Showing posts with label Codex Slavorum. Show all posts
Showing posts with label Codex Slavorum. Show all posts

Saturday, September 7, 2019

Castles & Crusades & B5 The Horror On The Hill By Douglas Niles

I've been doing a great deal of thinking about Castles & Crusades today & specifically The Codex Slavorum by Brian N. Young.  This question came to mind, "Is the setting of  Ravenloft even necessary?". Short answer is not at all. While Ravenloft is a fantastic setting but the dungeon master has so many more interesting tools at their disposal. If I dive into the realm of Gothic horror I might go into the unconventional realm of Clark Ashton Smith?!


But I'm thinking of something a bit more Russian/Slavic here like a mix of B2 Keep on the Borderlands by Gary Gygax & perhaps B5 Horror on the Hill by Douglas Niles. But what I'd like to do is set this on the alternative Earth that I've been setting my games in for the last couple of months. We got a mix of anarchism Nineteen century & Middle Ages technologies, personalities,etc. But there are parts of Eastern Europe where the Sun hardly shines & knights still roam the countryside. In the Codex Slavorum we finally get the mix of the Slavic myths & the spiritual realms with D&D style elements even though its through the filter of  Castles & Crusades. B5 Horror on the Hill by Douglas Niles has a lot to offer in this direction.


As reviewer Danyel W says; "I first read "Horror on the Hill" almost two decades ago, so this was mostly a nostalgia buy for me. Nonetheless, B5 offers much for a modern gamer: a 'sandbox' module that includes both a wilderness with a number of encounter-locations and a well-mapped, multi-level dungeon, and both are populated with interesting and varied groups of opposition. There's just enough set-up to orient the GM without locking them into a specific campaign-setting, so the whole area can be dropped into a campaign (be it a published setting or homebrew) with a few names changed to fit. The primary obstacles to just playing this module 'out of the box' in any modern version of the D&D or Pathfinder game lie in the old, 'Basic' style stat-blocks, the lack of 'balancing' mechanisms like Challenge Rating, and the relatively generous approach to treasure inherent to the older form of the game. As written, some of the encounters (and hoards) aren't level-appropriate for a modern-style four-PC party of fifth-level, much less PCs just starting their careers! Nonetheless, if the GM can spare the time for the necessary conversion work with resources like the PRD, and is willing to either re-balance everything or accept that parties adventuring at the Hill are going to get either incredibly rich or unbelievably dead, "B5: Horror on the Hill" can make for several sessions' worth of lively and entertaining play."  Now there are several very important points in this review that come across in this review, the DYI friendly nature of B5, its access ability as an adventure module, & its flexibility as a sandbox adventure.
Douglas Niles twists many of the usual classic TSR module conventions to give us a module that works for both the players & the dungeon master. Ian M wrote on Drivethruprg; "There are four "bad" modules in the B series (in my opinion), and B5 is one of them. These are the ones that feel thrown-together, and populated by random dice roll. The actual journey part isn't too bad, but somewhat contrived. The main dungeon itself is horrible.

However, a little seasoning to taste can resolve all of this to make for a fun adventure. You can time-limit it to push players along, which adds to the module's intensity. It needs this because, if played as a "normal" adventure module, it's pretty dull."  The fact that I agree with the 'if played straight its pretty dull" is a fair statement but given n adventure  Gothic & Universal horror film filter then things begin to get much more interesting. That's where I'd grab my copy of Castles & Crusades Codex Classicum to add into the mix. Why?! Well the  Codex Classicum adds in Greek and Roman sorcery and magic including necromancy and prophecy. Even the most casual reader of the classic myths should know how important Oracles are to the tales.

 These elements are seldom used today to set up things in a campaign. This is something I'd love to add in my on going campaigns. I'm still working out some of the details in how I'd love this to all to roll together into a coherent campaign. But I'll keep you readers abreast of ideas & elements as the weeks roll on. 

Sunday, August 18, 2019

'The Pay What You'd Like' OSR Adventure Resource FM-1 Baba Smerta From Quasar Dragon Games For Your Old School Campaigns

"As night falls on the marsh and the fog blankets the land, the people of the surrounding villages lock their doors and pray that they will be overlooked by the minions of Baba Smerta. For nearly three generations they have suffered her tortures and humiliations.
When one of her raiding parties takes on the PCs, though, have they bitten off more than they can chew? Will this long reign of terror finally come to an end?"



Baba Smerta is an old school ten page module done in the Eastern European style and features ten pages of tricks, traps, and machinations of the old witch Baba Serta. Quasar Dragon games features this " pay what you'd like' title and it is at once engaging and challenging. This adventure is really like something the should have appeared in an early issue of Dragon magazine, a ten page concise adventure module that centers itself on the challenges that surround and center on Baba Smerta & her domains.
 I really liked the direction that authors of this one took things within the bounds of it.


***
An OSR-compatible mini-module for any old school RPG or modern clone, designed for character levels 5-6, "Baba Smerta" is easily adaptable to other levels.

The module is designed for levels five through six for the world';s most popular fantasy rpg ad they mean it. The encounters in this module are unique, concise, deadly, and perfectly suited to the PC's level here. There's certainly a combination feel to this module of old school D&D and Eastern European mythology. The adventure pulls from deep within the old school tradition for the action, trips and traps moves along with the rest of the plot very quick and nicely. The maps are handsome and the locations nicely mapped out in quick detail with just enough details to allow some customization within the bounds of the adventure. This isn't so much of a railroad as a well thought out adventure with plot and a well rounded back story. The fact is that there are portions of the adventure that can kill a party quite easily and this detail should be kept in mind for running a party through the gauntlet of encounters & the Dm's balance of encounters in this one. All in all this isn't a bad little title and features a whole host of ways that this adventure could easily be used for a wide variety of retroclones.
With a bit of work Quasar Dragon Game's FM-1 Baba Smerta could work as a very effective adventure for Castles & Crusades. Its got all of the high marks for a C&C campaign. All of the background is built into it, the background setting is compelling, there's lots of advancement campaign potential, & the adventure itself can be quite deadly.  



FM-1 Baba Smerta could serve as the introductory adventure for a C&C  Codex Slavorum  campaign adventure. The adventure has all of the elements including the mythological overtones that we find inside the C&C codex itself 


 Because of the nature of adventure and its influenced Eastern European or Russian flavor, this adventure would make a nice change of pace for a Gothic style game such as Lamentations Of The Flame Princess rpg or Tales of the Grotesque and Dungeonsque by Jack Shear. This adventure makes excellent uses of its elements, themes, and more to really give a unique and some what unsettling old school adventure. Pick this one up while you and toss the author a few gold pieces.