Archive for the 'Modules' Category

20
Mar
13

an “oriental” adventure

I’m using “oriental” in scare quotes because my partner is Chinese and keeps rolling her eyes when she sees that word.  But y’all know what I’m talking about.  Last night, with very little prep, I ran a kinda dumb scenario based on OA1: Swords of Daimyo for half of our Pendragon crew (Skidoo, stop looking after your family and come back!)  Alas, while it did feature ninjas wearing Spider-Man costumes, there were no giant robots or love-smitten beetle-accessories.

a nice day for a . . . white wedding

The unstoppable forces of TANAKA Toru (poetry-loving samurai lord of Bingo Village, notorious for its unbelievable hidden treasure caches) and WATANABE Yuki (financially ruined Bushi and master to the strange hairy gibberish-speaking forest gnome Konando) combined to thwart a wedding!

A wedding of eeeeeevil!

Or, at least, a wedding involving a heartbroken suicide returned as a horrible demon of insanity, a clan of ninjas wearing Spider-Man costumes, and more court intrigue than could easily be displayed on a relationship-map. Plus, burning buildings! A pavillion tent with one entrance but three exits! Psychic duels! A display of incredible archery! “Furious” urination! An attempted seppuku! Sake! Sorcery! And a litany of similes as inexhaustible as the ocean’s waves!

Poor Tanaka was driven insane, Watanabe kept encouraging the bridegroom to kill himself, and stout-hearted Konando rang a gong like a gong-ringing monkey-dwarf to wake up a priest who actually did the hard work of banishing the demon to save the day.  But he is only a priest, and everyone knows that glory goes to the warriors.

some half-assed prep

Before I had a scenario in mind, one of my players rolled up a down-on-his-luck Bushi character of very low-class origins.  When the Oriental Adventures Monthly Events table indicated that there was to be a Momentous Wedding . . . well, you gotta get Toshiro Mifune to that one somehow, don’t you?

By complete coincidence, this player had named his Bushi after one of the loyal vassal families of Niwa Hirotada, shugo-daimyo (military governor) of Miyama Province.  So I figured some comical fop had gotten the names confused and would deliver an wedding invitation for this dude.  And since, under the Oriental Adventure rules, he would constantly be smacking into serious negative reaction modifiers when hobnobbing among the aristocracy, hijinks would probably ensue.  And they did!

So, dig it:

  • NIWA Hirotada = military governor, head of Niwa family, more or less decent guy
  • IGI Tajima = civil governor, a sinecure position; mostly collects taxes and gives grief to the rival Niwa family
  • EBISAWA Ryu = head of the Ebisawa family, traditionally loyal retainers of the Igi clan . . . buuuuuut, Niwa Hirotada has offered his niece in marriage to
  • EBISAWA Saberu = son of Ryu; engaged to Niwa Hirotada’s niece; just had a heartbreaking affair with
  • WATANABE Minori = princess of the Watanabe clan which is traditionally loyal to Niwa.  Committed suicide when Saberu called off their elopement.

So what’s going on in political terms is that Niwa Hirotada is peeling off the Ebisawa family’s loyalty to the Igi clan. If anyone had known that Saberu was already having an affair with a girl of the Watanabe family (loyal to the Niwas) it might have accomplished the same result, but nobody knew, it all came to tragedy, and Saberu is kind of a mess.

Minori’s ghost comes back as a Con-Tinh, sort of an evil dryad demon of insanity, haunting the cherry-blossom Shrine of Taro the Poet, where Saberu will be married to Niwa’s niece.  She is supernaturally disappointed in Saberu, and plans to possess the spirit of his bride and have them commit a lover’s suicide.

Meanwhile, someone else has hired a clan of Spider-Man suited ninjas to kill young Saberu.  All signs would seemingly point to the civil governor Igi, who is mad that the Ebisawa clan is breaking up with him, but there are actually several other possibilities based on the political situation in Swords of the Daimyo.  I hadn’t really figured out who is responsible, except that blaming Igi was probably too obvious to be true.

It turns out that a second player arrived, created a Samurai loyal to the Niwas and a friend of the Watanabe clan, so that was handy for the purposes of exposition.

The adventure consisted of mostly improvised social encounters as the players gradually pieced the social and political puzzle together, and fended off various assassination attempts and supernatural events.

Major adversaries included the Con-Tinh ghost of Watanabe Minori, three unnamed 5th level Ninjas (a Ninja/Sohei priest with 10 first-level followers; a Ninja/Wu Jen who impersonated a member of the entourage and attempted to poison Saberu; and a Ninja/Bushi who was going to kill Saberu on his wedding night with a sword he’d stolen from the PC Bushi), a group of drunken Were-Bears who kept breaking into a village’s rice-warehouses looking for sake, sarcastic fop Igi Sanekata, and various other stock-character NPC’s.

what worked

The Yearly, Monthly, and Daily Events charts in Oriental Adventures are good stuff, well worth stealing.  For the last five years, my exposure to D&D has consisted very largely of dungeon-delving per the ethos of the OSR revisionist/purist movement.  The idea of running a D&D wedding scenario struck me as irresistibly ludicrous, and it was.

Swords of the Daimyo has a complicated political situation, but that’s actually pretty good in a court intrigue scenario.  The trick is to present that stuff in bite-sized pieces.  In this case, I took the description of Muroto Village from the gazetteer, figured the political situation there would easily tie into the Marriage Event, and bang, the political stuff fell into place immediately.

The rules for Psychic Duels were used, mainly because I wanted to force it in somehow.

Though this scenario was written up perfectly straight-faced–it’s a bummer, basically–the players brought their usual farce and a good time was had by all.  One player couldn’t stop boasting about his secret treasure caches, while the other was busily trying to pretend to be an aristocrat (or hide from people who recognized him).

Perhaps the highlight of the evening was the preposterous Korobokuru barbarian, Konando (originally inserted as a henchman for the Bushi PC), who didn’t speak Fake Japanese and nobody else spoke his dialect, so he mostly communicated in gibberish.  Some interesting facts about Konando emerged during play:

    • If his master is a sleep, Konando will wake him by tugging on the left big toe to signal supernatural danger, or the right big toe to signal ninjas
    • Konando is a skilled woodsman, passable dancer, and terrible cook
    • On formal occasions, Konando wears a big pile of furs, to the point where he looks like Captain Caveman
    • Though Konando cannot understand the content of a haiku, he can count meter very well; furthermore he finds blank verse intolerable
    • The word for “ninja” in the Korobokuru dialect is “Los Banditos Malvados!!

what did not work as well

I’m not great at improv.  If the players had said, “Screw this wedding, let’s just hang out in the city instead,” I did not have anything planned.

I was under an extremely tight time crunch, which is why I did virtually zero prep.  As a result, I defaulted to 2e Wizard spells for the Wu Jen ninja instead of using spells from Oriental Adventures, of which there are many and they are not obvious.  (Quick: what does “drowsy insects” do?  Answer: I thought it made guys like Mothra real tired, but it turns out creates a cloud of mosquitoes who put people to sleep.  Who knew?)  Anyway, even with “standard” spells this guy was a pretty devious assassin.

The Iaijutsu, or fast-draw, rules only give you a +1 bonus to surprising your enemy (on a 1d10 roll), which isn’t enough to be worth a proficiency slot.  (Maybe in OA surprise is done on a d6?  Still, lousy benefit.)

You really do need non-weapon proficiencies, or some way of adjudicating courtly nonsense, when your characters aren’t slogging through a dungeon all day.  The OA/2e proficiency system is kind of a kludge.

in summary

Swords of the Daimyo is quite worthwhile as a gazetteer, as I suspected.  Dungeons & Dragons can be hacked to do Fake Japan, and it was fun, but it’s not a particularly elegant fit.  On a player’s advice I’m reading through Bushido (only $18 for a print copy!) which seems interesting (if not for all the dang early 80’s derived scores nonsense).  Bushido apparently doesn’t come with a local setting (maybe I missed it); you could probably drop Swords of the Daimyo in there and get something quite worthwhile.

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15
Mar
13

OA1: Swords of the Daimyo

In the other post, Sam Curry comments that OA1 is one hell of a module.  He’s right.  I confess I don’t read a lot of OSR blogs.  Maybe someone has talked about OA1: Swords of the Daimyo before and I missed it.  But I suspect that, like many classic D&D modules, you can’t praise it enough, and it certainly deserves to rank up there with The Keep on the Borderlands, Night’s Dark Terror, and The Vault of the Drow.  If you don’t know this one, you should.  It’s an extremely well done wilderness hex-crawl.  David “Zeb” Cook comes through in a major way here.
I’ve been meaning to blog about this thing for more than two years, but I really wanted to play/run it first, and that never quite got off the ground.  Still, better late than never.  Hopefully someone can use this thing with the class summary charts

the province book: hell yeah

Swords of the Daimyo comes in two parts: the Adventure Book, which is terrible, and the Province Book, which is amazingly good.  Briefly, we get a run down on the Miyama Province, a politically important region in Kozakura (“Fake Japan”).
The first twelve pages of the Province Book contain a sketch of Kozakuran politics, which is basically a four-way struggle for power between the Emperor, the Deputy Emperor, the Shogun, and the Deputy-Shogun.  The prominent families in the Miyama Province are aligned with these imperial factions, and they’re all scheming against each other for influence.  If only there were some ruffian adventurers to take care of dirty work with plausible deniability–or a group of noble heroes to sponsor in a way that brings glory to your house…
(These same twelve pages include some boring stuff about climate, trade resources, etc.)
It’s the last twenty pages, though, where the Province Book really kicks ass.  A gazetteer of the Miyama Province, the Province Book provides several adventure hooks, and provides a hex-by-hex view of the setting in large terms.  Here is a typical entry:

1124.  Stone-Icicle-World.  At the base of the mountains, hidden in the deep woods, is a narrow, rubble-clogged cave mouth.  This is the entrance to a vast series of caverns that underlie all of Miyama Province and more.  Although the exact location is unknown to the general population, there are a few hengeyokai and korobokuru who can guide one to the site.According to local legend, Stone-Icicle-World is the place where O-Miyama-no-Mikoto, a local deity, entered the Realms of the Dead to visit his mother.  The caverns are believed to extend for hundreds, perhaps thousands of miles beneath the earth, magically reaching even into other planes and dimensions.  It is also said that the caverns are filled with all manner of horrible creatures, although this is somewhat uncertain as few tell tales of this subterranean region.

As far as names go, “Stone-Icicle-World” kills “the Underdark.”

 

In broad strokes, Miyama Province has three major population centers.  Tamanokuni is the provincial capital, prosperous but beset by feuding yakuza gangs, samurai rivalries, and religious squabbles, while the noblemen plot to wheedle more money out of the shogunate which they can dispense to their underlings to buy loyalty.  Kuda, the former capital, is a large city across Kobawan Bay from the horrors of Kuroijo Castle, where the demon-master Aga wrought untold horrors more than eight centuries ago.  Okahira, to the north, is relatively isolated and has fallen under the control of a Shou Lung (“Fake Chinese”) wizard who is using a figurehead governor to hide an invasion force.
Lurking around are several bandit camps, a ninja village, your obligatory ruins and abandoned mine shafts, and wilderness monster lairs.  There are numerous shrines–including one where a blind saint is teaching fake-Buddhism to a gaggle of goblins.  The former shogun has gone into retirement at a heavily fortified monastery, though he still receives messages from court and continues to meddle in high politics.

 

Numerous villages exist, most plagued by problems which their (naturally) incompetent or corrupt mayor cannot or will not solve.  One of the cool things about the Province Book is that administering your lord’s villages, and making sure the mayors are doing their jobs properly, is an important responsibility for a mid-level samurai.  The idea seems to be that a campaign could be run as an itinerant 7th level Samurai & Friends, roaming around between the daimyo’s manors to make sure everything is cool, bumping into weird stuff on the road and hoping to winter at one of the more comfortable towns.

not everything is perfect

While I’ve said nice things about this product, the Adventure Book that comes with it is . . . well, it’s not good, but it’s 1986 TSR, so you probably shouldn’t expect too much.  It contains a trio of railroaded vignettes which lack all interest.  It does contain eight pre-generated 1st level characters, and maps of typical buildings.

The Province Book’s political situation is a little too complicated for my taste–and much of it happens off screen or by proxy through families in Miyama.  The wilderness encounters are often flavorful, but some could stand to have stronger hooks.  (That said, there are so many laughably corrupt, or slovenly, or undisciplined, or sacrilegious NPC’s that role-playing these doofuses would be a lot of fun, even if there’s no dungeon to loot.)

Also there is a town named Bingo.

how can this be an OSR blog without the occasional C&D letter?

So the problem with Swords of the Daimyo is that the versions available on the secondary market often don’t have the maps.  Let me fix that for you.  Wizards of the Coast, when you put this stuff up for sale again, I’ll gladly take down these scans which are offered solely to help those who have legitimately purchased this on the secondary market.Miyama Province NEMiyama Province, SouthwestMiyama Province SEMiyama Province, NorthwestMiyama Province NWMiyama Province, SouthwestMiyama Province SW

25
Feb
13

Into the Woods We Go

In 1984, TSR published N2: The Forest Oracle, a module for characters level 2-4.  I hate it. It’s a ham-fisted, credulity-straining railroad laid down on a track of base Tolkien stereotypes. The landscape makes no sense, there are obvious PC choices that are entirely foreclosed on, and the event-driving NPCs seem to play by a completely different set of rules than the players. This isn’t even getting into a ridiculous table of mishaps borne out of falling into a river (“a magic item, or 200gp if the player has none”) or a comically blunt Raiders of the Lost Ark ripoff.

On the other hand, I also kind of love N2. It’s got a ruined castle camped by worg-riding goblins that would be perfect for putting Dyson’s Delve under. It’s got no less than 4 hidden groves/glades. It’s got what are basically the underpinnings for a nice little sandbox: A dungeonous cavern, lairs for creatures from the encounter tables, and a comically blunt Raiders of the Lost Ark ripoff.

So I’m trying to remediate the module by tearing it down and putting it back together again. I’m modifying the map- expanding it to the local (6-mile hex) ACKS regional map template, re-arranging and rationalizing it a bit. I’m also re-thinking all of it against the ACKS recommendations for building a campaign map, since it seems useful to have a swatch of low-level campaign fodder I can pull out of the binder when I need it. So this is like a kick-off post for that work.

Reworking and expanding a classic map

Reworking and expanding a classic map

JOESKY DOWN-PAYMENT

The ACKS map template I’m using measures 15 x 25 hexes. If it’s a typically-populated realm unto itself, it would clock in as a principality of 100k-120k families.  However, I’m thinking of this as an agrarian/borderlands realm, I’m knocking that population down a rank to a duchy of 52k families. ACKS predicts right around 5200 families in settlements, with 1042 of them in the largest settlement of the realm (you can see it off the river near the bottom of the map above). That’s a Class IV market that brings in 617gp monthly income for the duke.

It doesn’t really sport any other settlements that even show up on a  map at the 6-mile scale: Its most notable settlements after the largest would be 6 villages of 75-170 families that center the counties of the duchy.  Because much of the map is occupied by somewhat hostile territory, I’m collecting two of them into one which brushes up against the Class V threshold for mapping (250 families) at this scale (it’s in the Southwest of the map near an intersection of roads and a freshwater spring in the nearby hills). The rest will probably end up on the roads out of the mountains and forests, which looks grim for the Count and Countess of Marshy Fens up in the Northwest and Lord Scrubland of the North. There’s a reason no one lives there.

26
Aug
12

mouse guard con scenario

somewhere deep in the wilderness

The weasels, distracted by the unexpected appearance of their look-out’s severed leg, left their captives unattended just long enough for Black Mariya, hidden on a ledge above, to hoist her two injured comrades out of the torture pit.  The survivors fled from the caverns and hobbled through the crumbling autumn leaves, struggling desperately to get back to Port Sumac.  A bitter squall of late October rain threatened to drench them to the bone.  As they huddled huddled around a hastily-constructed fire, they reminisced about their fallen patrol leader, Vidar Blue-Cloak, pierced through both eyes by two arrows.  “God, he was fat,” someone said.

mouse guard’s a lot of fun

(if you like it when mice suffer horribly)

Last night we finished up our three-session run of Mouse Guard, one of those RPG’s that calls out, “Run me more often!” from my shelf.  (Others who clamor: Shadow of Yesterday, Trollbabe, Primetime Adventures.)  Mouse Guard has been out long enough by now that it’s already found it’s audience, but damn if it isn’t an elegant, low-prep, easy-to-run game that (in my experience) always provides a session that is at the very least entertaining.  The thing is written in a way to put me to sleep, and they’re kidding themselves if they think the audience is children, but it’s a damn fine game.

the honeycomb dispatch

A one-shot Mouse Guard scenario, with pre-generated characters, that plays out in about three hours give or take.  Comes with character sheets, GM record forms, a map, and other stuff like that.  I think this link ought to lead straight to downloading a zipped file folder.   But I’m dumb with this stuff, so if it doesn’t work I apologize.




Past Adventures of the Mule

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