Showing posts with label AD&D 2nd Edition. Show all posts
Showing posts with label AD&D 2nd Edition. Show all posts

Sunday, April 2, 2017

Odds and Ends

This post includes a miscellany of items and updates.

First is a Pathfinder conversion for a magical item that I originally created for Skull & Bones, the Bloody Banner.

New Magical Item: The Bloody Banner
Aura strong conjuration; CL 15th
Slot NA; Price NA (not available for sale); Weight 2 lbs.
DESCRIPTION
This ensign, which once was a flag of truce, has long since been stained into solid if blotchy red with the blood shed by enemy crews slain by those who flew it. Indeed, it has now been fused with bloodlust and gore, creating a source of violence and vigor that fuels those who fly it on their vessels.
In game terms, those who serve aboard a vessel flying the bloody banner gain a +2 circumstance bonus to damage, as well as fast healing 1. In order to maintain these benefits, the members of said crew must bathe it once a month in the blood of enemies whom they've slain in battle.
DESCRIPTION
Requirements Craft Wondrous Item, regeneration; Cost NA (not available for sale)





Next, I've added plot hooks for use with the Sentient Nebula (see link).

Sentient Nebula


Finally, I've added more titles to my reviews of the Spelljammer novels and comics.

Spelljammer Reviews

-Nate


Thursday, October 20, 2016

Throwback Thursday: Spelljammer Reviews

Back in August, when I posted my recap of this year's Gen Con, I mentioned that I'm working on a series of space fantasy adventures—actually, an adventure path. I don't know if I've mentioned before that I like to coordinate my reading with my writing. Looking for space fantasy novels to go with this project is what brought me to The Daedalus Incident, The Enceladus Crisis and The Venusian Gambit, books that I reviewed back in July. I've also tracked down a printed copy of The Sail Weaver by Muffy Morrigan. To fill in the gaps, however, I've also been rereading some of my old Spelljammer books, and I figured I'd share some of my thoughts. Please note that I'm reviewing the first novel here, and I'll add to this post as I finish the other ones. 



Beyond the Moons by David “Zeb” Cook
This is an unusual series because it has six novels by five different authors. The first book, then, needs to launch the whole thing, and does a good job of it. Detailed below are what I see as the pros and cons of the novel.

Pros
  • I like the main character, Teldin Moore. He's a pretty average guy, a farmer from Krynn, who's put into an unusual situation after a Spelljammer vessel crashes on his land.
  • I really like Gomja, the Giff warrior who survives the crash. He is easily my favorite character in the whole book.
  • The action moves at a good pace, with a good balance between combat and plot development.
  • David “Zeb” Cook does a good job of making the evil neogi seem really different from other characters and monsters.


Cons
  • I don't love the main character. Sometimes it seems that Teldin is not as important as the cloak that he wears, which may have been the author's intention. Even so, I like Gomja more than Teldin.
  • This is really a Dragonlance novel, since the whole thing is an extended chase scene across large parts of that setting and only reaches Wildspace at the very end. (Again, however, I understand why the novel is written that way.)
Additional Notes
  • I find it interesting to note that this series of six novels matches the number of modules typically found in a Pathfinder Adventure Path. It has me wondering what level Teldin is during each book. (I assume that, since he's a veteran from the War of the Lance, he has gained some XP before the start of this book.)
  • It's always interesting to see how much fiction based on AD&D campaign settings reflects the rules of the game. The spells depicted in this book seem quite similar, but combat in a story never quite feels like how it works in the game.




Into the Void by Nigel Findley
In this second novel of the series, much of the action takes place in Wildspace, although it concludes in and above the Forgotten Realms. Once again, here are some highs, lows and other notes.

Pros
  • I like that this novel presents more of life on a spelljamming vessel, something that wasn't present in the previous book.
  • While the creation of suspicion seems a little heavy-handed at times, it still works; the betrayal at the end still makes for intriguing drama.
  • Once again, there's a good mix of action sequences and scenes that develop the overall story of the series.


Cons
  • There's a feeling in this novel that the author was only allowed to do so much; it seems like there were prescribed start- and endpoints for novels in this series, and authors were forced to work inside them. Because of that, it feels a little less than epic in scope and scale.
  • Description in this novel seems overly inclined to use hyperbole, with many situations being really painful, frightening, etc.


Additional Notes
  • I know that romance adds interest to novels, but it seems to happen really easily for Teldin Moore. In this novel he develops it first with a gnome (?!) and then a human, which seems like a lot since he already experienced that with an elf in the preceding book.






The Maelstrom's Eye by Roger E. Moore
This third entry from the series leads from the Rock of Bral to a gnomish outpost called Ironpiece, and thence to what might be the most unusual sphere in the whole Spelljammer cosmology. It adds the orcish fleet to mix, too, along with a mysterious villain who looks like a lich.

Pros
  • Seeing the Rock of Bral was a fun touch, given that it was the base of operations for my adventuring party back in junior high and high school.
  • This novel also sees a favorite character's return.
  • There's some good, solid ship-to-ship combat in here, too.


Cons
  • In this novel Teldin is often angry. After seeing his personality through the two previous books, this seemed uncharacteristically harsh from him.
  • There's a heavy dose of weirdness and silliness in the book, too, given its focus on gnomes and the bizarre Herdsapce.
  • The addition of the orcish fleet means that a decent amount of it focuses on building up those characters, which at first distracts from Teldin's own story.


Additional Notes
  • Once again there's potential romance for Teldin, this time in the form of a kender. I won't spoil how it develops, but it's becoming hard to take any love interest for him all that seriously.






The Radiant Dragon by Elaine Cunningham
The fourth novel in the Cloakmaster Cycle—and the second one not set on a major campaign world—takes Teldin Moore right into the middle of the Unhuman Wars, the growing conflict between the goblinoids and the rest of the Known Spheres. Both sides seek to gain control of the mighty Spelljammer vessel, either by recruiting Teldin or by killing him and taking his cloak.

Pros
  • The titular character, a radiant dragon named Celestial Nightpearl, is an interesting addition to the series.
  • We see some familiar faces again, such as Estriss the mind flayer and Vallus Leafbower the elf.
  • Two young dracons, Trivit and Chirp, are fun characters that provide an engaging contrast to Teldin Moore.
  • There's effective drama involving Teldin's decision about whether or not to help the elves by bringing the legendary ship to their side in the Unhuman Wars.


Cons
  • Once again, it's too hard to become invested in characters who aren't Teldin Moore, since many of them are only around for one novel.
  • The plot element of having someone in Teldin's crew supplying information to those who seek the cloak is starting to feel overused.


Additional Notes
  • Cunningham also does a good job of working in numerous monsters from the Spelljammer canon, including the witchlight marauder. Since my brother was the DM for our Spelljammer campaign, and thus I didn't have much opportunity to look through the Monstrous Compendium appendices for the setting, I'm wondering just how tough those beasts are in terms of game mechanics. 
  • At the end of this book there's a list with the remaining titles in the series. Next up is The Broken Sphere, written by Nigel Findley; after that comes The Ultimate Helm by Roger E. Moore. These two authors will have a chance to revisit the series, although I know that it's not entirely going to work out that way.   






The Broken Sphere by Nigel Findley
This, the fifth novel in the series, sets the reader up for the big finale. Detailed below are some thoughts about it.

Pros
  • Nigel Findley does a good job of developing steps in Teldin Moore's search for the Spelljammer; our protagonist visits some interesting locations, meets unusual characters and learns a curiously different means by which to seek the vessel's place of origin.
  • The novel finishes on a suitably dramatic cliffhanger, thereby setting up the series finale in Book 6.


Cons
  • I've grown tired of having enemy agents aboard Teldin's vessel, along with their intrigues, as a plot element.
  • Once again, we see how messed up is Teldin's love life. This, too, has grown tiresome.
  • It still feels that the items Teldin carries are the source of his abilities, as opposed to him relying on his own innate qualities.


Additional Notes
  • This, then, sets us up for the big finale—but one that I already know won't live up to expectations. Even so, we sail onward.






The Ultimate Helm by Russ T. Howard
The first time I read this book, I was disappointed. It felt much different in tone from the other five in the series. That, combined with the fact that I knew some change of author had occurred, led me to be dismissive of it.
I'm glad that I've read it a second time.
This time around, while I still think that it has a different tone from the other novels in the series, I also see how it develops a theme that provides a sense of closure for the series, and how some of its idiosyncratic qualities help to develop that theme. What is more, I think I see how it does a good job of taking material from the Spelljammer RPG line—most notably, the Legend of Spelljammer boxed set and the adventure modules Goblin's Return and Heart of the Enemy—and works them into a cohesive narrative.

Pros
  • Howard does a good job of keeping the action moving with numerous short chapters and shifts between different characters.
  • The introduction to each chapter provides a snippet of background information from the history of the Spelljammer, which helps to make it a richer setting.
  • We see the return of several familiar faces, and they are brought back into the story in sensible and meaningful ways.
  • There are a lot of vividly described battle scenes.
  • As mentioned previously, although the plot and theme feel distinctly different from the rest of the series, they do combine to create a meaningful conclusion for the series.


Cons
  • I don't like the depiction of Teldin on the front cover, since it departs so notably from how he's depicted on the other covers.
  • Once again, the novel introduces a bunch of characters who aren't going to be around very long.
  • Because the battle scenes act as the backdrop to the character-centered action, I sometimes felt distracted in reading them.
  • Some grammar and punctuation errors in the novel make me wonder how thorough the editing process for it was.


Additional Notes
  • I need to read some of my old Spelljammer RPG material to see just how this borrows from that existing canon, and thus to give some perspective on what I think must have been the author's process.
  • There's a special “thank you” for Roger E. Moore on the inside title page, “for his contributions to this work,” that makes me wonder just what events transpired in the development of this novel.





Wednesday, October 8, 2014

Campaign Considerations

This post presents important questions for a GM to consider when thinking about adding space travel to a fantasy campaign.

-Nate


Campaign Considerations
GM's who are thinking of adding aetherial adventures to a Pathfinder campaign should consider a number of questions; some of these are presented below.

How well developed is space exploration and travel?
The answer to this question can have numerous implications for a campaign. After all, if the PC's are among the first to discover the possibility of aetherial travel, they gain a tremendous amount of potential influence. The powers that be are likely to take a considerable interest in the party's vessel; some might wish to hire their services, while others could seek to steal the ship. Many of the party's activities are the first of their kind, perhaps allowing them to lay claim to new territory for their own exploitation.

In what capacity are the PC's serving aboard their aethership?
The possible crew positions are detailed above, and can determine the daily tasks that the PC's face. This can be similar to deciding the watches that characters take during overland travel, in that the players should also determine in which watches their characters are active. There is also the question of how powerful the PC's are when they venture into space. This is likely to influence the positions that characters fill aboard aetherships, as mentioned above. Starting PC's might be ordinary crew members, or perhaps assistants to NPC's in specific positions. More seasoned characters, on the other hand, could fill those positions themselves, or perhaps even be captains or owners of vessels. By the end of a campaign, the PC's could even become merchant princes or military leaders with fleets of vessels at their command.

What do members of the planetary populations know about space travel?
The answer to this question can greatly influence roleplaying situations when the PC's make landfall. Can they just sail into a port city, or must they land in the wilderness and make an overland trek so as to avoid suspicion? In the prior case, they can go about their business as usual, and the locals don't give the matter a second thought; in the latter case, they must conceal the true nature of their activities lest they cause a significant disturbance in the social fabric of the culture.

Is it possible to travel between known campaign settings?
One of the novel elements of the old Spelljammer campaign setting was that it allowed characters to move between the worlds and solar systems of existing campaign settings—say, from Oerth to Faerun to Krynn. A later incarnation of that setting, Beyond the Spider Moon, did away with that, instead focusing the action on a single system, Pyrespace. That seems to be the tendency for Pathfinder's Golarion setting, too. Even so, some GM's may wish to leave travel between settings. That can have serious repercussions, though, if one world has relatively low magic while on another one magic is common. For that reason, such possibilities should not be entertained lightly.

What religious implications does space fantasy have for a setting?
Building off of that last question, one must consider how having multiple worlds, each with its own native culture, affects the religion—and thus the planar structure—of a setting. In the example mentioned above, each setting had its own pantheon of deities. This meant that the universe had multiple pantheons, with deities overlapping in their spheres of influence. It also raised the question of whether gods from one setting had any influence in other settings, and thus whether or not they could grant spells and other divine benefits to their worshippers. That question has huge implications for the overall campaign(s).

What kinds of economic implications does aetherial travel have for a campaign?
Aetherships are valuable items. To that end, giving one to a party of adventurers puts a lot of potential monetary wealth at their disposal. On the one hand, they could share this asset and use it to set out on any number of interstellar adventures. On the other hand, they could sell it and use the gold for buying magical items with which to bolster themselves. The latter possibility could become unbalancing for a campaign, and it could also become problematic if the party faces multiple encounters in which they meet other aetherships in difficult situations and thus have a chance to claim other vessels as booty. For that reason, the GM should be careful to limit these potential acquisitions.

Does the campaign keep moving from place to place, or is it based out of a particular location?
By their very nature, fantasy roleplaying campaigns keep the party of adventurers moving from place to place. While such an arrangement provides plenty of opportunities for plot hooks and action, it can also make for a campaign that lacks any real sense of familiarity. It is true that the ship acts as the characters' home, but that's no substitute for living in a city to which the PC's return between their adventures. After all, that sense of “coming home” helps make the setting feel real for players. That is why it's probably best to avoid a purely episodic campaign in which the heroes are always moving from one place to the next.

What military implications do aetherships have for a setting?

Keep in mind, too, that flying ships have a considerable impact on battlefield tactics. In most medieval fantasy settings, fortresses are still formidable obstacles. While powerful characters have access to magic that lets them fly, ordinary soldiers do not. This all changes when those same soldiers can board an aethership and use it to fly over a castle's walls.

Monday, June 2, 2014

Encounters

This post is a follow-up to the scenario Strange Bedfellows, post previously. It presents four encounters using the AD&D 2nd Edition rules, in the Al-Qadim campaign setting.

Encounters

-Nate

Wednesday, April 30, 2014

Strange Bedfellows

Continuing in different directions, in this post I have a link to a short adventure for the AD&D 2nd Edition rules and the Al-Qadim campaign setting. It's intended to bring together a new party of adventures, and to help develop background stories (and thus plot hooks) in doing so. It can easily be adapted for other systems and settings, of course, perhaps as a way to launch a campaign centered on the Mediterranean Sea.

Strange Bedfellows

-Nate