Showing posts with label jennell jaquays. Show all posts
Showing posts with label jennell jaquays. Show all posts

Thursday, 29 February 2024

[Update] Irons in the Fire

How it felt cutting the
umbilical cord.
With the birth of my daughter and my son being in his Terrible Twos, my life is once again in turmoil. I hope we!re going to reach a point where we adapt or no longer give a crap about the current situation in a few months. In the meantime I'll spend my limited free time with the following:

  • Mordschlag: Since we're done with Death's Dark Shadow and on the threshold of a new chapter, it is about time I analysed player feedback and overhauled the mechanics. One thing everyone agreed on was that they like random hit locations rolling for damage. I'm also thinking about reintroducing some of WFRP1e's lost characteristics and introducing a more freeform skill system.
  • Eremus: Because I got extremely bored of running Old-School Essentials and wanted to referee something that isn't D&D, I converted the Eremus campaign to Mythras. In-game the changes were explained by a cataclysmic event that started messing up the setting. After four sessions we decided to finish the campaign using Mythras. I had the opportunity to run the campaign's penultimate adventure again after a major overhaul on Kalandorok Társasága using OpenQuest. It was a blazing fast and endlessly amusing session.
  • Dragonbane: I'm aching to give this game finally a shot. I have a lot of issues with some of its design decisions, but I fucking love this game and its community. I'm planning to run a conversion of Legendary Duck Tower as a Jaquays memorial game once I'm done with one of the above campaigns. Once have some actual experience, I'll definitely write a proper review for Dragonbane.
I don't dare to plan more for this year. I'll do my best to blog about all the above though, so get ready for more house rules, conversion notes, and even less reviews.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Wednesday, 16 January 2019

[Review] Quack Keep

Villain or victim? You can find out by reading
 the adventure (or this review)!
Let's start the new year with a review I've been sitting on since September! Quack Keep is a system neutral campaign setting with a heavy emphasis on fowl folk. Yes, bird people - ducks, geese, crows, and so on. Yeah, I know, it sounds silly, but so do dragonborn, tortles, gnomes, hit points. Ducks have been part of the hobby since the very first edition of RuneQuest realesed in 1978, which showed a fine example about how to present seemingly comical ideas with a serious face.

Quack Keep was written by RuneQuest and Judges Guild veteran Jennell Jaquays (an expert of both duck-centric adventures and sandbox settings), and Darcy Perry (the excellent sculptor running Star Hat Miniatures). Like The Dragon's Secret re-release, Quack Keep was part of the Dungeons of Doom IV kickstarter campaign. Unlike The Dragon's Secret, this was an entirely new product.

The 54 pages long book's cover is a stunning piece by Jaquays, depicting some of the locals facing the fiersome ducdrackon. I'm not sure if it's the colors, or the stern expressions of the ducks, but the goofy premise doesn't detract from the serious tone and tenseness of the scene. It's a damn fine cover, one I would gladly put on my wall. The interior feels like a black & white book that got colored later: the text is black & white except for the red titles, the header and some pictures are greyscale, while others are full color. While this dissonance irks me a bite, the top notch quality of the artwork more than compensates for it. The character illustrations done by Darcy Perry are particularly praiseworthy, they are both beautiful and full of personality.

Quack Keep begins with an introduction and a guide about how to use the book. The setting uses the Story Scale System, which is a universal system to describe the stats of anything - characters, magic items, you name it. The scale uses both numbers and descriptors. It goes from 0 (Calamitous) to 100 (Mythical), with a value of 2 being average, 5 superior, 40 legendary. I had a hard time wrapping my head around it and gave up on using it for conversion. Going with either an exact numerical system (preferably one close to D&D, which most buyers use anyway), or a purely descriptive scale with fewer tiers would have had been a better choice. If there are plans to use the SSS for future products, I recommend creating a conversion guide at least, for at the moment preparing to run the module in any system needs a tremendous effort from the GM.

The book introduces the setting's backstory in a single page. Reedy Bend is an unremarkable section of the river Cygnus, which happens to be a Nexus Point - a place where planes intersect. The region was settled by ducks after the god Oduck's ship, Squidquacknir crashlanded here. They built a prosperous civilization, that had to be rebuilt after the ducdrackon Daffyd Platypyros wrought havoc upon the area. Nowadays the ducks thrive again, despite the gargantuan monster's presence. The summary is great for several reasons: it's short, it puts the reader in picture about the region, and it leaves several questions unanswered. Anticipation to find out more is a good way to keep the reader motivated in getting involved with the setting.

You can find creepy stalkers, pet rocks, and good mead in Banquak Pond.
Reedy Bend is divided into twelve locations, which include settlements, wildernesses, and dungeons - the three cornerstones of a balanced campaign. Each has its own features, which can be a monster's lair as well as an eccentric shop, or just a historical site. Some of these might seem boring, but they are still useful in rounding out the locale's character. The towns and the Night Market have "Ten Things One Can Acquire" lists, which sum up in (surprise!) ten points what you can run into while hanging out there. As an example, in New Marshton Pond you can get into the best bar brawls, while in the Night Market you can buy stolen body parts. It's a short, fun, and effective way of setting the tone. I hoped to see more of these, but the only other list we get is the Random Encounter table for the Sunken Caverns, which is also delivered in a terse and entertaining way.

Unusually among sandboxes, Reedy Bend isn't overwhelmed by wilderness. Settlements cover a large section of the map, and even the depths of the marshes hold a hint of civilization, like a ferry ran by bandits, the above mentioned Night Market where people meet to arrange their shady dealings, and the camp of hillbilly swamp dwarves who hunt ducks (yes, the fowl folk ducks). It doesn't mean these areas are friendly of course. Reedy Bend is still full of places to explore and mysteries to solve! Where did the Squidquacknir crashland and what happened to it? What's up with the legendary ducdrackon that devastated civilization a century ago? What lies beneath the crypts of Bluebill temple?

My absolute favorite enigmas are the Marsh Lords. These stone idols fell out when the Squidquacknir crashlanded. Their upper parts are ducks, their lower parts are unknown, they are all over the region, they all look towards the same point, and some people claim they communicate with each other. The truth about them is utterly horrifying lovecraftian revelation. Brilliant. Speaking of exploration and mysteries, I must mention the Sunken Caverns, the defining dungeon of the region. It only has sixteen rooms, but it's delightfully non-linear, barely has any straight lines, and is connected to several other locations. Within the adventurers can find ancient crypts, living rocks banished by the first ducks, a fowlbear lair, an evil demon, the bottom of a Marsh Lord, and the ducdrackon's hideout.

The amount of detail each place gets is a erratic: some are lavishly detailed, while others only get a few paragraphs. Some sections even have "BYO Maps" (Bring Your Own Maps) notes, which means all the GM gets are a handful of ideas about what to put there, but everything else is up to him. I wouldn't have any issues with this, if the most intriguing adventure site didn't get this treatment: the Whispering Tower. It is basically Moorcock's Vanishing Tower - an everchenging, plane shifting dungeon. A missed opportunity, although it's understandable, since such a concept deserves an entire module of its own. Fingers crossed that's what Jennell is working on! Another disappointment is the titular Quack Keep. The ancient castle ruins are truly all that they seems to be. There are two entrances for BYO dungeons, but other than that the location feels more of a tourist attraction than an adventure site.

So far what we have is pretty solid overall. A bit uneven, but good. But good is the minimum one should expect from a module,  and if you buy something with Jennell's name on it, you are probably looking for more. Well, fasten your seatbelts, because we reached the part where Jaquays really shines this time: the denizes.

The fate of the dol-men is one of the darkest secrets
of fowl folk history.
Fifteen pages are devoted to the various inhabitants of Reed Bend Marshes. Heroes, scoundrels, shopkeepers, monsters, they are all here. Yes, even the monsters. If you hate puns and pop culture references, this is the where you will put the book down, because the authors now turn it up to eleven. You will meet people like Quackie Chan, Ducktor Whio, Biggus Duckus, Thulsa Duck, Ducky Perry, and so on. Howard the Human doesn't seem that outrageous until you realize he is both H. P. Lovecraft, and a Howard the Duck reference at once. The fowl gimmick becomes tiresome after a while, but if you endure and manage to dig deeper you will find pure gold. Behind the silly surface lie complex and well written characters. Their whimsical nature is balanced by layers of darkness that hide under the comical mascara. They have problems, tragedies, traumas, secrets, and complicated relationships with each others.

For many sandboxes the environment is the most defining feature. Quack Keep is all about its inhabitants. They feel like real people, and as you learn more and more about them you realize that why Reedy Bend is different from your average D&D setting: violence doesn't feel right. It doesn't solve most problems the people have here, and murder would just take away from the colorfulness of this unremarkable river section. Okay, the trolls and swamp dwarves are total bastards, they are the exception... But even the supposed main villain, the ducdrackon Daffyd Platypus is sympathetic in some. She was a human assassion, who took the wrong job, made a bad decision, and paid the ultimate price. Now all she wants is returning to her normal life with her girlfriend, but alas she can only become human during full moons, when she visits the Night Market to socialize a bit before turning back into the hideous monster on the cover. Transformation, and how it can change someone is a returning topic by the way.

Remember the Whispering Tower? If you read Moorcock you probably expect an Eternal Champion to turn up. Well  there are three of them in Reedy Bend, and the are other epic scale figures in the neighbourhood, like the Ducktor with his time traveling inn, the feebleminded Oduck who lost his memories with his ravens, the 16 feet tall otherworldy arch fey owl Lunos, and some more. The region has creatures and NPCs for every level, from wimps to godly entities.

Besides being fun the NPCs are also well written. There is enough information to work from in their descriptions, and to make the GM's life easier, their frequent places and related NPCs are included in tags. It could have been even better is if they were linked in the pdf, and the page numbers were included. It boggles my mind why such tags weren't included for the locations about the NPCs frequenting them. Some more help would be welcome, because the information is sometimes all over the place, the story of the ducrackon being one of the best examples.

Following the denizens are the Reedy Bend Tales, a collection of adventure ideas. There are more than seventy seeds here of various quality and magnitude: they range from simple fetch quests to world shaking events, and are usually one or two paragraphs long. There are plenty of pop culture references again, including Batman, John Wick, Big Trouble in Little China. Like the NPCs, these entries have helpful tags too.

There are two pages for encounters and curios (they are back from The Dragon's Secret), though a half page is eaten up by an image of trolls. I have no clue what they are doing, but they look damn fine. The tables are just as good. Here are a few examples:

If Coduck runs from it, you too should be concerned.
Coduck appears, waddling at full speed. He charges through the party ranks shouting “Crom!” A thunderous roar splits the air and the earth shakes. He is being chased by a hungry web-footed carnosaurus!

An odd wheeled boat-like craft has been found half-sub-merged in the marsh, it’s an amphibious combat vehicle from another realm called a “duck.”

A Marsh Lord, still damp and newly risen from the marsh. It resembles a member of the party.

A colorfully painted door and frame… but no wall.

Again, expanding them is up to the GM, but that shouldn't be a problem considering how evocative some of them are.

Two pages are devoted to the appendices. They introduce the various kinds of fowl folk living in the marsh (which is basically the same list as the one in The Dragon's Secret), and tell a bit more about quack magic, standing stones, before ending with a random chart of Artifacts from Squidquacknir. Would you like some sci-fi in your fantasy? Well of course! Three spoonful. Heck, make it four... The list has such mouth-watering objects as chainsaws, jet packs, electric tooth brushes, and some weirder stuff, eg.:

Jamie’s Magic Torch - This device is a blue cylindrical object with yellow ends and the name “Jamie” etched into it’s base. Activate the switch and a light shines forth. When shone at a flat surface, a portal appears; a hole with a helter skelta slide that takes the rider to Cuckoo Land.

Good stuff, again.

The book ends with gorgeous full color maps of Reedy Bend that cover pretty much everything. I have no idea how, but there are two maps for the Sunken Caverns in my pdf, but the section doesn't seem to be missing anything. Kudos to Jennell for including both metric and imperial units on the map! It takes such a minimal effort to do it, yet barely anyone bothers with it.

The layout is solid, editing in is much better than in The Dragon's Secret, and it is an entertaining read. I have a hunch though that most folk won't run it ever, because it needs some serious effort from the GM. There are places to be finished, stat blocks to be designed from scratch, duck minis to be painted (optinally, of course), and people to be convinced to play in a World of Fowlcraft.

Is it a must have product? No, but you should buy it. Not only to prove me wrong by running it (for example with Ryuutama - seriously, it's a match made in heaven), but also because it's a beautiful product, full of heart. It's the Alfred J. Kwak of OSR products: on the surface it's a fun tale with about ducks, but if you pull the curtain back you will see unexpected maturity and seriousness.

Tl;dr: An unusual sandbox where the fowl puns and silly quackracter ideas hide deep and engaging personalities.

Where to find it: You can find it in print in the Star Hat Miniatures webshop along with a bunch of amazing miniatures, and you can buy it on DriveThruRPG  in both pdf and print on demand format.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Sunday, 12 August 2018

[Review] The Dragon's Secret

This is the ideal drakon body. You might not like it, but
this is what peak performance looks like.
The Dragon's Secret is a Swords & Wizardry Complete adventure for a party of 6-8 5th to 7th level adventurers. It's one of the biggest surprises of the year, for it is the first module released by industry veteran Jennell Jaquays in three decades. She worked as a game designer and artist of tabletop role-playing games and video games - including  names like Dark Tower, Caverns of Thracia, Griffin Mountain, Age of Empires, Quake III. She wrote some of the finest dungeons the hobby has ever seen. What made them so great? Complex non-linear maps, vertical level design, interesting factions, and an attention to details, among others. The Alexandrian blog has a series of articles about the nuts and bolts of jaquayian dungeon design, which I consider a must read for every aspiring Dungeon Master.

The Dragon's Secret is not an entirely new product. It's based on salvaged dungeon maps from the seventies, and an abridged version was already published last year as part of the North Texas RPG Con fundraiser (Legends of Adventure, by Pacesetter Games & Simulations). The revamped version was originally part of the Dungeons of Doom IV Kickstarter campaign by Star Hat Miniatures, along with its sister product Quack Keep. After all the limited editions it's no wonder I got giddy with excitement when I saw it finally being released on DriveThruRPG. I was also a bit worried though. Does Jennell still has her edge after three decades?

The Dragon's Secret is a 52 pages long book. The cover is the most drool-inducing I saw recently. I have a soft spot for ugly dragons, dragons with beaks, dragons with ears, dragons with hair, and Jennell's artwork hits the mark in every way. If the art wasn't enough in selling the module, there are still blurbs, taglines, summaries to help you make up your mind. They have all the right words that make my D&D-senses tingling: dungeon, doom, dragon, mystery, hoard, treasure! I usually don't linger much on covers, but this is so well laid out, written, and illustrated, that I had to stay and praise it a bit more than I planned. Time to move on! The interior has a nice two-column layout, and great black and white art done by Jaquays, Darcy Perry, Rick Hershey. My favorites are the medieval etchings, and the cartography, which is easily on Dyson Logos level.

After the foreword we get a half page long backstory about how the Cathedral of the Golden Dragon has risen, and fallen. The whole institute started out as a scam: the gold dragon Aulde Dawne in reality was the sorceress Dawne Rozyfingers, polymorphed by her partner in crime Steed Bramble, who convinved the locals that keeping a gold dragon nearby at the cost of some golds and jewels would be beneficial. Fast forward an unknown amount of time, and you have a whole cathedral with acolytes worshipping the dragon. Bramble thought this would be the right time to get out, but died before he could finish the preparations. When Aulde Dawne learned the man who can polymorph her back to human form died she lost her marbles and devastated the countryside. Some heroes eventually hunted her down, but found little treasure in her lair.

The next four pages are about using the adventure. I found most of it unnecessary, especially the explanation of how room and NPC descriptions are divided, because it felt self-explanatory: each segment starts with a keyword, so even the long-winded texts are easy to browse. The section ends with hooks, that for some unknown reason are split, and continued at the end of the book. That irks me probably more than it should. Fortunately it's worth flipping a bit back and forth, because the hooks are great! They are many and varied, which already shows that there is a lot to do! Highlighting the involved locations and NPCs at the end of each hook is a nice touch. The only way I think it could have been better is including page numbers, or links in the pdf.

The adventure itself is divided into four major areas containing 34 rooms in all. It starts small with the The Cathedral of the Dragon and Connections, then once the players got their feet wet they characters reach Circular Illogic, which is bigger and more complex than the other three areas together. The final part, The Dragon's Horde, is just one large room - I'm sure you all know what that means... Reachig The Dragon's Horde will require a good deal of exploration. Opening the door requires finding the puzzle, its solution, and the two objects needed for it (optionally,ignoring the red herring). This won't be a linear romp from beginning to end. There are loops, branches, secret doors, illusion walls, and multiple connections between the levels - some of which can be discovered later. Vertical design isn't only used to connect the levels: several rooms are three dimensional, and get cross sections to make their layout clear.

Speaking of rooms, there are some fantastic ones among them! Even the mundane entries get something to spice them up, be it some obstacle, an interesting detail, or a hidden treasure. Then there are those which your players will talk about years later. A spherical room with gravity on its surfaces and a gem at the top, that when removed can disable the elevator to the surface, probably also angering the 39 kobolds with paralyzing sticks living nearby. A huge hangar containing a 30 feet tall clockwork automaton, operated from a hidden control room occupied by two wanted mages. A well guarded false treasury jam-packed with fake objects and massive zombie spiders. A deathtrap with illusion chests, phantasmal floor, and crushing phantasmal walls at its bottom.

A good dungeon needs memorable inhabitants too, and this is where Jennell kicks the ball out of the park. There are several factions and NPCs around the cathedral that can serve as valuable help, or annoying nuisance. Two apprentices who murdered their master are hiding down below. The senior was actually a member of the cult long ago, and hired two werewolf families to keep the place safe while he is away. A gurgle of gargoyles was cursed to guard Aulde Dawn's most valuable treasure. A group of fowl folk adventurers (mostly ducks) and a jerk aardvark are also looking for the dragon's riches, and aren't too fond of each other.

The most prominent NPCs have a whole page devoted to them with illustration, background, rumors, and personality. They have fun quirks and traits, which is what turns them from stat block with some background info into fantastic personalities. For example the werewolf leader Elder Worgg doesn't want to transform because it will ruin his clothes. Glyphic Three-Horn the gargoyle leader who wants to throw off the curse of her kin thinks she was a human before becoming a gargoyle. That sounds like an adventure hook right there! It's also noteworthy that the dungeon's denizens aren't just standing idly stuck in a room, frozen in time, but are on the move. They are parts of the random encounter tables, there are guides how they react to various crises, and the gargoyles even have specific routes that helps them navigate through the dungeon easier.

The book ends with supplemental content. There is a random curio table, which you can roll on whenever the room description says there is one. The table is filled with colorful items, and their value is a random roll on another table, so the results can be interesting, even downrigh ridiculous. The players might find a worthless jade flute, or an extremely valuable magical graffiti on the wall - it will be a joy to see how they will tansport that to the surface! We also get Swords & Wizardry stats for two new races: the fowl folk (ducks, geese, swans, and crows) and aardvarks. They get their own monster entries too, along with zombie spiders, living statues, and the horrible drakghuls, who are the children of Aulde Dawn and some other dragon (maybe?), that were born undead and are calling ghouls to the area with their song. Yes, surprisingly The Dragon's Horde was not a typo.

Surprisingly... The book captures the old-school Judges Guild feel in its editing too. It's full of typos, missing whitespaces, double or missing articles, gibberish sentences, and even Aulde Dawne is refered to as a brass dragon instead of gold somewhere. The room entries have some redundant information too. Another readthrough by someone, or hiring an editor would have helped a lot. Looking past these annoyances I found the writing style amusing, with a good amount of humor and wordplay thrown in.

In the end, it seems my fears were irrational. While The Dragon's Secret has some warts, it is a splendid adventure. It's fun, it's colorful, it's dynamic. It's not Dark Tower or Caverns of Thracia, but it is on par with a good module right out of Dungeoneer magazine. Jennell said this is but a fragment of her Thousand Worlds campaign setting, and more is coming soon. Well color me interested, I definitely want more of this! In the meantime, I will bang my head into my desk, because I didn't buy Quack Keep before it was taken down from DriveThruRPG for revision.

Tl;dr: Even with the bad editing The Dragon's Secret is a fun read, and a good example of how to design a complex and living dungeon. You can buy it HERE.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Wednesday, 8 August 2018

The True Danger of Tabletop Gaming

A monster that makes you quack with fear.
Those christian parents who are afraid that their little angels will turn to Satanism because of Dungeons & Dragons are adorably naive. The real danger of tabletop gaming is not spiritual defilement or moral corruption, but monetary bankruptcy. There are villainous authors and publishers out there, waiting for the right moment to snatch your hard earned cash with a surprise attack. They are quick and efficient: most victims end up confused about where their money went, and when did their DriveThruRPG library grow so big. This summer already had some exorbitant swindles, like the release of Cubicle-7's Warhammer Fantasy Roleplay 4e preview and R. Talsorian Publishing's The Witcher Pen & Paper RPG. If you thought this will be all of it for the season, well I have some bad news for you...

Frog God Games storms Indiegogo with their The City that Dripped Blood campaign, which isn't a brick-sized tome you can beat players to death with (if character death wasn't satisfying enough), but an approximately 24 pages long adventure. I like small modules and the premise reminds me of R. E. Howard's Red Nails (one of my all-time favorite sword & sorcery stories), so I ended up supporting the Cult of Tsathoggua with $6.

Jennell Jaquays hasn't released any rpg-related products in the last thirty years, until now. It seems she gathered enough strength to return with not one, but two adventures - and there are more coming! The Dragon's Secret and Quack Keep were all parts of various Star Hat Miniatures kickstarters, and are now available on DriveThruRPG. I'm almost done with The Dragon's Secret, so expect a review coming soon. As for Quack Keep, my Wisdom checks were successful so far, but rest assured I'm going to fail next month.

While I'm struggling with my last ZWEIHÄNDER session reports and getting the next session going (it's summer after all), the game is growing strong and is about to reach new heights with its MAIN GAUCHE supplement. The content is ridiculously tempting, but I have to moderate my expenses and be satisfied with the pdf version, for now. Daniel, if you're reading this: please call the next supplement BOHEMIAN EARSPOON. I know there are people out there who want to see that title on the shelf.

Oh, and before I forget: Echoes of Fomalhaut #2 is out too.

I should have chosen drugs when I was a teen...

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.