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300+  Anglo-Saxon Names and Their Meaning
300+ Anglo-Saxon Names and Their Meaning
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LC1 Assault Against the Menace on the Mountain
by Gabor L. [Verified Purchaser] Date Added: 02/06/2013 14:03:31
Assault Against the Menace on the Mountain is a scenario which promises much, but delivers very little. Billed as “a Roman-themed module based on the story The Very Old Folk by the master of pulp horror H.P. Lovecraft”, it sets the player characters against sinister and ancient hillsmen about to perform an evil ritual and destroy a Roman town in the Pyrenees. The characters may be wandering mercenaries, Roman citizens out to protect themselves, or members of the Roman-friendly Vascone tribe, and they are in for a storehouse of horrors as they join a doomed cohort which sets out to prevent a terrible calamity.

This is an excellent setup for an adventure, whether it is a wilderness expedition or a dungeon crawl. The product uses public domain art to excellent effect, and it is very professionally laid out in the popular “Moldvay/Cook rulebooks” style: in fact, the author and his editorial assistant have exercised obvious care in making sure the material is approachable, with death trackers and the flowchart for getting lost in the wilderness (which is, on the other hand, very abstract and doesn’t sound too exciting to play), and these devices being explained to the GM very meticulously.

Unfortunately, the adventure is also a major railroad in three acts, and it begins right with one of those basic offences you might think old school publications of all things would have sworn off for good. You do not very often see boxed text written by H. P. Lovecraft, but boxed set it is, and it is used like a blunt, half-page instrument the GM is supposed to read out to his players. Subsequent events add several smaller instances of the same to the module text. This is followed by descriptions of major NPCs and groups of the expedition ranging from lictors to slaves – this part is fine, but then we get to the action, where none of this really matters anymore.

And here lies the problem. This module is about a linear sequence of events, which the player characters experience, but can’t meaningfully interact with or influence. There are curious devices like a complex chart with percentages to figure out if certain NPCs are willing to interact with the PCs, and even another chart to figure what they have to say; rules for time and movement; a chart for getting lost if the PCs wander away from the group – but this does not matter at all, and nor do the “clues” which can be gathered along the way. Non-interactive encounter follows non-interactive encounter as the cohort enters the mountains, and members will start to lose their minds and die in great numbers. There is a table called NPC Deaths per Turn, which, indeed, determines how many NPCs will die by NPC category. Fortunately, none of these deaths affect the PCs, and it is advised that the GM should engage in some illusionism by rolling “false” saving throws to “heighten the sense of dread and anticipation”. Unfortunately, having personally experienced these efforts at “tension-building” in other adventures, I am completely sceptical about their usefulness in heightening the sense of dread and anticipation – especially since they are not tied to PC actions in any meaningful way.

Not that there is room for PC actions. The cohort marches on, and if the PCs don’t want to go along with them, they are threatened with death or (if they are mercenaries) by not being paid, a fate perhaps worse than death. Later, the company sees skulking forms in the woods. There is boxed text that informs the players that they detect a skulking form. The forms skulk, but players who investigate them will find nothing and have a 7 in 10 probability of becoming lost. Later on, the horses scream. This encounter is also described via boxed text, and as the module helpfully notes, “there really is not much the PCs can do at this point but press on.” Later, when all these people start to die in droves, we are informed that “if the PCs attempt to assist any of the prone members of the cohort, they will find them to be unequivocally dead.” Slightly later, more people die. Then everyone is attacked by a strange madness represented by a random roll, then there is some more dying. There is no dignified way out. “If the PCs were attempting to leave the mountain, the DM may choose to have them arrive at the peak regardless, and describe the occurrence as ‘a strange sort of magic that confused your attempted descent, and brought you to the mountain’s peak.’”

Finally, everyone who is left arrives at the mountaintop ritual, where “they will be presented with an ethical dilemma.” This dilemma amounts to deciding whether they are willing to let a bunch of ancient tribesmen enacting a blasphemous demon-summoning ritual ( “by engaging in unspeakable acts, mostly of the blasphemous sexual nature”) summon the demon and destroy everything, or “stopping the very old folk from engaging in those acts”. This is bound to be a hard and complex issue indeed, although, honestly, killing all them blasphemous sodomites sounds like a workable plan. It is also way less dangerous than removing the glyphs representing the demonic influence from the cultists and having to kill them afterwards when it turns out they are still fanatically loyal to the demon, which shows us that pacifism is for limp-wristed quiche-eaters. Unfortunately, “the dark man from the altar”, who was leading the ritual, has disappeared (the module states, elegantly wiping away all remaining traces of protaginism) and he will find another tribe to convert to demon worship. The End.

I would not recommend this module.

Rating:
[1 of 5 Stars!]
LC1 Assault Against the Menace on the Mountain
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LC1 Assault Against the Menace on the Mountain
by john h. [Verified Purchaser] Date Added: 02/03/2013 07:45:23
The setting and the story looked interesting but..
but everything end with two save throw, your party must succeed both if they want to survive.
Ok it's a OSR adventure, it's meant to be tough but this is a silly way to lose a whole band of character.
Level 1 or 2 character must avoid it at all cost !
Besides that the setting is not very well used, this should have been an adventure with a strong atmosphere but you just have very few text for the flavor and a NPC killing die roll.
Very disappointing by this product

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[1 of 5 Stars!]
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d30 DM Companion
by max m. [Verified Purchaser] Date Added: 09/24/2012 22:24:08
most charts are jokes, referencing pop culture characters or quotes and the like, but most are great reference materials. lots and lots of random subjects covered.

Rating:
[4 of 5 Stars!]
d30 DM Companion
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d30 DM Companion
by Greg W. [Verified Purchaser] Date Added: 05/25/2012 22:09:04
The pdf preview available here shows off 11 of the pages (almost a third of the product), so you know what you're getting... which is a thoroughly useful set of d30 tables covering quick character generation, dungeon features, monsters, and treasure. You might be able to generate an entire dungeon, in plenty of detail, with just this one book.

Replete with a useful table of contents, index, *and* hyperlinked bookmarks, this product can easily be used within 0e, B/X, and 1e systems. It includes a dungeon mapping key (with 98 symbols for architectural features, natural features, and furnishings), character attribute / motivation / inventory generators, dungeon walls / floors / doors / embellishment / debris generators, trap generator, poison generator, monster encounter tables and one-line monster descriptions for ‘at a glance’ lookup during games. (The latter are like the Monster & Treasure Assortment tables from TSR, but codified for d30 rolls.) Rounding out the collection are three pages of quick treasure horde generation tables (which facilitate easy conversion between 1e and B/X treasure types) and about eight pages of individual treasure item generators (including gems, jewelry, armor, weapons, and magic items). Even this short summary leaves out plenty of tables; you’ll have to discover them yourself (e.g., 1.45 billion potions; 27,000 mushrooms; 900 traps in 6 categories; 810,000 unique magical weapons, armor, and protective items, and so on).

At this point, you’re probably wondering, “So what’s the gimmick? Aren’t there lots of random tables already out there on the interwebs, produced for free by the denizens of the OSR?” Yes, there are, but LeBlanc has optimized these tables to get you maximally diverse output for minimal rolling. Promoting DM efficiency is one of the key goals that unifies the entire product. Most tables here utilize one of three conventions: (i) getting a single result from a single number (one d30 roll gets you one among thirty results; duh!), (ii) getting multiple results from a single number (e.g., one d30 roll gets you a particular trap type *and* a particular chance to detect it; that is, multiple results from the same table), and (iii) getting results from simultaneous 1d3 and 1d10 (e.g., one d30 roll gets you a poison with two independent features).

Here I must say that this method rocks when it comes to treasure horde generation. For instance, to roll treasure type A in the 1e MM, you typically had to do 8 rolls of percentile dice (1 for each category), and then – potentially – roll an additional 3d6, 8d10, and a d4 to get the specific treasure amounts. That’s twenty separate rolls! But using the treasure tables in the d30 Companion, you just roll eight times maximum to get the same result; the probability space is almost identical to that in the 1e MM (or B/X) in every respect. Multiply this across encounters and then across dungeon levels, and the time saved is pretty significant. LeBlanc lays out many of his other tables according to the same time-saving principles. In effect, he’s exploiting a traditionally underused die to save us lots of time in dungeon and treasure generation and description. Game prep becomes easier and pickup games convert many of their tedious pauses into time better spent exploring and roleplaying.

BTW, I first encountered Richard L. Blanc's blog just a few weeks ago, where he has at least fifty unique monsters both illustrated and statted up for 0e, B/X, and 1e. I look forward to his future products, such as the sandbox companion and the creature compendium.

Rating:
[5 of 5 Stars!]
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New Big Dragon Games Unlimited
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