Watch as Matt sift throw the goodies in Myth’s Blackwall Warrens box set from Megacon Games. If you are familiar with Myth then you already know these models are awesome!
I use these models for everything from Myth to to RPG’s. The boards too!
When I play Myth I reminisce about Dirk the Daring. How about you?
Series 1 of DC Comics Mighty Meeples consists of 30 different classic heroes and villains reimagined as collectible 1” wooden board game figures. Unless you are getting the Mighty Meeples: DC Comics Hall of Justice Collection or the Mighty Meeples: DC Comics Batman Rogues Gallery Collection next year, you will find these figures in three-pack foil bags.
Why Go to the Ruinous Palace? 1. Old Gold to be Stolen from Old Places 2. Rumors of Supernatural Fecundity and Ruination. What wizard would not wish to study such?
3. Nearby communities are hemorrhaging Livestock. The Dragon learns to hunt and gather.
4. A forest Unmolested for centuries… could become a fortune in Timber.
This is a twenty one page adventure with about six encounters, centered around a small ruined structure with a mythic abomination in it. It’s themed after one of those Earth Mother things: a naked woman, full breasts, giving birth to abominations. It has a STRONG mythic vibe going on; this is not your boring Paizo D&D but rather recalls all of the countless years of myth and story that have floated around the world. This adventure probably skews closer to level two or three than level one, and features some mature themed monsters.
This adventure FEELS like you are going someplace DIFFERENT. You journey through a creepy forest, full of creepy sad zombies. The ruins in which the main adventure takes place almost certainly have a massive dragon curled around them, asleep. Both of those, together, help communicate to the party that they are leaving the mundane world of farmers and lords and entering a different kind of world, where the freaky deaky will be found. IE: the transition to The Mythic Underworld, for those of you versed in blog-o-sphere lore. It’s a very effective technique for helping to set a mood.
The forest journey begins the adventure. There is no hook, just the little publisher’s burb up in the first paragraph, to set help up the why’s of the party going there. It’s a creepy, wet, pine forest, with a heavy but sporadic mist. Scattered throughout are the Sad Zombies. Imagine a zombie in a misty pine forest, in the distance, wearing only a mitre hat. Or one sitting on the ground, crying. Or one chained a tree, with the tree having grown around them. There’s not really much to this, other than the atmosphere of the forest and the sad zombie wandering table. Still, the weirdness of the situation, with the atmosphere, is a great way to begin the mood setting. At the end of it you encounter the ruins, which almost certainly has a huge sleeping dragon wrapped around them, with scales of obsidian.
The dragon is 10HD. Just inside the door is a 2HD monster made up of light, only hit by magic, but captured by opaque surfaces … almost a puzzle in monster form. None of the creatures here are book monsters. The dragon with obsidian scales, the light monster, some shit creatures, the daughters of the woman that are half hippo, and the mother herself. The players won’t have any idea what’s up, the creatures are strongly themed but without mountains of words. It FEELS like something out of myth or folklore.
Well, maybe a Guillermo del Toro folklore. Shit monsters and an earth mother monster who gives birth to needle fish to attack you is a little … uh … repulsive? You’ve got some mature themed creatures and effects that are going where other adventures don’t. Like turning your genitals to stone. That section includes this gem: “septicemia kills more murderhobos a year than any other disease.” It all makes sense, in the adventure and doesn’t feel forced or, oh, included just for shock value. Even tangential sexual themes, like in this, are more than a little unusual.
There’s a fair amount of fluff/inspirational text in the adventure, but it’s almost always confined to a page by itself, in LARGE font. More artful than wordy. This is a great way to include this sort of meta-inspiration without clogging up the text that the DM needs to run at the table. Magical treasure is light, at none, with mundane treasure fitting in nicely but lacking really solid sticky descriptions.
The adventure has a habit of putting entrance/transition information one room ahead of where it should be. In a room at the bottom of stairs you get the stair description, instead of at the room at the top of the stairs. In the room behind the secret door you get the secret door description, instead of in the room that has the secret door. This, and the lack of more mythic treasure, is annoying.
But still, a nice decent adventure with a great vibe going on if you can get past the pussy monsters stuff. When you finish, I suspect your players will really think they’ve accomplished something, much in the same way that happens something in good DCC adventures.
There’s no real preview on DriveThru, unfortunatly.
This is a murder mystery. Someone is killing people in Sharn. It tries to do the right thing. It’s organized in to locations, murder details, and other events. This is a good style for a murder mystery, recognizing that the locations are just a framework for the events to take place in. It’s got a nice NPC summary with names, roles, and rumors about them … but then leaves off their locations and their personalities. The murder events are laid out with details of the murder and then clues that can be found. There are a couple of false leads with events associated with them also. The general investigation/information you can find out, could be summarized, and a few more NPC’s could have been included, as well as a few window dressing events, like hysteria in the neighborhood, etc would have been nice. The hooks are not exactly original, but do have some nice quirks. “Seeing the first murder” hook has the body falling off a balcony and landing right in front of the party … an oldie but a goody. The other has the guard hiring the party to investigate. Always a lame hook, this is spiced up by having the sergeant being REALLY dumb. Like “beat things with a club” investigation-style dumb. The large amounts of worthless text and torturous writing style, which takes forever to get to the point, makes the thing hard to use. It’s highlighter and notebook time if you want to use it … but it IS salvageable if you want to put in the effort.
A Gathering of Winds
By Wolfgang Baur
Oh god. I had manage to forget about these adventure paths. After a fight with a black dragon the characters explore a Tomb of Horrors style tomb. Too much backstory abounds and the usual mix of undead, golems, and bound guardians, along with tortured traps, is present. The map is a bit more interesting than most linear Tomb knockoffs. There are a couple of nice little encounters thrown in to the usual ToH garbage. There’s a living door/portal that can get AoO’s on people as they pass through. It gets a full 3e monster write up as a “ghoul”, because god forbid something not be explained, but it’s still a nice little encounter. There’s a cute Salamander noble, with the dialog “so sorry to be stabbing you in the vitals old chap, forced becaused of conjuration magic you know.” Finally, there’s both a true ghoul and a shadow spider that both have some personality. It’s the personality, and social aspects, of these encounters that bring them in ahead of the the usual Tomb of Horrors dreck. It’s also NOT afraid of handing out good magic items, with four or five being present, including a part of the rod of seven parts. I’m having trouble with the usual bits: the pay per word bloat, uninspiring descriptions, and ToH style, but maybe you won’t.
The Twisted Run
By Wil Upchurch
Wanna be “famous?” Figure out high-level D&D. This shit fest is an excuse to put AC 41 & 200HP monsters in front of the party. A god tells the mayor trouble is coming, but he can’t be bothered to spare people to look in to it .. .and appeals to the party. So, shit hook. And you get to look forward to stat blocks pages that span one and a half pages. There’s no arc from low to medium to high. No advice for high that’s worthwhile, in a meaningful way. Domain gets you a little way there, but beyond that?