half is clear before a long bar.  Open stairwells lead to a mezzanine over the benches where more small tables and stools cluster and then further to the second floor where doors block further view.

The Mason's Jar buys in ale from many local breweries.  Wife-ale, a nut-brown ale with faint citrus tones is the usual tipple.  A dark wheatbeer brewed by monks is sold in half-pints to poor masons and apprentices.  An ongoing fad for pale ales, like forgewife or furst ale among the wealthy attracts a premium price.  Those drinking such are noted by regulars as nouveau riche or potential patrons.  Wine is also sold, a sweet dark wine said to ensure potency and a red with fruity undertones.  Spirits are not sold by local ordinance and those with them are discouraged from drinking them ont the premises.  Food is inconstant in quality with a stodgy saltfish crumble that provokes thirst, sauerkraut and rock cakes accompanied by delicious sweet cherries marinated in brandy.

The landlord is a surly, burly human gentleman called Jessem.  Familiar with masons and their ways, his clothes are well-mended, his hair a mass of iron curls defying comb, eyes glaring from under beetling brows. He snorts and stamps his way through life, though his cellarmanship is first-rate. The other staff are courteous if subdued and mildly terrified of him.  In the early hours customers are unceremoniously asked to leave by broom-wielding staff.  This has provoked uproar on many times until Jessem comes downstairs, usually to bar the tardy for a lunar month.  Within the Jar's walls, Jessem's authority is a mail fist in a steel gauntlet.  The only exception is the mediocre cook, Addel, a weatherbeaten old sailor who Jessem tolerates with unusual grace.

Five small east-facing garrets on the second floor are available but at double the usual rate.   Jessem leeringly claims this discourages casual whoring, to the outrage of goodwives on pilgrimage.  Those who take rooms here often have commissions, buying the affections of masons with food and ale.  The rooms are warm and well-appointed with coverlets and good straw mattresses.  There is no stabling, again by local ordinance though a municipal stable is a short walk away.  A gang of linkboys patrol the walk between the Jar and the stable at night.

Those seeking masons do well to come here.  Temples, castles and towers attract varied commissions - the whispers of a mason's guild are confirmed on the half-moon every lunar month.  Master masons, influential journeymen and well-heeled gentry visit the mezzanine to discuss business.  These affairs are quiet and subtle but shape the temples' influence upon the city.  Infiltration of the guild by wererats and doppelgangers only serve to make the guild's influence disproportionate to it's size.  Some members are concerned at the guild's rising star being crushed by the temples.  For now, they ride high.

Friday, 4 November 2011

review: the red eye of azathoth

Metric: Brass spheres.  For reasons which will become apparent.  Not that this will help.  After all this is for Call of Cthulhu.  Survival is not a likely prospect.
DISCLAIMER: Review based on a PDF copy provided by Open Design.
Overall: 5 brass spheres (worth the wait and then some...)
A well-constructed Call of Cthulhu campaign is a joy to behold and this one is built to last.  Though the epic scale and lack of ready access to dynamite until the last scenario may discourage purists, the quality of this campaign shines through. The historic nature of the campaign makes it slightly different from the usual 1920's or modern-day cosmic horror.  With some truly awesome set-piece encounters and harrowing situations, Red Eye of Azathoth deserves a place in any discerning Keeper's collection. 

Content: 5 brass spheres (a cornucopia of cosmic horrors and likely heroes)
This is a five-part campaign of reincarnating souls in pursuit of an ancient Chinese sorceror intent on becoming master of the world (with a little help) by way of binding Azathoth.  If that doesn't sell you on how insane cultists are, you've not been paying attention.  Pre-generated characters are provided for each scenario - suggestions for other options are available but these are plenty of fun; the last scenario in particular will have your players chuckling if they're Western fans.
The first scenario introduces a Viking raid on Lindisfarne where the stars are right.  Splitting the party between Norse raiders and monks allows for intra-party roleplaying, investigation and gory violence in a tight scenario brimming with Norse zombie lore and Mythos horror against an apocalyptic backdrop where troubling visions may be the least of your worries...
The second scenario leaps to Kamakuran Honshu, where early samurai discover the secrets behind a quietly prosperous village.  Buddhist reincarnation beliefs mixed with distinctive Japanese monsters and the uniquely horrific nature of Mythos magic reveals a scenario replete with treacherous bad guys and stunning visuals set in snowy mountain passes. 
Then to Inquisition-era Valencia, where reincarnated Investigators await torture and worse.  Escaping the Inquisition dungeons will be the easy part.  The odds are stacked against the investigators here and players will need their wits about them to prevent a hideous ceremony.  If an enemy of their enemy can be trusted, will they be able to take advantage of such help?
The next step is Roanoke Island.  The arrival of more colonists may do more than strain relationships with the locals. Yet against this backdrop, a race against time between two former allies puts the newest incarnation of the Investigators between a rock and a hard place.  The roleplaying opportunities come thick and fast here.  The fate of the colony may be the least of your worries.
Finally in Arizona, there is another incarnation.  This has one of the best opening sequences I've seen in any scenario, let alone Call of Cthulhu.  The scenario is classic Western revenge piece.  Cannibalism features large here and using prior relationships with the townsfolk will make this one of the more memorable scenarios that players will experience.
The structure hangs together sufficiently well that events are not entirely dependent on precursors from previous scenarios but the influence of events may enable player agency or provide interesting complications.  The use of the Incarnum skill provides options for lore (including sorcery) making it a double-edged sword.  Sometimes it's possible to know a little too much.
Appendixes with player handouts, new monsters, new spells and other items of interest enable players and Keepers alike to get the best out of the scenario.  The handouts are good-quality and doubtless will inspire responses from players varying from grim chuckling at the Inquisition's handling of confession to wincing at reading some of the magician's manuscripts.

Art & Layout:5 brass spheres (gorgeously grim cover, helpfully organised, lots of fun).
The Malcolm McClinton cover shows berserk Vikings with orange eyes attacking Lindisfarne monks while Norse warriors look on in horror; conveying the mood of the first scenario and setting the tone for the other parts.  Interior art is a mixture of classic pieces.  Each scenario has it's own distinct design and this suits the product perfectly.  Maps and interior art are excellent and where possible keep the aesthetics of each scenario.  The layout and statblocks are helpfully organised with relevant appendices at the end of each scenario so you're not forced to search for long.
 
In conclusion, Red Eye delivers on it's promise.  It's been a long time coming but now it's here you can see why it's got it's Chaosium-licensed status.  Even if you played each scenario as a one-shot that's still five sessions of wonderful Cthulhu goodness.  The ability to roleplay and think laterally is essential in this scenario.  If your players are of the 'open door, kill monster, take treasure' attitude, this may not be the best option.  Yet those players may also relish the break in pace.  Diehard Cthulhu fans take note, this one is worth your attention.
Related Posts Plugin for WordPress, Blogger...

Greatest Hits