Post by grrraall on Sept 30, 2009 3:13:34 GMT -5
I played the PDF version of that solo just after Sword for Hire. I used 7E. My aim was to play them both before Middleclaw’s solo, The Beggar of Khazan, which takes place after Blue Frog Tavern.
I have noticed 2 typos in BFT: in paragraph 3A : “If you duck under the floor… go to 6K” should read “If you duck under the floor… go to 6L”; in the Wandering Monsters section, part 5 (Vampires), “and go to 117” should read “and go to 3K”.
In Sword for Hire, my character, a first level rogue, had picked up a black flower that could be traded against a L1-4 spell. Since he had just enough INT and DEX to learn L2 spells, I forgot about L3 and L4 spells and traded the flower against an Omnipotent Eye spell. Ken confirmed that my rogue could learn and use it, but that he had to spend 1 more WIZ point than the standard cost (so my rogue could cast the OmniEye for 6 WIZ points instead of 5).
Both solos are great. There is a real story behind, with colourful characters like Quartz the rock demon (by the way, it’s a new kin/monster type), Mongo the Dark, the one-eyed dwarf, Gina, Zandar, the Red Robed Priests, etc. Sudden death may occur, which I personally found arbitrary and somewhat frustrating. On the other hand, doing a solo with a companion is great. I think that James Wilson was the first solo designer to have that idea. With the help of Quartz, you are able to defeat more powerful foes – and to get your hands on greater treasures and magic items! It also gives the story a very special flavour. There are connections with other solos: Deathtrap Equalizer, the Arena of Khazan and City of Terrors, which I like because it makes you feel your character is adventuring in the same world. Another thing I liked was the sense of humour that permeates from those solos (Gina’s tattoo is a good example). I always liked Ken St Andre’s remark in part 2.5 of 5E: “You may wish to add a few more traps, jokes and illusions to spice up areas…As you build lower levels, you will want…the jokes and gags funnier”.
The Death Vortex Blade my rogue found proved very valuable. Each combat round that you use this sword, you take one point off your CON permanently. On the other hand, when you kill an opponent with the sword, you add two points to your CON (permanently). However, this sword will not add points to your CON if it is used against the undead. Thanks to that weapon, my Rogue was able to gain a few valuable CON points. I say valuable, because with all the spite damage that you take during any long solo adventure, any normal character is bound to die sooner or later, even with the new rule according to which you are dying with –9 CON and you die only when your CON reaches –10. Monsters tend to be stronger with 7E, because they always get the same number of dice, only their adds decrease when they are hit. And dice generate in turn potential spite damage…
Oh, and I really liked the illustrations by Paul Jaquays, although Josh Kirby’s artwork (in the Corgi Books version) is also fine.
One final note: you are well advised to draw a map in both solos, because otherwise, you may spend hours trying to find your way out!
I have noticed 2 typos in BFT: in paragraph 3A : “If you duck under the floor… go to 6K” should read “If you duck under the floor… go to 6L”; in the Wandering Monsters section, part 5 (Vampires), “and go to 117” should read “and go to 3K”.
In Sword for Hire, my character, a first level rogue, had picked up a black flower that could be traded against a L1-4 spell. Since he had just enough INT and DEX to learn L2 spells, I forgot about L3 and L4 spells and traded the flower against an Omnipotent Eye spell. Ken confirmed that my rogue could learn and use it, but that he had to spend 1 more WIZ point than the standard cost (so my rogue could cast the OmniEye for 6 WIZ points instead of 5).
Both solos are great. There is a real story behind, with colourful characters like Quartz the rock demon (by the way, it’s a new kin/monster type), Mongo the Dark, the one-eyed dwarf, Gina, Zandar, the Red Robed Priests, etc. Sudden death may occur, which I personally found arbitrary and somewhat frustrating. On the other hand, doing a solo with a companion is great. I think that James Wilson was the first solo designer to have that idea. With the help of Quartz, you are able to defeat more powerful foes – and to get your hands on greater treasures and magic items! It also gives the story a very special flavour. There are connections with other solos: Deathtrap Equalizer, the Arena of Khazan and City of Terrors, which I like because it makes you feel your character is adventuring in the same world. Another thing I liked was the sense of humour that permeates from those solos (Gina’s tattoo is a good example). I always liked Ken St Andre’s remark in part 2.5 of 5E: “You may wish to add a few more traps, jokes and illusions to spice up areas…As you build lower levels, you will want…the jokes and gags funnier”.
The Death Vortex Blade my rogue found proved very valuable. Each combat round that you use this sword, you take one point off your CON permanently. On the other hand, when you kill an opponent with the sword, you add two points to your CON (permanently). However, this sword will not add points to your CON if it is used against the undead. Thanks to that weapon, my Rogue was able to gain a few valuable CON points. I say valuable, because with all the spite damage that you take during any long solo adventure, any normal character is bound to die sooner or later, even with the new rule according to which you are dying with –9 CON and you die only when your CON reaches –10. Monsters tend to be stronger with 7E, because they always get the same number of dice, only their adds decrease when they are hit. And dice generate in turn potential spite damage…
Oh, and I really liked the illustrations by Paul Jaquays, although Josh Kirby’s artwork (in the Corgi Books version) is also fine.
One final note: you are well advised to draw a map in both solos, because otherwise, you may spend hours trying to find your way out!