Our heroes have learned much in the Amber Temple. What follows may be considered a spoiler. You have been warned.
26 September 2022
19 September 2022
First Impressions - Colostle - a solo RPG adventure
Colostle - a whimsical roleplaying experience |
Colostle is a 65-page colour hardback solo roleplaying game written and illustrated by Nich Angell, released following a successful kickstarter campaign. Subsequently, Nich has set up a patreon which supported the creation of extra material which has subsequently been released in "The Room lands" expansion.
TL;DR: Colostle is simple, whimsical and effective game which looks like a lot of fun. Colostle is definitely worth exploring if you fancy a solo journalling roleplaying experience. It's beautifully illustrated and well written.It was the artwork which originally caught my eye. I've never hugely been into solo games, unless you consider the Traveller RPG systems for starship and world design as solo gaming. More recently, I've dabbled with games such as "The Wretched", which I've shared here on the blog.
The Colostle is a huge castle, so big that its rooms hold fields, valleys, oceans and mountains which can be explored. Exploration is perilous; beyond the natural hazards of creatures and environment, there are also the Rooks. These are strange automatons which lumber through the world, guarding its mysteries, sometimes threatening settlements. Rooks, if defeated, are a source of weird technology and power.
Characters are defined by four elements: their calling; their nature; their class; and their weapon. The game uses cards to drive its mechanics (there's a really nice set created to go with the game) and journaling to record the outcomes of adventures. It's open- ended rather than a choose-your-own adventure format. Ultimately, the procedurally generated method may be repetitive, but it relies on your imagine to interpret the outcomes.
A character's calling can be selected from a card draw, or a player can chose their own reasons for adventure. This is the reason your character is adventuring, the thing that has drawn them from the safety of a settlement. I think a card draw makes sense for your first few play throughs. Nature represents the way a character behaves; again, there's a table to use if your inspiration fails you.
A character's class will determine their Exploration and Combat scores. There are four basic classes: the Armed; the Followed; the Helmed; and the Mounted.
- The Armed have integrated an arm bearing some kind of tool or weapon from a Rook to themselves. They're slightly better at combat than exploration.
- The Followed have a "Rookling" companion which follows them around and helps them. The Rookling is likely able to do a magical attack. That said, this partnership is at its best exploring, although it's average at fighting.
- The Helmed have harvested machinery from the heart of a Rook which allows them to access the magical technology which underpins the way that Rooks work. They are poor at exploration but the power they can access make them very strong in combat.
- Finally, the Mounted ride a mechanism taken from a Rook, giving them a swift and easy way to traverse the colostle. They are very strong at exploration but weak at combat. In many ways, they're the opposite of the Helmed.
The heart of the game is the exploration phase. Each turn, you draw a number of cards equal to your character's exploration score (typically two to five cards). You review the cards you've drawn against a table. They can trigger events with people and creatures or structures and objects depending upon their colour. Each individual card has a unique result. Some of those results give the choice to use specific modules for oceans or cities which tailor results to those environments. Once you've drawn your hand of cards, you can chose the order in which you resolve them. If combat has been triggered, you get to choose when that occurs in your narrative. There are sub-tables if you trigger an event or find an item.
The Ocean module works in a similar way, but introduces weather as a new challenge. Once you're sailing, you'll need to find a new coastline to disembark and return to a landward quest.
Cities are built from Rooks, and are places to buy equipment, find quests and obtain information. They always have a Hunter's Guild, a Tavern, a Merchant and a Housing District. They'll also have some additional amenities determined by pulling more cards (typically four). You determine these by referencing a table again. Some of these give opportunities to carry out quests and earn treasure. Others give a chance to spend treasure and raise your ability scores. For example, dining out in the gourmet district and spending treasure at a restaurant can increase your exploration score. Cartographers will pay treasure for maps of quests that you undertake.
If you have enough treasure, you can buy a house in the city, which gives the opportunity to heal fully, and also use the city's trade caravans to return swiftly from a guest (without drawing more exploration cards).
The next section of the book discusses what happens if you should ever ascend high enough to reach the battlements. Few have reached them, and even fewer have returned because they're very dangerous. More tables are given to help explore this region; you'll need to make choices between stealth and reward. If you are very lucky, you may unlock access to another character class, The Within. This could be the end of your character's story or the start of whole new adventures.
The book also includes a cute two-page map of the known Roomlands, more for inspiration rather than mechanics. It matches the wonderful art style which drew me into the game initially.
The final section of rules deals with combat. It gives the procedures to create an opponent, be they person or Rook. Rooks are far more dangerous, and can easily overmatch a character if they're large.
Combat proceeds with your opponent drawing a card for their first attack (typically, a person will make one attack whereas a Rook can make three to five attacks). You'll have drawn cards equal to your combat score as options. You allocate one of your cards to face that attack. If it is higher, it beats the attack. If it is lover, you take a wound. Equal scores mean no-one wins. If you win with a card of the same suit, you score a critical hit and your opponent loses their remaining cards and are disabled. You otherwise win a combat by defeating the majority of the attacks against you.
Defeating a person leads to treasure. Defeating a Rook leads to the reward you generated when creating the Rook and an ability point increase. If you take wounds, they reduce your abilities after the fight concludes. If a score hits zero, your character dies. You get to decide, na natively, how fast your character heals (or if they do).
And that's it. A simple, whimsical and effective game which looks like a lot of fun. Colostle is definitely worth exploring if you fancy a solo journal ling roleplaying experience. It's beautifully illustrated and well written.
First Impressions - Ruins of the Lost Realm (The One Ring 2nd Edition)
Ruins of the Lost Realm (...of Arnor) |
TL;DR: "Ruins of the Lost Realm" is the first supplement for The One Ring 2nd edition. It's a good basis for a campaign. It doesn't have the depth or epic feel that "The Darkening of Mirkwood" had in TOR1e but has still got the scope to make the players feel like they're making a difference. It's gorgeously well presented and well structured to use, and should be fun to play.
Ruins of the Lost Realm is the first sourcebook released for Fria Ligan's refresh of "The One Ring' (TOR hereafter) which was massively successful at Kickstarter. it came out of the stretch goals and describes the region of Eriador, focusing upon the lost kingdom of Arnor and its successors. It's been a while since I read the first edition TOR book that covers this area, so I won't be making a comparison.
Physically, it's an attractive 120-page full colour hardback book with a red ribbon bookmark. The end leaves have a map of the city of Tharbad at the front and a region map of Eriador for travel at the back. The book has a bowed spine (like a more traditional hardback novel) as seen on Vaesen and Forbidden Lands rather than a flat spine (as seen on first edition TOR). The cover has an attractive linen finish rather than a glossy, smooth surface. I love the artwork, which is very evocative. There are colour plates in the style of the cover for chapter headings and lovely line-art scenes of characters and locations.
The book also includes a fold out map of Tharbad, which it envisages as becoming a base for a fellowship to operate from or return to for supplies and rest. Tharbad is the largest city in the region, but a shadow of its former self following the floods in 2965, after the Fell Winter. It's worth noting that the map is loose, unlike those seen in Wizards of the Coast D&D books like Curse of Strahd. Originally a Numenorean port located up-river to support logging operations and later trade between the two kingdoms, it managed to survive the war with the Witch King of Angmar, but now continues in a steady decline. The city is now led by a former bandit chief who married into local nobility to become respectable. Located south of the Shire, the Grey Havens and Rivendell, it is a lonely city with few settlements around it. This is a melancoly setting in decline. Perhaps the fellowship can hold back the darkness for a while, but this is a region with everything stacked against it.
The first chapter focuses on Tharbad and the regions around. The city is described in detail, starting with its history going back to the First Age, covering its glory days as the town that was shared between the two kingdoms, and then how it has fared since the fall of Cardolan, the last of the successor kingdoms of Arnor to fall. It won't surprise you that it's a shadow of its former self. The text describes the various districts in Tharbad, calling out key and interesting locations and people. NPCs have text describing their background and situation, with a quick summary of their occupation and distinctive features. They don't have stat blocks, so the GM will need to draw upon the TOR Core Book or improvise. Tharbad is at a crux point;it barely qualifies as a safe haven in the lone lands, and the actions of the characters will determine its fate.
The chapter continues on to describe surrounding areas such as Swanfleet (a marshland with rumoured giant swans) where some of Tharbad's populace fled following the Great Flood. Lond Daer is another point of light. Queen Nimue was acclaimed to rule the settlement after she killed a sea serpent that menaced the surrounds, perhaps after seeking advice from Gandalf the Grey. Lord Daer has a history going back well into the Second Age. It was a significant Numenorean port until the tidal waves of the Island's downfall caused huge damage, permanently flooding part of the town. Five tall towers still stand in the flooded ruins, reaching up to the stars.
Going west to Blue Mountains, there's the Dwarf-Hall of Harmelt, long time source of riches. Since the restoration of Erebor, the Hall has become increasingly isolated, as the iron mines to the north have become abandoned as the dwarfs refocus around the Lonely Mountain. The proud dwarfs dig deep, searching riches and security.
The second chapter - "A Gathering Storm" - outlines the threats to the region. These come from Black Numenoreans, the White Hand of Saruman, and Raiders from Dunland. Each is treated similarly. An overview is given of the threat, and then key foes are described including full stat blocks. This includes their motivations and rivalries. A timeline is given, explaining how things may play out if the characters don't intervene. Some of the timelines contradict - there is space for events to be caused by differing actors dependent upon emergent play in the campaign.
It's worth noting that Saruman is not - as yet - an agent of the Enemy. However, his actions in Eriador, seeking ring-lore and investigating what happened to the One Ring could bring his agents into conflict with the fellowship. Alternatively, they could end up being offered employment by the White Wizard. That may well lead to an interesting meta situation with players who know Saruman will become a bad 'un, but whose characters will have seen no evidence of this at all.
The chapter ends with a short description of other shadows which could threaten the region. The concluding one is the long defeat; this part of the world is doomed to decline until the Shadow is lifted and the King Returns.
The final chapter describes twelve landmarks scattered across Eriador that the characters can visit. They're written up in a style that reminds me of the adventure sites in Fria Ligan's "Forbidden Lands". There's just enough description and background to run an adventure there. Each one has a map, with key locations and foes described. The danger level of the sites is not consistent; there is no structured route between them to protect characters unlike an adventure path or some of the D&D campaigns. That's not a bad thing (indeed, it touches some of my OSR tendencies), just something to note. However, if you want to find out what happened to the treasures of King Arvedui of Arthedain, you can expect trouble! You can visit the White Towers, take a risky forest journey into Eryn Vorn, sail on Lake Evendim and take a journey to see the view from Weathertop. Mount Gram (now an Orc stronghold) and the lands of the Angle are also described. Rivendell isn't, as it's covered in the material with the Loremaster's screen. All these locations provide interesting hooks to interweave into the overarching plot from the shadows facing the lands.
The book concludes with a page of optional rules and guidance for the lore master, and then a useful index.
"Ruins of the Lost Realm" is a good basis for a campaign. It doesn't have the depth or epic feel that "The Darkening of Mirkwood" had in TOR first edition, but its still got the scope to make the players feel like they're making a difference. It's gorgeously well presented and well structured to use, and should be fun to play.
19 September 2022
17 September 2022
Curse of Strahd - S5E9 (50) - Dark Powers revealed
Our heroes have battled their way into the Amber Temple, only to parley with one of the temple's guardians, Neferon. They've managed to convince the reformed fox-like fiend that they are not there to liberate the dark powers trapped within, and have gained his blessing to consult with Exethanter to see if he can assist.
Our dramatis personae:
Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.
Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good
Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.
also featuring:
Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.
and introducing:
Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her), a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!
All characters and sidekicks are level 8. This was the first game in a few sessions with all the players back.
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18th December, Morning.
Taking Refuge... |
11 September 2022
#HorizonsLIVE - a timely reminder of my insignificance
Infinite Singularities |
At the beginning of things. |
Behold, the Singularity! |
Exploring Spacetime |
Robin Ince in flow |
Professor Alice Roberts on stage |
More of the show |
10 September 2022
Gaming update - start of September 2022
The doughnut of games |
D&D5e, in the form of Curse of Strahd, is half the overall games played, which also means that the Roll20 VTT is the dominant platform that I have used. It's definitely been going through a steady upgrade path this year and the AV element appears to be pretty rock solid now.
Gumshoe overall comes in at second place, split between Trail of Cthulhu and the Yellow King. Mausrítter has suddenly jumped up to equal third place, as I've been running for the kids.
Furnace is coming, which will add 3 new games and 5 sessions to this; who knows, I may make a game a week equivalent this year!
10 September 2022
08 September 2022
Curse of Strahd - S5E8 (49) - Into the Temple
Our heroes have just met some of the Mountain Folk who have taken refuge in a room of the Amber Temple accessible from a fissure, probably caused by an earthquake. It's still early in the morning, and first light hasn't reached the rest of the mountain canyon yet.
Our dramatis personae:
Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.
Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good
Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.
also featuring:
Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.
and introducing:
Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her), a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!
All characters and sidekicks are level 8.
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18th December, Morning.
04 September 2022
Mausrítter - that difficult second album
Ready to go. |