Saturday, November 6, 2021

The Great British Gamebook-Off

As my dubious effort to write a Talisman Adventures solo adventure demonstrates, I am an enthusiastic amateur adherent of the Adventure Gamebook format. Something I have dabbled in, off-and-on with at best mixed results for many-a-year.

Something that has challenged would-be gamebook author is how exactly do you go about keeping track of all the different paragraphs of the adventure, how do you jumble them up, how do you avoid dead ends or wonky and disorganised narratives in general? 

 I used to write my adventures by hand, and for "go to 32" from paragraph 1, would just leave empty space for as much as I expected the intervening paragraphs to fill. Worked OK, and once I started using a computer and writing in Word, this got a lot easier. I was dimly aware that there were more sophisticated approaches - Scrivener was a massive help (about which I may post more at some point on the subject of scenario and campaign writing), but now - very late to the party - I have tried out and am completely taken with The Gamebook Authoring Tool from Crumbly Head Games.

I'm in the process of rewriting "Nor Gloom of Night" using the GAT, and having a lot of fun with it. The software keeps a flow-chart of the adventure as you write (something I have never bothered to do when writing adventures myself even though it is always one of the key bits of advice from the pros), and allows you to randomise all the paragraphs when finished. The free version of the software will let you write a 100 paragraph adventure - which should be plenty for anyone to try the system out and see for themselves how much of a help it can be.

If you are tempted to download the GAT and get to work on your own solo adventure, you also have the ideal opportunity to motivate yourself to get an adventure finished:  blogger Lloyd of Gamebooks is running The Lindenbaum Prize for short gamebook fiction, entries open 1st December to 1st February. Even if you don't fancy taking a shot at the prize, check out the blog for some great posts about the craft of adventure gamebook writing.


Wednesday, September 29, 2021

Baked TATORS - The Test Part II - Combat Outcomes

I've previously written about the innovative test system at the heart of Talisman Adventures, but in doing so have barely scratched the surface of the subject. Motivated by a question on RPGGeek, I recently put together a 2-page reference sheet showing all the suggested outcomes for tests found in the Talisman Adventures rulebook - the Talisman Adventures Test Outcome Reference Sheet (TATORS).

Writing up the tables made me appreciate the sometimes subtle differences between different types of tests - clearly illustrated by the results for different type of combat action. A Standard Success (rolling sufficient to pass the test but not rolling doubles or triples) should usually be a somewhat mixed outcome - the character achieves what they are trying to do, but there is also a negative effect. For a Melee Attack, this means that the hero hits and inflicts damage on their Enemy, but the Enemy also inflicts half normal damage on the attacking hero. Pretty straight forward. With a Ranged Attack, the hero hits, but a range of possible negative side effects includes that an Enemy inflicts half their ranged damage against the attacking hero OR that an Enemy inflicts full melee damage OR  that an ally must make a Defence Test against an Enemy ranged attack. OR that the attacking hero loses an additional 1d3 ammo. 

Why all these different outcomes for ranged attacks? In melee, we can picture a pretty straightforward situation - the hero is out there, in the fray, swinging their sword and facing direct confrontation from the foe - so a straightforward roll for half damage makes sense as the usual outcome. Ranged attacks could really vary. One assumes that for a ranged attack the hero would often be standing in some kind of sheltered position - but if they are standing in the fray themselves, it makes sense that they have to take full damage from a melee attack owing to their increased exposure. If enemies have ranged weapons, and the hero is standing back or behind cover, it makes more sense for them to take only half damage. But maybe the GM feels that it would make more sense for the enemy to target another hero - in this case, that character does get to make a Defence roll - hopefully giving allies less reason to curse their shot-slinging companion. And if the attack was made in such a way that the GM does not feel that the enemy would actually get a responding attack (firing from up on a city wall at an unarmed enemy) then expending more ammo to get their shot.

For Spell-casting outcomes, Failure and Standard Success do not result in any automatic ENemy action - but rather loss of additional spell points or (combined with rolling a [1] on the Kismet die) forgetting the cast spell. Depending on the spell type and situation, you might sometimes want to apply a similar result to a failed or standard Ranged Attack (for example, if casting a direct attacking spell), but the outcomes allow consideration that the spellcaster may well have put themselves out of harm's way, or that the spell is being cast to buff another character (and having the Enemy inflict damage as a result lessen its usefulness).

Psychic Assault outcomes lie somewhere between a Ranged Attack and Spellcasting in terms of the type of result. The result of becoming "strained" (and having a cumulative penalty to further attacks of this type) features strongly, which is an important balancing element on what might otherwise become an unlimited source of devastating brain-bolts. It gives a very different, and thematically appropriate, flavour to this type of attack.

I referred earlier to suggested outcomes, and I think its important that the GM not feel bound to only give the listed results - the rules themselves frequently refer to given outcomes as suggested. It's good to follow them closely just to be consistent for players, but varying the outcome might often be more appropriate depending on circumstances. Perhaps a hero launches a melee attack on Enemy who has just attacked their friend - maybe the outcome of a standard success should be that the friend makes a Defence Test against a further melee attack, rather than the attacking hero taking half damage. Or maybe for a change you might want the axe-swinger to pull a muscle and experience a similar "strain" as a Psychic Assault, or to blunt their weapon (reduced damage until repaired). 

The options are endless, and GMs will find many suggest themselves during play. Best of all, you can sometimes find that players might come up with outcome suggestions themselves, and if these make sense, fit the situation, and/or add to the fun it's a good idea to go with them - but important to avoid a set-piece becoming exploited to the detriment of the game. When that happens you might want to get a little more punitive on the Standard Successes or when a [1] is rolled on the Kismet die to 'encourage' players to rethink their approach...

You can get your TATORS at the Talisman Island resource page here, or download from RPGGeek. I hope its a useful reference - but also that it encourages GMs to come up with novel outcomes that fit their game and entertain the players. 

Thursday, September 23, 2021

Last/First chance to Hunt Eggs and more, Gadzooks!


I'm running what might end up being the FINAL SESSION of the Dread Wyrm Egg Hunt next Saturday, as part of AlbaCon, Scotland's premier online RPG convention, on Saturday 2nd October at 8pm UK (UTC+1, 3pm East Coast). Okay, I have also submitted to possibly run at another event, but this is the last confirmed one, after which I will be forcing myself to come up with something new. What's more, AlbaCon is run as a charity fundraiser, with all proceeds from the £5 ticket cost going to Penumbra, the Scottish youth mental health charity. It's a great cause, and £5 buys you FOUR HOURS OF TOPNOTCH RPGING MAYHEM! Back in 1985 it'd only get you 20 minutes on Steve Jackson's F.I.S.T. so this is definitely a bargain, folks. Please hurry and sign up if you are tempted as at the time of writing the session is on AlbaCon's AT RISK register: we need a couple more sign ups to avoid being axed. Ask your friends or in-laws if you can't make it. BOOK YOUR TICKET HERE!

I have had a lot of fun running the game, and the GenCon sessions the other week were a pure hoot, with a wonderful bunch of players bringing out the best in my silly little adventure. As a result of impetus from the session, I revised a final draft, and the pdf is now available on Talisman Island's resource page here. It now contains illustrations (sort of) and a map of the caves. You can also get TATORS there (more on TATORS next week). I have had a lot of great input from players, but it'd be great to hear from any GMs... 

Wednesday, September 1, 2021

Gen Con Online 2021

This September Gen Con will be running both an in-person and an on-line event, and at the digital event I am running two sessions of  my introductory scenario for Talisman Adventures "The Dread Wyrm Egg Hunt". Keen followers of the Thaumaturgical Workshop will note that the full text of the adventure was posted on this blog a few weeks back (and is also available as a better-laid-out pdf kindly hosted at Talismanisland here) - so if you are thinking of signing up for the game, maybe don't read up and get spoilers. On the other hand, if you did read the adventure and couldn't make head nor tail of wot I wrote and would like to play in the hopes of getting some kind of a grip on how the adventure is intended to be run (and are prepared not to use any glimmerings of insider knowledge to the detriment of other players' enjoyment), by all means sign up.

The sessions each start at 2pm (East Coast Time, which I am counting on being 7pm UK) running to about 6pm, on Saturday 18th and Sunday 19th September. 3 seats currently remaining for the Saturday game, all 5 seats still open for Sunday. Gen Con charge a modest $2 per ticket (less than the price of a cup of coffee, twice as invigorating, and guaranteed not to stain your teeth), and the game will be played over Discord - you just need a working microphone, and no prior experience of the game system is required.


Friday, August 27, 2021

Nor Gloom of Night - Chapter 3

[EDIT 10/01/2022: There is now a fully revised version of this solo adventure available as a FREE PDF DOWNLOAD. Get it here on RPGGeek.com! The following is the rough and ready first draft exactly as it first appeared here on the Thaumaturgical Workshop. The revised version is better, and has pics.]

Well, here it is, the long-awaited, much-clamoured-for conclusion to the exciting solo adventure "Nor Gloom of Night"! If you are new, you need to start at Chapter 1 here. Questions, feedback and outraged complaints are all welcome. If you think you can do better (and assuredly someone can!) please be inspired and encouraged to share your own creations - I will be very happy to link to your Talisman Adventures content. 

There's a lot of actual official (and properly written, edited & playtested!) material due out for the game this year (or as soon as the challenging publishing environment allows), but we all know that (haphazardly written, unedited & unplaytested) fan-created material is the heart and soul of a vibrant game system. Or maybe not - I'm just pleased as anything to finally be finished with this - or finished in its current format at any rate - it's possible I will revisit and clean it up for an improved version at a future date (for which any comments and criticism will be extremely helpful and gratefully received).

If for some reason you enjoyed this peculiar adventure, you can also check out my previous solos written for Tunnels & Trolls and linked in the sidebar. 

So, if you have dusted off your character sheet, you should find that your adventure continues with you reading either #57 (taking refuge at Gladden Hall) or #58 (attacking the black-hatted stranger):

#57

You have arrived at Gladden Hall, pursued by a sinister gentleman in a tall black hat. Something has caused the heavy oak door now behind you to shudder, but it holds firm, and you are able to catch your breath and look about.

You stand in a hallway, dimly lit by candles guttering in brass sconces. The walls are of cut stone, and there are no windows. Two shields decorated with dusty coats of arms face each on either wall across the hallway, and there is another stout oak door at the far end. Standing between you and the far door is the person who let you in: An aged troll wearing a tatty robe, carpet slippers, and a look of mild curiosity.

“Welcome to Gladden Hall,” he intones in a deep and gravelly voice.

There is another thump on the door behind you.

Will you hold up the letter, and tell this Troll that you bear an important missive from Magistrate Cannock for the Lady of the house? Read #59

Or do you feel it would be wiser to conceal your purpose for the time being, and simply ask for shelter from whatever menace the gentleman in the black hat represents? Read #62


#58

You launch a sudden attack on the sinister black-hatted stranger!

If your character is an Assassin, read #60. If a priest, read #63. Otherwise, read on.

Firstly, regardless of the nature of your attack, you must determine if you surprise your enemy (see p.39). This is a Stealth (Agility or Insight) test; if you don’t have the Stealth skill, your roll will be unmodified. Your attack is sudden, but Black Hat is on the alert, so the Difficulty of the test is 17.

A failure will mean that Black Hat is not surprised, and will react normally to your attack. A standard success will mean that Black Hat is partially surprised and you will be able to add +2 to your subsequent attack test. If a Great Success is rolled, you will add +2, and Standard Successes become Great Successes, Great Successes however do not become Extraordinary Successes. If you roll an Extraordinary Success for your surprise test, read #69.

Having determined if you have surprised Black Hat, decide what type of attack you are making (Ranged, Melee, Psychic Assault or Spell - each depending on whether you have the appropriate skill or weapon, and read #61


#59

You brandish the letter and announce that you bear an important message from Magistrate Cannock for the attention of Lady Gladden.

“Indeed,” says the troll. “Well, hand it over then.”

He holds out one slab-like palm, and raises a craggy eyebrow expectantly.

If you hand over the letter, Read #64.

If you instead insist that you must deliver the letter in person, Read #70.

If you wish to charm, flatter, intimidate or in any other way influence Lady Gladden’s hulking lackey, Read #67.


#60

Sudden, unexpected attacks are of course your specialty. You have been waiting for your moment and readying yourself to attack, and as a result can add +2 to the Surprise roll. You will also be able to apply the Treachery special ability (see p.68) if the attack is successful. Return to #58, and resolve the encounter.


#61

The stranger’s yellow eyes flash and flare, and he seems to swell and distort. You are filled with an overwhelming sense of malice and power. It flashes across your mind to wonder if you can even harm such a foe…

Your enemy is The Black Hat Devil, an evil spirit, against whom ordinary weapons are ineffective. If your attack was made using a non-magical ranged or melee weapon, then even if successful, it will only inflict damage equal to your character’s Psychic Damage modifier (i.e. your Craft score).

If you attacked using the Psychic Assault special ability, you will be able to inflict psychic damage as usual (see Psychic Combat, p.41 - 42).

The Black Hat Devil is immune to the majority of spells that target him directly, except Lightning Bolt, Hex, and Dark Binding. If you cast anything else at him (eg Sleep or Weakness), he will laugh and strike at you with a retaliatory psychic bolt.

His Threat score is 16, he has 12 Life, and his attack is a psychic bolt which causes 1d6+5 damage. If the Kismet die is a 1, he will unleash a Dark Power, Read #80.

After resolving the first round of combat, you may wish to rethink your strategy. If you wish to escape, read #68. If you wish to fight on however, you may now chose to fight using Psychic Combat, even if you don’t have the Psychic Assault special ability. This is because you are fighting an incorporeal foe. Your attack will be unskilled, unless your character has the Psychic skill. Successful attacks will inflict 1d6 damage plus your Psychic Damage modifier - note that standard successes or failures will result in your character becoming disoriented and penalised accordingly (see p.41).

If you defeat the Black Hat Devil, read #66.

If the Black Hat Devil defeats you, he draws your soul into a silver flask and dances away to realms unfathomed, singing his high and and lonesome song. The End.


#62

You attempt to apply your guile/charm/menace to the elderly troll servant.

The troll servant’s default Attitude (see p.152) is Suspicious, meaning that there will be a -2 penalty to your Persuasion attempt. Please note that this will be modified if your character has a feature that affects attitude (for example, the Human special ability “We’re Friends”).

The Difficulty of this test is 14. If you fail the test, read #65. If you achieve a Standard Success, read #70. For a Great or Extraordinary Success, read #73.


#63

Your holy vows would normally preclude you launching a sudden attack on an Enemy, and yet in this case, your instincts have proven correct: this is no mortal foe, but an Evil spirit - the Black Hat Devil!

If you have Light Fate and at least 1 Spell Point available, you can attempt to Banish the Black Hat Devil. This is a Psychic (Insight) Test at Difficulty 16. If you are successful, read #66 (Remember, if you rolled a [6] on the Kismet die, you will also regain 1d3 Spell Points).

If you are unsuccessful you will suffer a psychic bolt from the Black Hat Devil, for 1d6+5 damage.

If you fail to Banish the spirit (or don’t have the Spell Points to try), you may engage in Psychic Combat, in which case read #61. If you prefer, you may flee for your life, in which case read #68.


#64

You hand over the letter, which the troll takes and unceremoniously slips into one of the grubby pockets of the tatty robe. “Wait here,” he orders, pointing at an uncomfortable-looking chair, close by the front door (which still periodically vibrates from the force of blows from outside).

If you change your mind and insist that the Troll lets you accompany him, read #67.

If you shrug and take a seat, read #72.


#65

The elderly troll is unmoved by either threats, promises or pleading. He seizes you by the scruff of the neck, opens the front door, and boots you out before you have the chance to say another word. The door slams behind you, and before you stands the sinister Black-Hatted stranger… Read #61


#66

With a sudden, unearthly, chilling howl, the evil spirit is vanquished! Nothing remains but a gold ring, and the Devil’s tall black hat. (You earn 2 x.p. for your efforts).

If you wish to slip the gold ring onto your finger, read #74.

If you wish to pick up the hat and place it on your head at a jaunty angle, read #80.

If instead you prefer to back away from these accursed accoutrements in horror, and hasten to complete your task at Gladden Hall, read #77.


#67

The troll servant’s default Attitude (see p.152) is Suspicious, meaning that there will be a -2 penalty to your Persuasion attempt. Please note that this will be modified if your character has a feature that affects attitude (for example, the Human special ability “We’re Friends”).

The Difficulty of this test is 14. If you fail the test, read #65. If you achieve a Standard Success, read #70. For a Great or Extraordinary Success, read #73.


#68

You flee from the Black Hat Devil, in fear for your very soul.

The Devil blasts you with a psychic bolt (1d6+5 damage). Make a Psychic Defense Test against this attack, at Difficulty 15 (see p.44 - remember, the roll is unmodified if you do not possess the Psychic skill). If you fail the test and roll a [1] on the Kismet die, read #69. If you roll a Standard Success you will take half damage, for a Great Success or better you will take no damage. If you roll an Extraordinary Success, read #66.

If you survive, and run screaming to Gladden Hall, pound on the door and beg for shelter, read #55.

If instead you fling the Magistrate’s letter at the Devil, and scarper far from this accursed place, read #71.


#69

You have acted in such a manner as to completely befuddle the Black Hat Devil. Though he is a sinister and powerful being, your actions have inflicted a staggering blow to the evil spirit’s greatest weakness: his pride. Read #66.


#70

The troll eyes you shrewdly. “Very well,” he says, “follow me.”

The troll leads you through a succession of poorly-lit corridors and dusty chambers. Stuffed animals, old brass weaponry, and other trophies indicate that an enthusiastic huntsperson lives or lived here. You see a few other servants: the occasional maid or page boy, dressed in handed-down gowns and faded livery. The old building echoes with the blows being struck against its doors, and there is a hushed sense of dread.

Finally, at the top of a wide stair, the stone steps worn almost to a smooth and treacherous chute, you reach set of double doors. There is no guard, and one the doors stands slightly ajar. The troll raises a hand to indicate that you should wait.

“M’lady,” he intones, “visitor.”

There is no audible response, but at length the troll nods.

“In you go,” he says.

If you stride in to present yourself to Lady Gladden, read #75.

Or if instead you are unsettled by this house, and wish to ask her servant frankly what is going on, read #73.


#71

In a final act of defiant resignation, you hurl Magistrate Cannock’s letter at the Black Hat Devil, and turn to run for the hills. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring and your temple throbs. Then an unexpected calm ensues. You turn slowly, and see that the devil is gone. On the ground is nothing but a gold ring, his tall black hat, and the magistrate’s seal. (Gain 2 x.p.)

If you pick up the seal and examine it, read #84.

If you slip the gold ring on your finger, read #74.

If instead you decide to put on the tall black hat, and set it at a jaunty angle, read #80.


#72

You sit on the uncomfortable wooden chair and wait. You find yourself jumping involuntarily each time the door shudders to a blow from without. From somewhere you think you can hear the maddening echo of a ticking clock. The door shakes again. There is no sign of the troll.

If you patiently continue to wait, read #76

Or if the pounding at the door has become more than you can bear and you charge out into the open to confront the sinister stranger, read #61.


#73

For a moment something in him resists, and then the old troll lets out a sigh.

“Traveller,” he says wearily, “this is a cursed house. Truly, that devil outside may be the least of the troubles at Gladden Hall.”

If you say that may be, but you have been asked to deliver a letter to Lady Gladden, and would very much appreciate being able to discharge your responsibility, read #75.

If you have had enough of ominous mystery and foreboding, and would frankly prefer to leave this household to face their own demon, then bid the troll adieu and read #96.


#74

The gold ring is warm to the touch, and, holding it to the light, you note it is finely engraved with delicate, swirling lettering. You slip it on. It is a perfect fit. You admire the way the light plays on it, and are about to try it on a different finger, when to your surprise and consternation, you find that you cannot remove it. It isn’t tight as such, it simply will not move. You have a sense of foreboding that there is something evil about the ring, and a part of you desperately wishes to see it gone.

If you wish to get out a knife and cut off the finger to be rid of it, read #88.

If you shrug, and carry on your way, make a note that you are wearing the Golden Devil Ring. Now you may either put on the black hat (read #80), or stride to Gladden Hall to announce yourself and deliver (what remains of) Magistrate Cannock’s letter (read #95).


#75

You are standing in what you suppose is Lady Gladden’s estate office. As well as assorted hunting trophies, there are old maps on the wall, showing the locale and, you suppose, the Gladden holdings. There are shelves of dusty ledgers and tomes, and a great oak desk piled with a teetering assortment of parchments, more books, empty and half empty bottles, and much else besides.

In front of the desk sits an immense and immensely impressive woman. Her broad and powerful shoulders are hunched, and she sits cradling an empty leather case, hanging her head. Her florid cheeks, broad nose and powerful jaw seem more accustomed to mirth and sport than dejection and introspection. She does not look up when you enter, but her barrel-like chest heaves with a long, slow sigh.

If you present the letter from Magistrate Cannock, read #85.

Or if you put your own affairs on hold, and instead ask what is the matter, read #79.


#76

The troll does not return. A small boy wearing the faded livery of the Gladdens does, however, make his way cautiously towards you. Glancing in fear at the front door, whenever it shakes, and in uncertainty at yourself.

If you smile and encourage the boy to approach and speak, read #81.

If you merely continue to wait, read #72.


#77

At Gladden Hall, the door is answered by an aged troll wearing a tatty robe and carpet slippers. “Suddenly got very quiet out here,” says the troll, which you half think may be intended as a complement to you for dealing with the Black Hat Devil.

If you ask the troll to take you to see Lady Gladden, read #83.

If you ask the troll to acknowledge that you have just defeated a powerful servant of Evil, freeing Gladden Hall and its environs from a terrible menace, read #78


#78

“Oh yes, very well done madam,” says the troll mildly, and then squints. “Or sir. Misplaced the old spectacles. Well done, anyway. Splendid. Defeated the Black Hat Devil you say? Any relation to that chap over there?”

The troll points behind you, and you see the Black Hat Devil rapidly approaching, his eyes burning yellow, and a murderous smile on his lips.

If you charge back into combat with this implacable foe, read #61.

If you beg the troll to let you take shelter, read #83.


#79

The dejected noble lets out a great sigh. “For all my might, I cannot defeat the devil that is plaguing me. He lurks outside my gates and taunts me. I bested him with the Truespear, and barely had I returned to this hall in triumph when the fiend returned, stronger still to taunt me. I sent out pigeons to an old ally carrying a plea for aid, but alas I believe they must have failed, for no aid has come. Has it?”

She looks at you with an expression not quite daring to verge on hope.

If you now deliver the letter from Magistarte Cannock, read #85.

If you first prefer to ask what price Lady Gladden would be prepared to pay to be delivered from this evil, read #90.


#80

You place the tall black hat on your head, and skip delightedly, hopping from foot to foot, and trilling a merry song. A small dog approaches you from down the lane.

If you smile and pat the dog, read #82

If you tear the hat from your head, read #92.


#81

“Gladden Hall has been cursed by the terrible Black Hat Devil,” says the servant boy, “and no one can defeat it. Lady Gladden killed it with the Truespear, and everyone cheered, but before their cheering had ended the Black Hat Devil returned, and ate Simpsim the gardener! It was horrible.”

If this terrible tale has you quaking with fear and you wish to escape from this accursed place, read #97.

If you boldly decide to leave the hall and confront the Black Hat Devil, read #61.

If you decide you must first speak with Lady Gladden, and seek out the troll to demand he present you to her ladyship, read #98.


#82

You reach out to pat the dog. Then, grasping it firmly by the scruff of the neck, you hoist the whining animal above you, distend your lower jaw, and consume the terrified little beast.

If you decide to take a short rest, read #86.

If you instead tear the Black Hat from your head, read #92


#83

“Indeed,” says the troll, “follow me.”

The aged retainer leads you through a succession of poorly-lit corridors and dusty chambers. Stuffed animals, old brass weaponry, and other trophies indicate that an enthusiastic huntsperson lives or lived here. You see a few other servants: the occasional maid or page boy, dressed in handed-down gowns and faded livery. Some point at you as you pass and whisper hushed comments to each other. There is a general sense of expectation in the hall.

Finally, at the top of a wide stair, the stone steps worn almost to a smooth and treacherous chute, you reach set of double doors. There is no guard, and one the doors stands slightly ajar. The troll raises a hand to indicate that you should wait.

“M’lady,” he intones, “visitor.”

“WELL?” booms a powerful voice from within. “Don’t dillydally, old fellow. Send them in, send them in!”

Read #87.


#84

The seal is all that remains of the letter that Magistrate Cannock entrusted to you. Make a Lore Test at Difficulty 15, using either Wits or Insight as modifier if you have the Lore skill.

If you fail, you see nothing in the marks and squiggles on the wax to deserve your attention, and may either deliver the seal to Lady Gladden, as all that remains of Magistrate Cannock’s letter (read #95), or be happy to leave this sorry incident behind and take your leave of Gladmeadow

If you roll a Standard success, read #93.

If you roll a Great or Extraordinary success, read #89.


#85

As you present the letter from Magistrate Cannock, a perceptible change comes over the woman. Her eyes brighten, her shoulders lift, and she grabs the letter from you eagerly, with a disbelieving laugh. She walks over to a window and opens it, tears the magistrate’s seal from the letter, then throws the letter unread out of the window. As she walks towards you, positively beaming with delight, you hear a muffled explosion from somewhere below the window, which Lady Gladden (for assuredly this is she) entirely ignores.

“Well stranger, or indeed, I should say friend, you have done me and my house a great service indeed. For weeks, my land has been plagued by the Black Hat Devil. Nothing could defeat him - and if any sorcerous means or force of will destroyed the evil being, he would return unharmed, and ready to wreak further vengeance.”

As though in response to her words, you shiver to hear a ghastly howl from without, a cry you recognise as that of the Black Hat Devil. Lady Gladden flinches too, then grins and holds the seal aloft.

“This seal will send the devil back to the infernal realms, and free my house from its curse. Magistrate Cannock chose well in sending you here, and I thank you deeply for your sevice.”

She beams, and shakes your hand vigorously. (You earn 2xp)

If you ask what then of your reward, read #91.

If you offer to use the seal to vanquish the Black Hat Devil, read #96.


#86

You take a seat beneath the old yew tree at Gladmeadow, to sit and wait for the foolish adventurer that you know will soon be travelling this way. On your head is a very fine hat, and in your pocket a silver flask. Nothing will avail them when they face the evil of the Black Hat Devil!


#87

You are standing in what you suppose is Lady Gladden’s estate office. As well as assorted hunting trophies, there are old maps on the wall, showing the locale and, you suppose, the Gladden holdings. There are shelves of dusty ledgers and tomes, and a great oak desk piled with a teetering assortment of parchments, more books, empty and half empty bottles, and much else besides.

In front of the desk sits an immense and immensely impressive woman. Her broad and powerful shoulders are hunched, and she sits cradling an empty leather case, hanging her head. Her florid cheeks, broad nose and powerful jaw seem more accustomed to mirth and sport than dejection and introspection. She does not look up when you enter, but her barrel-like chest heaves with a long, slow sigh.

If you present the letter from Magistrate Cannock, read #85.

If you first announce that you have defeated the Black Hat Devil, read #94.


#88

You take a knife, and cut off the finger bearing the ring. Crikey! Gain 1xp for your bloody determination. For the time being, your character is now wounded (see p.). Furthermore, for the next month, your character will face an additional -2 penalty at any test using the injured hand (eg, climbing, combat rolls, lock-picking, piano playing, etc). Fortunately, heroes are pretty good at getting used to minor maimings, so after the month, your character adapts, and no longer suffers the penalty (unless your character has previously lost a finger, in which case there will be a permanent -1 penalty - the penalty doubles for every two fingers lost - see Exponential Finger-loss Penalty in the main rulebook for further details). If a troll, the finger will have fully regenerated after the month is up - no big deal.

You may pocket the ring (and the finger, should you wish - maybe it can be used as bait of some sort if you don’t happen across an extraordinarily-skilled chiurgeon or magic healing stone) - make a note that you are carrying the Golden Devil Ring. You estimate that it may be worth 10gps as an item of jewellery to any not put off (or perhaps attracted?) by the ring’s palpable aura of evil.

Having dealt with the ring, if you now cheerfully place the black hat on your head, read #80.


#89

The seal is a magical artifact of great power, the Sigil of Binding. It captures and holds the essence of any demon it comes into contact with. If the seal is broken, the demon will be released…

As it now holds the Black Hat Devil, it cannot be used again (except finally, to free the devil), but may well be of value to some nefarious sorcerer or collector of arcana. You may keep the Sigil with the intention of selling it, in which case assume that your character is able to get 100 gold for it from a shady dealer. A standard Success at Bargaining will increase the price to 110, Great to 120, Extraordinary to 150, failure will result in you being incarcerated for dealing in forbidden relics, which will be a whole other adventure… The End.

Alternatively, you can take the Sigil to present it to Lady Gladden, as later delivery of what remains of Magistrate Cannock’s missive. Read #95.


#90

You negotiate a price with Lady Gladden for deliverance from the evil that besets her. Doubtful of your ability to deliver on this, Lady Gladden is prepared to offer 50 gold. You may use Bargain (Resolve) at Difficulty 12 to negotiate a better price - a Standard Success means she will pay 60 gold, Great Success 75 and Extraordinary 100. Failure means that she is unimpressed by your haggling, and will not promise anything in advance of seeing your doubted success. Make a note of the reward you have negotiated - Lady Gladden will honour that price in place of any gold reward given in the text (should you succeed…).

Now you have a reward fixed, you may steel yourself and face the Black Hat Devil, read #61.

Or perhaps you should first deliver the Magistrate’s letter, and read #85

If the reward hardly seems commensurate to the risks and you prefer to leave Lady Gladden and her people to their fate, read #97.


#91

Lady Gladden is perhaps a little put off by your mercenary attitude, but forces a smile, and takes 20 gold from her purse. Throwing the window wide open, she draws a catapult from her back pocket, places the seal in the band, draws it back, squints, aims somewhere below and lets fly. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring, your temple throbs, and the whole building shakes. Theshaking subsides, and a great calm follows. 

Lady Gladden thanks you for your service, and says that Grunethodder (her troll servant) will be happy to write a letter of recommendation for youi to present to any future employer.

Perhaps you have had enough of any dealings with letters, or perhaps you will patiently wait while Grunethodder pens it. Either way, this adventure has now ended. You can take a further 1xp for reaching the only paragraph in the adventure where Grunethodder is named, but otherwise may be left with a nagging doubt that you could have done better, somehow. The End.

 

#92

You reach up and caress the hat. It fits you so well, you determine never to remove it. Laughing with delight, you skip through Gladden Meadow, drawn to the old yew tree. Peasants run from you making the sign of the evil eye, and you grimace at them, hop from foot to foot, and roar. Read #86.

  

#93

Undoubtedly, the magistrate’s seal has some kind of magic which has dealt with the Black Hat Devil, and you are certain that a dark power remains within it. If you carefully place the seal on the ground and make your exit from these parts, read #.

If you prefer to deliver it to Lady Gladden, read #95


#94

You boldly declare to Lady Gladden that you have defeated the terrible Black Hat Devil.

“Oh yes?” she asks, with a wan smile.

There is a horrible roar from outside, and you feel the building shake.

“The demon returns when it is slain, and each time the remaining fragments of hope are diminished.”

If you present the letter from Magistrate Cannock, read #85.

If you declare that by hook or by crook you will defeat the Black Hat Devil, and will face the demon again, read #61.


#95

Having defeated the Black Hat Devil, you present Magistrate Cannock’s Seal to Lady Gladden. Read #99.



#96

Lady Gladden smiles, impressed by your bravery.

“That won’t be necessary,” she says, motioning for you to follow as she walks over to a window. Throwing the window wide open, she draws a catapult from her back pocket, places the seal in the band, draws it back, squints, aims somewhere below and lets fly. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring, your temple throbs, and the whole building shakes. Theshaking subsides, and a great calm follows. Read #99.


#97

You have decided to flee Gladden Hall and leave its inhabitants to their terrible curse. The Black Hat Devil lurks outside, so unless you wish to confront it directly (in which case read #61), you must try to sneak out and take to the hills.

This can be achieved by making either a Stealth (Agility) or Survival (Insight or Mettle) Test at Difficulty 16. Failure means you that the Black Hat Devil sets upon you while your back is turned whereupon he draws your soul into a silver flask and dances away to realms unfathomed, singing his high and and lonesome song. The End.

A Standard Success or greater will enable you to escape from this accursed place - though you will lose your weapon in your flight unless you achieve a Great Success or better.

Surviving at all will enable you to garner a further 1xp for your troubles, though you had better find some far corner of the land to try to rebuild something resembling a heroic reputation.


#98

The servant boy takes you to the troll’s quarters, where he is stretched out on an enormous, broken down armchair, with a glass of sherry in one hand, and your letter still visible poking out from his pocket. The troll raises an eyebrow.

If you snatch your letter from this back-sliding lackey and demand to be taken to see Lady Gladden, read #83.

Or if you are disgusted by this craven household and prefer to face the Black Hat Devil, read #61. Or indeed, to flee Gladden Hall and leave them to their doom, read #97.

 

#99

The noble warrior is impressed by your fortitude, and delighted that Magistrate Cannock entrusted you with her deliverance. As a reward, she pays you 20 gold, and presents you with a fine riding horse (which with its saddle and bridle are probably worth double the gold she has paid).

“You will always find a welcome here at Gladden Hall,” she declares, shaking your hand vigorously with both of hers.

The household is soon alive with the knowledge that the Black Hat Devil has finally been defeated, and you are celebrated for your part in this happy event. The feasting goes on long into the night.

The next day you ready your new horse for the journey, to seek out fresh adventure. Having proved yourself reliable, however, Lady Gladden has a small task in mind that she would be very grateful to have your assistance with, if you aren’t needed immediately elsewhere…


Congratulations! Your hero has successfully reached the end of “Nor Gloom of Night”. Further adventures may possibly be forthcoming, although you might hope I have learned not to promise weekly episodic release.


Friday, August 6, 2021

Tales of the Realm: Briar Rose

Newsflash! Pegasus Spiele have just released a new adventure for Talisman Adventures: "Tales of the Realm: Briar Rose", and have kindly provided me with a copy. Written by Brian "Chainsaw" Campbell (one of the development team behind the game and a veteran RPG designer with a bunch of credits for Star Wars, Cthulhu and Werewolf), the adventure is aimed at a party of 1st or 2nd level characters.

"The dismal town of Greymist seems endlessly mired in despair, perhaps echoing the sorrowful fate that has befallen one of its most beloved youths. In this tale of love, both true and spurned, the heroes must overcome dread magics and undead perils to reunite a devoted pair before a terrible curse ends their fabled romance—permanently" 

The adventure follows the solid Three Act structure recommended in the GM's guide, and is another strong example of the Talisman Adventures school of adventure design (as already seen in Death's Messenger, Toads & Diamonds and The Corpse Watchers). The encounters and situations take into account the game's core "Test & Outcome" system (see previous profound thinkings on this subject), but are written with a strong narrative feel and including direction and suggestions for the GM - so that play doesn't have to be merely determined by dice.

My favourite element of the adventure is the first act, set in the town of Greymist. There's good fleshing out here of a location in the game world, but more significantly this is the first town location to feature in any of the adventures - which should play well for heroes (and Followers) who thrive in the urban environment. 

Of least use? Probably the sole tactical map provided. It isn't exactly a location that is difficult to picture from the description, the map doesn't add anything in fact I would say detracts from the verbal description as it isn't really very striking. However, if you use tactical maps in play (maybe particularly if you play online with certain formats?) you may be happy enough to have it than not. The inclusion of the tactical maps in "Death's Messenger" baffled me for the same reasons - so if you liked those, you can disregard this opinion. There are no other maps, which though I am a cartomaniac I generally accept as a feature (rather than flaw) of the adventures we have had from Pegasus so far - see my previous bletherings on the subject.

I haven't run the adventure (just cast my hasty eyes over it for this preview/review/plug), but it seems as though it would be possible to run in a single session, comfortable to stretch out a bit longer if the players get stuck in and have fun with the various locations and NPCs. 

The back of the adventure contains descriptions for the monsters - this is a useful reference, but the majority are just taken from the core rules. The creatures that are added are interesting though, and have some neat dark fate abilities for the enjoyment of GMs.

I don't want to put out any spoilers, but there are a good number of classic fairy tale elements in the various encounters and in the central plot, which is something I really like, and think is extremely well-suited to the game. All topped off by the charming and moody cover art.

Summary: Solid design, big plusses for the town details and fairy tale elements. Good introduction to the game, good "second quest", fairly plunderable for GMs just looking for parts.

OUT NOW as pdf-only, available on DriveThruRPG for $7.99, or bundled with the (recently-revised, including the desperately-needed apostrophes for the Thieves' and Merchants' Guilds that some pedant tipped them off to...) core rules for a special offer price of $24.99. Bargain.

POST-SCRIPT: That's a complete original unofficial GM Adventure and review of a new official GM Adventure you've had from me in less than a week, so don't come all "Where is the over-promised & over-due 3rd instalment of "Nor Gloom of Night"?" with me. Though as it happens, I really am almost finished, and expect to have it out right soon, honest.


Airecon 2023 Session Report Compendium

Session 1: The Marauders of Wheppersnade Cove (1st iteration) This was my opening session at Airecon, and the only game that hadn't sol...