Saturday, November 25, 2023

HeroQuest with the AxianQuest decks: Full Report!

...for those who somehow don't know: in the last few months I've published the AxianQuest deck series, which consists of seven unofficial decks that expand the HeroQuest board game.

The decks been a huge success, with over 3000 decks sold so far and enthusiastic reviews both on the dtrpg product pages and several youtube video reviews (I'll just mention that The Dungeon Dive review titled "HeroQuest + AxianQuest Infinite Dungeons = the way it should be played"!!).

For those interested, the full series of decks is available as a bundle, or individually.

So today I decided to play a game using the Infinite Dungeon deck, which allows solo gmless play, and the Furniture deck... and to make a full report of the game. So here it comes!

(The full game, plus taking 50 pics, took about 80 minutes. Playing alone really speeds the game up, and usually allows me to play three or for quests in one evening).

ABOUT THE CARDS IN THE PICS: For this game I've used the Italian version of the decks, but they are available in English too, of course.

The Set-Up

The Infinite Dungeon game allows you to play a gmless game with 1 to 5 heroes, with self-adjusting difficulty.
Play with 1 hero is quite hard (and can be extremely hard if that one hero is the wizard...); with 2 or more it gets... reasonably hard.
I want to play an easy game so I choose to play with the elf and the dwarf. These are, in my opinion, the best combo for a 2-hero game, as the dwarf takes care of most traps, and the elf offers decent support and healing. I pick Earth spells, of course.
I grab the Infinite Dungeon rulesheet, and then I set up the hero sheets and the decks I want to use; On the left is the Furniture deck; on the right, I've already divided the Infinite Dungeon deck, forming a pile with the dungeon cards, one with the Quest cards and one with the Side Quest cards.


Next, I draw one Quest card and one Side Quest card.
The Quest is a classic Rescue the Prisoner scenario. We will call him "Sir Pepys". The Side Quest (which is a rumor and might prove false...) tells me that if I find a chest, it might contain an artifact!




Time to prepare the Dungeon deck (i.e. the the dungeon cards that will end on the board and constitute the rooms' contents). Following the rulesheet, I first remove the four Clue cards from the dungeon cards:




Then, I check the rulesheet again and see that when playing with 2 heroes I must form the Dungeon deck with 11 random dungeon cards, + d6 more dungeon cards, + the 4 Clue cards. I roll the die and it's 4 more cards, so this is what constitutes the dungeon deck (19 cards total):



I shuffle them all together, and follow the rulesheet for the next step: I roll a die for the big central room and another one for the two small rooms. If I get a skull, I must place cards on them. The big room gets no cards (if I had rolled a skull, I would have placed one card per hero on it); one of the small rooms gets one card (the small rooms always get just 1 card, regardless of how many heroes are playing).



Time to place all the remaining cards in the dungeon deck (18 cards). The rulesheet tells me that for a 2-hero game I must place 3 cards on any room I like (except the big one and the small ones):




The final step of the set-up is to choose a starting room, and place the stairs, heroes, and two closed doors (they must lead to a room with cards on it, or to a corridor), so this is how the board looks like in the end:




The Quest for Sir Pepys (and possibly a mysterious artifact!)


I choose that the dwarf plays first throughout the quest, and I use the rule that when there are no monsters on the board heroes move 8 squares without rolling their movement dice.

The dwarf heads for the door to the south and opens it. Movement pauses and I turn face-up the cards to see what's in the room:




Having the dwarf go first was a good idea: the room contains (left to right): a bookshelf, and two traps!
Traps in Infinite Dungeon work a bit differently from the standard game. They are always triggered by opening the door. This ensures the "surprise element" in a very quick, easy way. Also, heroes are always assumed to be actively searching for traps, so when you find a trap, like our poor dwarf now, you have a chance to disarm them before they go off.
The purple one is a fiery trap that attacks all heroes in the room with 2 combat dice. Purple trap cards are "magic traps" so the hero at the door has a chance to disarm it by rolling less than his Mind Points. I roll a 4 so both the elf and the dwarf are attacked...
The red trap is a death log trap, attacking the hero at the door and anyone behind him with 2 dice. This is a "regular" mechanical trap, so the dwarf has a chance to disarm it before it's triggered using his regular dwarf skill. I roll a skull so at least he avoids the death log!



I roll the combat dice for the fiery trap and I'm quite lucky, only the dwarf suffers 1 BP of damage (neither the death log nor the fiery trap allow for defense rolls).




Remember I decided to use the Furniture deck? The elf enters the new room to Search the bookshelf, so I grab the Bookshelf card from the deck and roll 2d6 to see what he finds. I roll a 7 and the card says she finds 2d6 coins. Another roll and the result is 4 coins. Not particularly exciting, but not too bad either. (On a 10 or 11 I would have found 2d6 x10 coins...).



On his turn, the dwarf opens the next door. When a hero opens a door to a corridor, the player can choose to place one or two closed doors to rooms with face-down cards. I choose to place 2. For each door, I must also place a wall block. These cannot block the hero's path to the doors. So this is how the corridor looks like:


On her turn, the elf moves along and opens the door of the southern room. She finds monsters and a clue!



The player opening the door gets to choose where to place the room's contents, and also places a new door, so this is how the room looks like:
For the clue, I use a totem figure I got from a creator on Etsy.




 The elf still had 2 movement points left, so she charges one of the orcs! ...and this is when I realized I should have cast my rock skin spell... Fortunately, she takes the orc out immediately...



...but there are 2 more in the room, and after the elf it's their turn (remember, I chose to have the dwarf be the first hero).

In Infinite Dungeon, monsters with no ranged attack and no spells always attack the nearest hero, so postioning is important. In this room, it means both remaining orcs will go for the poor elf. She loses 1 BP to first one, while the other completely misses her:




Now it's the heroes's turn again. Both attack, and the elf kills one.


The remaining orc tries to destroy the dwarf, but he manages to roll a perfect defense..




And then finishes her on his next turn:


With monsters gone, the elf searchers the clue.




Blue cards allow you to turn face-up 1 card from an unexplored room. I choose to turn face-up the lonely card in the small room, and I find a chest! So the rumor of the side quest might actually be true!!



I also place the clue card nest to the quest card, so as to remind me that I've already found one. The quest cards explains that the second blue clue I'll find will represent the keys to the prisoner's chains.



While excited for the chest, I decide to keep exploring to the south, so the dwarf opens the new door and this is what's in the room:




I'm quite lucky, as I find TWO clues. That's my second blue clue, so it's the keys! And of course there's an Abomination guarding the keys...

The dwarf charges in and wounds the monster:



while the elf fails her attack



The abomination attacks and wounds the dwarf...



...who strikes back and finishes it.




The room is now safe and the heroes grab the keys and also examine the clues. The blue one represents the keys and also allows me to reveal 1 card; the yellow one allows me to reveal 2.

I choose to turn face-up the cards in the rooms to the north. (for each clue effect I must choose a room with no revealed card, so I must choose 2 different rooms).




The quest card tells me that the second yellow clue I find is the prisoner, so I had hoped to find it inside one of those rooms, but no luck. Where's poor sir Pepys?

I decide to head north (on my way I finally remember to cast stone skin on the elf). The dwarf opens the chest oping to find a legendary artifact. The die says "not today". I roll 1 and the chest is empty.



The two move one to explore the room to the north. The dwarf opens the door and finds an Abomination, a fireplace, and a torture rack...



...but I find it weird to have a cosy fireplace next to a torture rack, so I swap the latter for a cosy bed!



The dwarf charges in and wounds the monster


But the Abomination blocks the elf's attack...


And strikes the dwarf for 2 unblocked BP!


In shock, the dwarf fails to strike back; the elf, however, kills it off.



So it's time to search the furniture!
The dwarf examines the fireplace and rolls a 4: the evil painting on the mantlepiece curses him! He will roll -1 defense die for the rest of the quest.
The elf searches the bed and a sneaky goblin jumps out from underneath it, attacking her immediately!




The rock skin spell protects her alright, and then it's the little guy's turn again, but he misses.




And then both heroes miss him with their attacks!



The little monster proceeds then to stab the elf for 2 BP, which also break her rock skin spell!


After another miss by the dwarf, the elf finally puts it down. The little fellow did a lot of damage though!



I decide to open the door to the north, and to place 2 doors to the 2 rooms left to explore. Sir Pepys must be close! I place the doors and wall blocks and, as per rulesheet, I roll a die for each door to see if the doors are guarded by monsters. I'm lucky: no skulls, no monsters.



I proceed to the room to the south, because it has 3 face-down cards, while the other only has 2, which means I have better chances of finding Sir Pepys there. The heroes reach the room and the dwarf opens the door, but no Sir Pepys here! A table, a weapon rack, and a zombie, which the dwarf obliterates immediately.



Which means the heroes get to search the furniture immediately with the furniture cards. A weapon rack has a high chance of yielding... weapons, so let's roll!



First goes the elf. She checks the table but only finds a rotten apple...
The the dwarf rolls 11 and finds a cool BRODESODE!

The two heroes head back north to the last unexplored room. I already knew there was a goblin card; the other two were the second yellow Clue (which, as per quest card, represents the prisoner), and a piece of furniture. 

So 2 goblins guard the prisoner. The heroes storm the room and dispatch them immediately!
(I was worried the two greenskins were going to cause trouble like the one from under the bed...)


Now, the quest card also tells me that, once the prisoner is freed, the alarm is raised!


Which means one orc per hero appears in the starting room, and they will prioritize the prisoner as their target as I try to take him out of the dungeon. So there they are. Check the pick: the fastest route from the heroes to the stairs (and viceversa, for the orcs) is along the board's border... but the orcs cannot follow this path because it involves a closed door and monsters cannot open doors! 
This makes me think I might have a plan, and enough time to get out without the need for a fight... But since now there are monsters on the board, heroes must roll their movement dice, so it's all uncertain... and the quest card specifies that poor Sir Pepys only rolls 1 die to move.


 So the run begins, and Pepys manages to roll a 6...


...followed by a 5, but the orcs are fast and it's now clear I won't be able to avoid a fight. Both heroes are wounded (the elf only has 2 BP left!), but I still have my healing spell, and the dwarf now rolls 3 attack dice because he's found the BRODESODE (and he only rolls 1 defense die because he was cursed by the painting...).


One orc charges the dwarf and wounds him! The second orc cannot reach him, phew -



So it's the heroes' turn again, and the dice assist them with two great rolls. Goodbye orcs! I bet Sir Pepys must be impressed with the heroes' prowess.


So the prisoner is freed, and there's only one thing left to do: get the reward!
For this quest, the card said it was 2d6 x10 coins for each hero... and I've rolled 12!!
Both the dwarf and the elf receive 120 coins.
(plus the elf found 4 more in the bookshelf, and the dwarf found a BRODESODE, so absolutely not bad for a first quest!)



Conclusion (or not?)


All in all this was a fun game!
The heroes got heavily wounded, but I still had my healing spell available. Most monsters rolled quite poorly anyway (except the terrible goblin from under the bed!).

If you've read this far, I think I can assume you've enjoyed the report as much as I've enjoyed the game. Let me know in the comments if you'd like more!

I now realize I should have taken a pic of the whole board at the end, but everything is back inside the box now...


Tuesday, July 18, 2023

Christmas in July Sale 2023: My Old-School Essentials Recommendations!

  The Christmas in July sale is on again at DriveThruRPG. For the next 14 days, more than 70.000 rpg titles are available at reduced price!

The list of OSR titles currently discounted counts a big 4241 items, which is still a lot.

The sheer amount of titles available makes it hard to create a list of OSR recommendations, so this time I'll focus on some of the 332 titles listed for Old-School Essentials as it is my current go-to ruleset.




OSE Rulebooks

As with other large DTRPG sales, the core OSE books are discounted, both the Classic Rules Tome and the Advanced rules (Player's tome and Referee's tome). If you're reading this, you're probably already a fan (like me), but don't forget sales are a great occasion to spread the word. Tell your friends!

Moreover, the new, official Foundry VTT packages are on sale.

Adventures

Well, the whole Old-School Essentials line is part of the sale, which means you can get some great adventures too, like Incandescent Grottoes, the Ennie award winning Halls of the Blood Kingand Isle of the Plangent Mage by Donn Stroud.

In the Shadow of Tower Silveraxe - A regional module in zine format written by Jacob Fleming, with lots of dungeons and lots of hours of play. Reviewed here. From the same author, the Through the Valley of the Manticore module with a similar format is on sale too.

The Black Wyrm of Brandonsford - The exquisite, sandboxy point-crawl adventure for characters level 1-3, by Chance Dudinack. Very easy to run, with lots of interaction between locations, and guaranteed to offer a huge number of hours of play. I can't wait to run it. My review here

And The Secret of Black Crag, Dudinack's new module, is on sale too!

Puzzle Dungeon: The Seers Sanctum - Another very good 10 room dungeon with, well, a lot of well conceived puzzles. I've reviewed it here, and if this dungeon is a great opportunity to connect your existing campaign to the setting outlined in the best seller Planar Compass zine series.

Aberrant Reflections, Directsun's new puzzle dungeon, is on sale too!

Wivern SongsHideous Daylight and Temple of 1000 Swords - Brad Kerr's excellent adventures, all highly recommended! I've reviewed 1000 Swords here, and Wyvern Songs here.

Bottomless Pit of Zorth, Darkness at Nekemte and the big huge Gunderholfen megadungeon - G. Hawkins' series of modules. Check out Gunderholfen to grab a 400-page megadungeon at $7.50!

The Frost Spire - An excellent fairy-frosty level 3 dungeon adventure with an interesting moral dilemma. Reviewed it here.

The Falkrest Abbey adventure by Andrea Mollica & I. Now at just $0.85!

Sourcebooks, Supplements & Zines

The full Carcass Crawler series of official OSE zines!

The Axian Library zine collection by yours truly is on sale! Check it if you enjoy alternate rules for Wizards and Clerics, dozens of tables to generate unique dragons, and a host of tables and rules for missing players and new characters.

The Dungeon Dozen, collecting over 200 system-agnostic d12 tables full of awesome inspiration, from the blog of the same name.

The whole Third Kingdom line of hexcrawl supplements is on sale, including the great Filling in the Blanks guide.

The Delver Magazine zine series, full of awesome random tables, along with its Tavern spin-off.

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Into OSR? Check my other OSR posts and reviews!

Monday, July 17, 2023

Old-School Essentials: Lairs and Dungeons

 This post is basically me trying to establish the answers to questions the keep coming on and on:

  • What is a lair?
  • What is a dungeon?
  • Are lairs and dungeons the same thing?

I'm going to answer these questions first of all with what's in the Old-School Essentials core book, then trying to make logical conclusions from it. Since OSE is a bx d&d clone, such conclusions should apply to the "whole family" (probably including BECMI and its clones).

What is a lair?

Ok let's begin with good old Merriam-Webster dictionary:

Lair

a: the resting or living place of a wild animal.

        "we tracked the bear back to its lair"

b: a refuge or place for hiding.

        "a villain's lair"

Why am I starting with this? Because the rules offer no definition at all, so I believe the only safe path here is to assume "lair" means what "lair" means in ordinary English:

a monster lair is the place where monsters live, rest, and/or hide.

The Game Statistics (Monster) page in the OSE srd, under the Number Appearing (NA) section, gives us the following information:

Number Appearing (NA)

Listed as two values, the second in parentheses.

[...]

Monster lair in a dungeon: The second value lists the number of monsters found in a lair in a dungeon.

Wandering monsters in the wilderness: The second value indicates the number of monsters encountered roaming in the wilderness.

Monster lair in the wilderness: The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness.

Lairs are mentioned again right after that, in the Treasure Type (TT) section:

Treasure Type (TT)

The letter code used to determine the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:

A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters, usually hidden in the lair. For monsters with a lair encounter size (see #Number Appearing) of greater than 1d4, the amount of treasure in the hoard may be reduced, if the number of monsters is below average.

This is basically all there is to it.

In the rules, a lair is defined by two things: 

  • A variable amount of monsters (a "community");
  •  a (usually specifically) associated treasure type.
Additionally, from the NA section we derive the following knowledge:
  • A lair can be in a dungeon;
  • A lair can be in the wilderness (and has 5x the monsters, but their treasure hoard stays the same!).
Accidentally, I think the first point takes us closer to answering the question "Are lairs and dungeons the same thing?" Spoiler: no.

Let's put it all together and this is the best answer I can offer:

A lair is place where a (typically large) group of monsters (often as an organized "community") live, rest hide, etc, and keep their "community" treasure hoard; monster lairs can be found both inside dungeons and in the wilderness.

Let's work an example?

The Goblin entry in the OSE srd has additional specific information for goblin lairs, so let's see what we get.

  • A goblin lair in a dungeon amounts to 6d10 individuals (and x5 if the lair is in the wilderness).
  • If encountered in their lair, the goblins have a type C treasure.
  • A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair.
These three pieces of information are the building blocks to create a goblin lair.

An average goblin lair in a dungeon amounts to about 30-36 individuals, plus a 3HD goblin king and 6-8 2HD bodyguards, and a treasure hoard worth around 1000gp.
Yes, that's a lot of enemies for some crappy loot... but type C also has a 10% chance to include 2 magic items!
Considering the swingy nature of random treasure, wise players should try to figure out if a specific lair is worth making an enemy of, before committing to attempted mass goblin murder. Their hoard might as well amount to zero...

Just for fun, let's also consider the largest, richest goblin lair we could finde in the wilderness according to the implied setting: 300 goblins, 1 king with 12 bodyguards, somewhere around 10,000 gp worth of treasure, and 2 magic items.

The only thing that's lacking is: where is this goblin lair? What kind of place is it?

For the most part, we can only answer using common sense and imagination.

The rules tell us it can be in a dungeon or in the wilderness.

In the wilderness, the lair can be anything the specific monster would consider a suitable "home": a cave, a ruin, a hole in a hill, a nest on a mountain peak, the inside of a volcano, etc. And also any type of "home" the specific monster might be able to build, in the case of intelligent creatures: a camp, village, castle, or even a whole city. Remember, NA in the wilderness is x5!

In a dungeon, the lair can be one or more rooms of a larger dungeon. If the dungeon is a small one, the lair can occupy all of it, causing "lair" to be the same as "dungeon". Or does it?

What is a dungeon?


Hey this sounds like the dumbest question. We've been playing dungeons & dragons for decades, we don't need to define what a dungeon is. 

Of course! What I'm doing here is answering the question only with information from the OSE rules, because this will help us understand the difference with lairs.

Again, the rules don't give us a definition of what is a dungeon, but the OSE srd has a whole big Designing a Dungeon page, so my take is: whatever we can infer from that page, gives the "nature" of a dungeon.

The page tells us a dungeon can be a variety of different places (section 1), it has monsters (section 2), you should map it (section 3), and you should stock it with the following "important details" (section 4):

Important details: Monsters (including the possibility of patrols in the area), traps, tricks, treasures, or special magical effects that are present should be noted.

Section 4 continues with the notion that a dungeon often extend over multiple levels, and the deeper you go the higher the risks and the reward, and then notes that treasure is usually guarded by monsters, but can occasionally be found unguarded.

After that, the final section is the Random Room Stocking section. In my mind, this is not just a tool to randomly fill the blanks, but also a set of implicit guidelines. That simple table tells me that a dungeon "as intended" is supposed to roughly have:

33% "empty" rooms (i.e. no monsters and no traps, and about 16% of such empty rooms should contain treasure)
33% rooms with some monsters (and about 50% of such monster rooms should contain treasure)
16% rooms with a trap (and about 33% of such trap rooms should contain treasure)
16% "special" rooms.

These proportions match the intent of "risk goes hand to hand with reward".

In a hypothetical 36 room dungeon, these proportions give us:

10 "empty" rooms (i.e. no monsters, no traps, no treasure)
2 "empty" rooms with unguarded treasure (no monsters and no traps!)
6 rooms with monsters
6 rooms with monsters and treasure
4 rooms with some kind of trap
2 rooms with some kind of trap and some treasure
6 "special" rooms.

This is not all, however, because another important bit about dungeons is found in the Dungeon Encounters page: dungeons are expected to include wandering monsters!

Can we figure out a definition from all of that? Let's try:

A dungeon is a place that: is populated by monsters; features traps (or other environmental hazards); has treasure that make it worth exploring; has bizarre, magical things going on, good and bad (the "special" rooms), and monsters roaming around. 

Are lairs and dungeons the same thing?


Short answer: No, obviously.

Longer answer:

A dungeon can host anywhere from zero to dozens of lairs. If the dungeon hosts 1 lair of monsters, we can say that the dungeon is a lair.
We can look at it the other way around and say that a lair can be a dungeon if it has all the features that a dungeon requires: monsters and treasure, and also empty rooms, traps, and special rooms. In other words: it has to be fully fledged, exciting adventure site!

Let's make some comparative examples with Fire Giants:

  • You can have a Fire Giants lair inside a larger dungeon, with the following numbers: 1d3 individuals, with a type E treasure hoard + 5,000gp.
  • You can have a Fire Giants lair in the wilderness. The description tells us that it should be a black castle near a volcano, with 1d3 x5 individuals, the same type E treasure hoard + 5,000gp, and also the "guardian" creatures listed in the description; 1d3 hydras or 3d6 hellhounds.

The wilderness lair has a lot more giants, but has the same potential treasure as the dungeon lair. How is this fair?

This is supposed to be fair because:

  • The wilderness lair is supposed to be all there is to it, i.e. it is supposed to NOT include traps and wandering monsters.
  • The dungeon lair is supposed to be part of a dungeon with all the "dungeon stuff": traps, special rooms, and wandering monsters. All of that should compensate for the reduced amount of giants.

Can we have another example?


Sure, let's go on with the hypothetical 36 room dungeon:

6 rooms with monsters + 6 rooms with monsters and treasure
It really is up to you to decide how many monster you put into these 12 rooms.
It IS up to you because the BX flavor of d&d does not include a "% in lair" for monster entries, which is featured in the AD&D books and bestiaries.
So you can decide to have zero lairs! Just a bunch of monsters, with some treasure of your choice.
You can decide to have the twelve rooms as a single goblin lair, and this means you'll spread the total number of goblins, and their king and bodyguards, among these 12 rooms, and spread their hoard among 6 rooms.
Or you can decide to have 6 lairs of different creature groups, each controlling 2 rooms. This will give you a much more crowded and dangerous dungeon, but also more potential loot.

4 rooms with some kind of trap
The guidance for traps is sorely short and only amounts to the six examples in the Example Room Traps section.

2 rooms with some kind of trap and some treasure
The guidance for traps is sorely short and only amounts to the six examples in the Example Treasure Traps section.
How much treasure here? The answer is in the Treasure in Empty / Trapped Rooms section, and depends on dungeon level.

11 "empty" rooms.
These have no monsters, no traps, no treasure, so you "stock" them with whatever makes sense for the type of place the dungeon is.

1 "empty" room with treasure.
No monsters and no traps! How much treasure? The answer is in the Treasure in Empty / Trapped Rooms section, and depends on dungeon level.

6 "special" rooms.
The guidance for special rooms amounts to the 9 examples listed in the Example Specials section.

(The truth is, for actual guidance about traps, "empty" and "special" rooms, you should probably check Courtney Campbell's Artifices, Deceptions and Dilemmas).

Does all of this matter?


No, probably! I mean, considering the gm is supposed to roll the dice to determine how much treasure (if any!) can be found in each lair, we can safely say all of this is just guidelines to stock your dungeons.

Not to mention this post is probably the nerdiest thing I've written in my own life. I feel comforted by the fact that if you are reading this, you are at least as much of a nerd as me.

All of this matters a lot if you care for the implied setting and "balance", and if you want to know how much treasure and how many monsters you are supposed to put into your dungeons and wilderness locales.

Even if you don't roll the dice and end up choosing exactly how many goblins and gold pieces you stock your dungeon with, I think it's just nice to know what the expected numbers are, you know, so we try to be all on the same page.
Because those numbers, and the treasure/HD ratio, is the only attempt BX has to make things "fair" and less "whatever the GM thinks".

Especially if you want to write a dungeon module for publishing, I guess.





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