AggroChat #84 – Stealth Luck Cheats

AggroChat84

This week we have a bit of a change in the show.  When we started compiling the list of what we wanted to talk about, it turned out that for the most part they were broader subjects rather than individual game specific ones.  As a result we ended up pushing aside talking about specific games because in those four topics we felt like we had more than a show’s worth.  The end result was us talking about “things” for an hour and a half and I think one of the more interesting shows we have recorded to date.

The topics we discussed

  • Stealth as a game mechanic…  particularly forced stealth versus optional stealth
  • The role of Luck in Board Games and why it is often times frustrating
  • Video Games as a Common Ground when meeting new people
  • Cheating in Video Games to improve your enjoyment

Each of the topics ends up being a pretty lengthy discussion.  Next week we will likely return to the standard way of talking about individual games, but this week…  we were topic focused!

 

Mystara Monday: Module X5 – Temple of Death

This week we have part two of the Desert Nomads module series, adventure module X5: The Temple of Death. This adventure is a direct continuation of the previous one, picking up at the entrance to the Great Pass which leads from the Sind Desert into the land of Hule, where the Master reigns.

Mystara Monday: Module X5 - Temple of Death
Bright red crab-pincered elephant monsters absolutely
appear in this module.

Where the previous module's Sind was inspired by Hindu mythology, this module is a bit reminiscent of Lovecraft's Dream Cycle. Hule would not seem out of place in the Dreamlands, and a couple of the new monsters have a distinctly Lovecraftian feel to them. The hideous elephant-thing on the cover is a malfera, which is described as being native to 'The Dimension of Nightmares'. This module also introduces the Spectral Hound which is basically a Hound of Tindalos and hails from the 'Dimensional Vortex.' For now that just means they're extra creepy and unnatural, but the Immortals Set will eventually work the Dimension of Nightmares and the Vortex into a cosmology unique to Mystara.

Mystara Monday: Module X5 - Temple of Death
The bite of a spectral hound can cause a character to fade from reality entirely.

The first portion of the adventure covers the trip through the Great Pass. As with Master of the Desert Nomads there are encounters to be used no matter which way the adventurers travel, but there are also a number of placed encounters including a fake dragon head being used to guard the entrance to the pass, a tribe of geonids (small creature which look like boulders), and a mammoth that falls from the sky and has a chance to crush a character (a roc dropped it). Also there's the Well of the Moon. The Well has a number of powers, but the most fascinating is that on nights with a full moon a ladder of moonbeams appears and the characters can climb it to reach the Kingdom of the Moon. Said Kingdom is left to the DM to create and the module states "If you do not want the players to go to the moon, you may ignore this power." It seems to me that travelling to the moon might get the party a bit sidetracked, but what do I know?

Once through the Great Pass, the part reaches Hule which is rather dark and unpleasant. Hule is described as a hagiarchy, ruled by "holy men." The Master is the ultimate ruler, watching over things from the Temple of Death. A group of secret police called the Diviners search for criminals, both of the traditional sort and those guilty of having "wrong thoughts." It's portrayed as a fairly functional country on the whole, although one unwelcome to free thought.

As their mission is to seek out the Temple of Death, it's assumed the adventurers will do that and attempt to find and destroy the Master. If they investigate enough, they can piece together bits of information telling of a holy man named Hosadus who is connected to the Master and may even be able to determine that they are the same person. The Master is actually an avatar used by Hosadus to rule over Hule while his real, ancient and scarred, body lies in a casket in the Temple's mausoleum. To truly destroy the Master the party will have to find and destroy the body of Hosadus. It's possible, though unlikely, that the party could avoid having to face the Master entirely if they figure this out early enough.

Temple of Death is a solid module that presents a challenging foe as well as a new country that can be connected to the existing maps of the Known World (it hooks on west of the map from module X4), and adds a lot of fascinating elements to the cosmology of the world. Hule is also described in sufficient detail to give a good DM a base to work on to use it as a setting for more adventures. It's not surprising at all that Hule and the Master get revisited in a later module, as this one and its predecessor were very well received.

Mystara Monday: Module X5 – Temple of Death

This week we have part two of the Desert Nomads module series, adventure module X5: The Temple of Death. This adventure is a direct continuation of the previous one, picking up at the entrance to the Great Pass which leads from the Sind Desert into the land of Hule, where the Master reigns.

Bright red crab-pincered elephant monsters absolutely
appear in this module.

Where the previous module's Sind was inspired by Hindu mythology, this module is a bit reminiscent of Lovecraft's Dream Cycle. Hule would not seem out of place in the Dreamlands, and a couple of the new monsters have a distinctly Lovecraftian feel to them. The hideous elephant-thing on the cover is a malfera, which is described as being native to 'The Dimension of Nightmares'. This module also introduces the Spectral Hound which is basically a Hound of Tindalos and hails from the 'Dimensional Vortex.' For now that just means they're extra creepy and unnatural, but the Immortals Set will eventually work the Dimension of Nightmares and the Vortex into a cosmology unique to Mystara.

The bite of a spectral hound can cause a character to fade from reality entirely.

The first portion of the adventure covers the trip through the Great Pass. As with Master of the Desert Nomads there are encounters to be used no matter which way the adventurers travel, but there are also a number of placed encounters including a fake dragon head being used to guard the entrance to the pass, a tribe of geonids (small creature which look like boulders), and a mammoth that falls from the sky and has a chance to crush a character (a roc dropped it). Also there's the Well of the Moon. The Well has a number of powers, but the most fascinating is that on nights with a full moon a ladder of moonbeams appears and the characters can climb it to reach the Kingdom of the Moon. Said Kingdom is left to the DM to create and the module states "If you do not want the players to go to the moon, you may ignore this power." It seems to me that travelling to the moon might get the party a bit sidetracked, but what do I know?

Once through the Great Pass, the part reaches Hule which is rather dark and unpleasant. Hule is described as a hagiarchy, ruled by "holy men." The Master is the ultimate ruler, watching over things from the Temple of Death. A group of secret police called the Diviners search for criminals, both of the traditional sort and those guilty of having "wrong thoughts." It's portrayed as a fairly functional country on the whole, although one unwelcome to free thought.

As their mission is to seek out the Temple of Death, it's assumed the adventurers will do that and attempt to find and destroy the Master. If they investigate enough, they can piece together bits of information telling of a holy man named Hosadus who is connected to the Master and may even be able to determine that they are the same person. The Master is actually an avatar used by Hosadus to rule over Hule while his real, ancient and scarred, body lies in a casket in the Temple's mausoleum. To truly destroy the Master the party will have to find and destroy the body of Hosadus. It's possible, though unlikely, that the party could avoid having to face the Master entirely if they figure this out early enough.

Temple of Death is a solid module that presents a challenging foe as well as a new country that can be connected to the existing maps of the Known World (it hooks on west of the map from module X4), and adds a lot of fascinating elements to the cosmology of the world. Hule is also described in sufficient detail to give a good DM a base to work on to use it as a setting for more adventures. It's not surprising at all that Hule and the Master get revisited in a later module, as this one and its predecessor were very well received.

AggroChat #83 – After the Bomb

AggroChat83_sm

We talk about raiding, and get nostalgic about point and click adventure games.  Additionally there has been one game that all of us have been playing this week… and even though it is the game of the month there is no way we could stop from talking about it as well.  That’s right we start digging into Fallout 4 and all of the different ways we have been playing it.  We are keeping it largely spoiler free and talking more about the mechanics and exploration of the game.

Subjects we talked about…

  • Wildstar Raiding
  • General MMO Raiding
  • Wildstar Runes
  • Time Travelling Games
  • EvoLand
  • Day of the Tentacle
  • Point and Click Adventure Games
  • Sam and Max
  • Full Throttle
  • King’s Quest
  • Quest for Glory
  • Grim Fandango
  • Fallout
  • Baldur’s Gate
  • Fallout 4