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Showing posts with label Module. Show all posts
Showing posts with label Module. Show all posts

The Shunned Street




 

 

Master Dungeons M2: Curse of the Kingspire





Posted by Mark Gedak on Friday, February 27th, 2009


So you’ve stormed the Keep on the Shadowfell and explored the Thunderspire Labyrinth, but they haven’t satisfied you. If you found them to be too easy, too linear or too combat-driven, Goodman Games may have the solution to your problem. M2: Curse of the Kingspire is the second adventure in the company’s Master Dungeon series. This new adventure series is designed for experienced game masters and players, and presents challenging encounters while rewarding intelligent play.


This 64-page adventure is designed for heroic characters of 4th through 6th level. The adventure is densely packed with combat, roleplaying, stealth and trap finding encounters. Curse of the Kingspire is sure to please experienced players as they struggle to rise above the challenges, and fill game masters with evil glee at the same time. If you are looking for a challenging adventure that rewards thinking and creative play, then M2: Curse of the Kingspire is exactly sort of product you should be picking up.The remainder of this review will discuss details of the plot. Consider yourself warned.


The adventure involves the characters’ investigation of a ruined Eladrin fortress. Those gamers familiar with Dungeons and Dragons: Fourth Edition should recognize the Eladrin as one of the new player races detailed in the Player’s Handbook. The race’s name comes from the Planescape setting of Second Edition, though these Eladrin are a reinvention of the concept. In Fourth Edition, they are a more fey-like elven race, roughly equivalent to High Elves from earlier editions - graceful, aloof, and detached from mortal concerns. It is suggested that the players could be attracted to the adventure site by the lure of lost lore, the hunt for a fabled artifact, or desire to disrupt a dangerous new cult. Regardless of the hook to bring the party of characters to the Kingspire, there is considerable adventure for them to experience.


The start of the adventure involves the PCs becoming aware of the threat of the cult inhabiting the spire. This area is designed for infiltration, with the PCs having opportunities to negotiate, bluff or sneak their way past opponents to reach the cult leader at the height of a ritual to reunite the Eladrin court with the material plane. Even though all opponents have been provided with combat statistics, there is no assumption that all encounters will degrade into combat, and several are more difficult if the heroes resort to violence first. At the end of this section the PCs will have infiltrated the hamlet near the Kingspire, fought voracious undead, and interrupted a magical ritual that sweeps them into a prison demiplane of the Kingspire’s last night.
Experience as a gamemaster is definitely needed in the second section of the adventure, as the players become caught within a time loop, reliving the final thirteen hours of the Kingspire’s final night. In this section there are a number of time sensitive encounters that activate if the characters are in the right place at the right time. This area will require careful roleplaying to avoid the pitfalls of a decadent Eladrin court while struggling for a means to escape the demiplane.


The final section involves the PCs descending into the catacombs of the Kingspire to find a way to end their imprisonment in the demiplane. This section is more straightforward, with brute force working very well for most areas, with the exception of the final encounter with the Devourer Worm. Once the heroes have recovered the artifact that can free them from the demiplane prison, the best approach to dealing with the Devourer Worm is to run like hell and hope you run faster than the slowest guy in the party. Strangely the worm has a bite that grabs, but no special attack on a held grab.


There is definitely an “old school” feel to this adventure. There are some extremely tricky traps, such as in the torture chamber. In this encounter, the first PC to see the iron maiden may be psychically linked to the spirit of a half-elf killed in the far past. They begin to bleed out until they are removed from the room or the iron maiden is opened (there is no option for saving to ends the effect). Once open, the ceiling above the maiden begins to collapse while the corpse of its victim tries to grab the PC who opened the iron maiden. If the grab is successful, the ceiling automatically hits.


There are some potentially devastating encounters, such as when the PCs try to cross the swamp only to be attacked by swamp zombies. If the zombies are successful at getting several hands on the raft, they overturn it, sending the heroes into the swamp with the intent of drowning them. There are powerful magic items that are both boon and bane, such as a magic orb allowed you to reset a daily power at the loss of heroic surges (possibly permanently), or a magical artifact that is liable to consume your PC in the long run. There are some plot fiats that constrain the story at key points - the magical ritual that the PCs arrive to prevent cannot be stopped, so as soon as they enter the ruined Kingspire they will be drawn into the demiplane and become trapped. This is tricky, because if the hook you used to draw the PCs to the adventure was to disrupt the cult, this fiat will likely make them feel ripped off that they had no control over the outcome. This is something that needs careful consideration before your players reach this point. My suggestion would be to use one of the other hooks to avoid this potential disappointment.


This module is published under the Open Game License instead of the Game System License. As such, the symbols used in the stat blocks are not the same as those that appear in products by Wizards of the Coast. The symbols are similar though and it takes little effort to make the adjustment. The adventure also does not use the “delve” format common to modules by Wizards of the Coast, which results in two significant changes. The first is that encounters do not fall into a strict format, so it will be necessary to prepare for adventure ahead of time. The second change is that by not relying on a rigid encounter format, the author is able to provide us with more encounters in a module of equal length. Anything that results in me getting more adventure for my gaming dollar is fantastic.


As I read through the module, I was initially distracted by a number of editing errors. These were not grammar or spelling, but things that didn’t get adjusted as the module went through internal revision. For example, the opening section says the adventure is for characters of 4th to 6th level, while later on the same page it says 1st to 6th. Or at another point the module text indicates the Miller’s apprentice is in area K-5, but he’s actually in K-6. Occasionally an opponent is misnamed in text and stat block. Once I got past the initial section on the Kingspire Hamlet (section K), the editing improved.


Overall, I really enjoyed Curse of the Kingspire - the adventure provides lots of opportunities for creative and intelligent gaming, with nods to an older style of play. There are opportunities for stealth, skill challenges, and roleplaying as well as combat. I would absolutely recommend this module to anyone looking for a Fourth Edition compatible module packed with challenging encounters. Plus bonus points for Clyde Caldwell cover art.Want to learn more about Master Dungeons? Read on…


Atomic Array: Episode 017: Master Dungeons
Game Cryer: Curse of the Kingspire Review
Gnome Stew: Mastering Goodman’s Dungeons
Musing of the Chatty DM: Curse of the Kingspire Preview
Campaign Mastery: The Plot Thickens - Hooking Players Into Adventure
Drop by Goodman Games to pick up your copy today!

HARVESTER OF SOULS – FROM PAIZO’S GALLERY OF EVIL




A three foot-by-six foot oil-on-wood painting appears to be a recent addition. Thick brown paper lies wadded on the floor around it. The painting, full of grays, depicts a horrible crone with dark skin and bright glowing eyes sitting astride a black warhorse. The hag waves a long pole ending in an iron spike at a pair of ugly humanoids with glowing emerald eyes and covered in chains. They struggle to pull a two wheeled handcart filled with a writhing mass of large fat worms with humanoid heads. More of the vile creatures crawl in the dust around them, their humanoid faces twisted with hate and self-loathing. In the background loom piles of rubble and a massive stone wall that seems to rise into infinity.
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The surface of the painting appears slick and wet. Additionally, the subjects seem to actually move, albeit at an incredibly slow rate. Anyone who touches the surface of the painting is instantly transported into an extra dimensional space within the painting (no save). While the active subjects of the painting exist, PCs transported inside remain trapped.
A sheet of vellum on the floor in front of the painting contains a cryptic letter (sec Player Handout 2).
Creatures: The worm creatures arc souls of the damned, collected by evil outsiders to sell, trade, and-oftentimes-simply devour.
All except one, which depicts Archerus in his new form (gained via a baleful polymorph spell triggered when he touched the painting), arc illusions. The horse is a phantom steed, as the spell. The chain devils are real and bolstered with lmron's Augment Summoning feat. The creature on the horse is a soul harvester, a painted creation night hag.

TODD GAMBLE'S MAP FOLIO II






I keep picturing a swampy Yuan-ti kingdom toward the south, were human and orc peasants are little better then slaves, with lots of snake-inspired architecture (Set worshippers?) like what is seen in Todd Gamble's Map Folio II. The man is a must-have for any maps that would be done in an official product.

Almost all the maps deal with sections and buildings of an Aztec-like fortress city. While this would be great for a Maztica campaign, or a single CoC adventure.

ROKUGAN




Rokugan is the fictional empire which is the main power in the Legend of the Five Rings setting, the basis for the Legend of the Five Rings Collectible Card Game, Legend of the Five Rings Role-Playing Game, and the now out of print Clan War Miniatures game, all from Alderac Entertainment Group. It is similar to feudal Japan, though it also includes aspects of other Asian cultures, as well as magic and mythical beasts. The setting was used by Wizards of the Coast as the basis for their updated Oriental Adventures Dungeons & Dragons supplement.

There is no given name for the entire world which the setting describes, so “Rokugan” is used alternately to refer to the specific nation within the setting or to refer to the entire world. Strictly speaking this is incorrect, but as the Emperor lays claim to all that is as a right of being the descendant of Amaterasu (Lady Sun) and Onnotangu (Lord Moon), the courtiers of the Emerald Empire would see this as an appropriate use. The citizens and rulers of the Burning Sands and Ivory Kingdoms might disagree, however. Some say that Ningen-Do, the name of the metaphysical realm in which the world is placed, serves as a proper name for the world.

The Empire of Rokugan

Rokugani society is based on a clan structure, with seven (and later eight) so-called “Great Clans”, as well as a number of minor clans. Great Clans are made up of several family lines, each with their own general purpose within the clan. Minor clans, on the other hand, generally only have one family. Each clan also has areas of land under their control which the emperor bestowed on them as a fief. The emperor retains ownership off all lands, however, and the clans essentially rent the lands they use by paying taxes annually.

Crab Clan

The Crab Clan is considered the least cultured or courtly of all the clans. Their duty is to guard the Carpenter Wall that separates the empire of Rokugan from the foul and tainted Shadowlands. In guarding the wall, they face constant attack from undead foes, Oni (demons), and a variety of other evil minions. It has been the Crab clan’s duty to guard the wall for as far back as memory goes. It is, for this reason, that they have become experts of defensive strategies. Their warriors are all battle hardened and experienced and most of them prefer to wield massive weapons such as the tetsubo (two-handed war-club) or the no-dachi (two-handed sword). The clan families are Hida, Hiruma, Kaiu, Kuni, Toritaka, and Yasuki. The clan colors are grey and dark blue.

Crane Clan

The Crane Clan is considered the most artistic of all the clans. They are the Emperor’s Left Hand. They are known throughout the empire for their trained courtiers and duelists. Crane samurai are arguably the finest duelists in Rokugan. They are trained heavily in Iaijutsu (fast-draw technique) where the sword is drawn and a killing blow is struck with one, very fast movement. The clan families are Asahina, Daidoji, Doji, Kakita and formerly the Yasuki, who now swear allegiance to the Crab Clan. The clan colors are white and light blue.

Dragon Clan

The Dragon Clan controls the mountains to the north of the empire. They are aloof and removed from the affairs of the other clans, preferring to reside in their mountain strongholds. Most of the land the Dragon Clan holds becomes completely cut off from the rest of the empire during the winter due to heavy snowfall. Their samurai use niten (two-strike style) in which combatants use both katana and wakizashi to execute very fast strikes in rapid succession. To many observers, the niten looks more like a dance than actual combat, however, niten is a deadly art requiring a great deal of skill and coordination. The clan families are Hoshi, Kitsuki, Mirumoto, Tamori, Togashi, and formerly the Agasha, who now swear allegiance to the Phoenix. The clan colors are emerald green and gold.

Lion Clan

The Lion Clan is known as a very aggressive and honor-driven clan. They are the Emperor’s Right Hand, personally defending his causes above all else. Some of the finest generals of all Rokugan have come from the Lion clan. The clan families are Akodo, Ikoma, Kitsu, and Matsu. The clan colors are brown and yellow.

Mantis Clan

The Mantis Clan started as a group of minor clans that banded together under the banner of one powerful man, Yoritomo. They are the only new Great Clan, as previously the requirement for such recognition was being founded at the founding of Rokugan. They are known for their seafaring ability and their fine silks. The clan families are Kitsune, Moshi, Tsuruchi, and Yoritomo. The clan colors are silver and green.

Phoenix Clan

The Phoenix Clan is known as the most skilled with magic in the empire. They have schools of magic associated with each element, including the empire’s only school dealing with Void magic. The clan families are Agasha, Asako, Isawa, and Shiba. The clan colors are red and orange.

Scorpion Clan

The Scorpion Clan is known as the Underhand of the Emperor. They are known for their courtiers’ abilities. Their ninja are experts in assassination and espionage. Scorpion knowledge is not shared with outsiders, but is a true thing of power. Scorpion architects have constructed many key structures throughout Rokugan, and, as a result, many of those structures have secret passages and rooms unknown to all but the Scorpion clan. It is a Scorpion tradition to always be masked, or face painted. The clan families are Bayushi, Shosuro, Soshi, and Yogo. The clan colors are dark red and black.

Unicorn Clan

The Unicorn Clan is known for their cavalry and horsemanship. They are considered barbarians by the other clans because the clan as a whole spent nearly 800 of the last thousand years outside of the empire. They hunt game and eat red meat and have adopted a number of other customs that are considered taboo by the rest of the Clans. However, the horses they brought back from far off lands are faster, stronger, and larger than any found in Rokugan. The clan families are Moto, Horiuchi, Ide, Iuchi, Shinjo, and Utaku, formerly known as Otaku. The clan colors are purple and white.

Minor Clans

There are many minor clans in Rokugan—clans that have been formed since the birth of the empire by those other than the seven Kami. New clans are not founded lightly. The founders of these clans generally performed some extraordinarily valiant deed or favor for the Empire. Among the Minor clans are: Hare Clan, Ox Clan, Sparrow Clan, Spider Clan, Monkey Clan, Tortoise Clan, Bat Clan, Oriole Clan, Dragonfly Clan. The Dragonfly Clan was wiped out in a war between the Lion and the Dragon, but has recently been reconstructed with the help of Toturi Sezuru. The Fox Clan has recently been absorbed into the Mantis.

Other Regions

Burning Sands

The Burning Sands lie to the north and west of Rokugan. These lands consist mostly of vast stretches of desert where nomads roam the land and bitter wars are fought over the smallest reservoirs of water. It is thematically based on a fantastic version of Arabia.

Ivory Kingdoms

The Ivory Kingdoms lie far to the west and south of Rokugan, past the Shadowlands. Little is known of these islands and their inhabitants to the general populace of Rokugan, although secretly (and illegally) the Mantis Clan has been carrying on trade with this nation for some time. It is thematically based on a fantasy version of India.

Shadowlands

The Shadowlands border Rokugan to the south and south-west. While not a nation per se this is a vile land where the very air can be poisonous, and foul, unholy creatures are summoned forth by dark powers to wage a never-ending battle against all life in Rokugan.

Denizens

In the world of Rokugan, there are many different and extraordinary creatures roaming the lands, and humans are not the only beings to have developed a civilization.

Humans

The great majority of the population of Rokugan are humans. Humans almost exclusively make up the population of the clans, great and minor, as well as the other groups within Rokugan. The number of non-human members of Rokugan’s clans throughout history can probably be counted on one’s fingers.

Kenku

The kenku are an ancient race resembling very large humanoid crows. Kenku are legendary swordsmen and are, at least in legend, responsible for training some of the most famous Rokugani swordsmen in history. Seeing a kenku is rare, and getting one to take on a student is nearly impossible. These creatures have removed themselves from Rokugan almost entirely. Their appearance is of a large crow standing upright, and whose wings can be flexed and used as arms.

Lost

The Lost are those humans who have given themselves over to Fu Leng’s evil will. They are often “blessed” with his dark gifts, which lead eventually to madness. Some of the Lost have formed mock societies, and there have even been rumors of children born in the Shadowlands, many of whom have the benefits of the dark gifts, with little in the way of curses due to their unfailing devotion to Fu Leng.

Naga

The naga are an ancient race of creatures who appear half-human, half-serpent. Long before the rise of Rokugan, the Naga had a vast and vibrant civilization. At some point in pre-history, however, the entire race of Naga entered a deep sleep, where they remained for nearly 100,000 years. They awakened briefly during the Second Day of Thunder, but after a few short years of involvement in Rokugani affairs, they once again returned to their slumber.

Nezumi

The “ratlings” are a race of large, intelligent rats. They currently live in squalor, barely better than animals, although they claim to have once had an extensive, advanced society. Unfortunately, this supposed civilization was entirely within what has become the Shadowlands, and was presumably destroyed when the dark Kami Fu Leng fell to the earth. Nothing found by any explorers has verified the claim of a previous Nezumi society, and many stories of the Naga history provide evidence the society never existed.

Zokujin

The “copper goblins” are small creatures with wiry hair and heads vaguely resembling those of frogs. They have extraordinary natural tunneling abilities—being that they eat rock for nourishment, this is little surprise. Because of this, they are often used—involuntarily more often than not—by the clans of Rokugan in their various mines. Zokujin live to be centuries old, and an experienced zokujin shaman will have more powerful abilities in the area of Earth magic than is possible for human shugenja.

Ogre

Though now little more than low-witted brutes, the ogres once had a thriving Empire, and rumors of great advancements beyond that of even the current humans. However, with the fall of Fu Leng from the Heavens, the ogres were subjugated to his will, and have since reverted into the monsters they now are.

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