RPGs

Miskatonic Monday #370: Rryonn

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Rryonn: The Room You Can’t Escape Without Eating TangerinesPublisher: Chaosium, Inc.
Author: Choya

Setting: TonightProduct: Tangerine Dream
What You Get: Eight-page, 360.25 MB Full Colour PDF
Elevator Pitch:  “I must not fear fruit. Fruit is the mind-killer. Fruit is the little-death that brings total obliteration. I will face my fruit. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fruit has gone there will be nothing. Only I will remain.” – With apologies to Dune, Frank HerbertPlot Hook: An amber room with amber fruitPlot Support: Staging advice.Production Values: Orange
Pros# The first Korean scenario translated into English?# Could be run as a LARP# Thirty-minute filler (dream sequence?)# Very Korean# Esperidoeidiphobia# Fructophobia# Chrysophobia
Cons# Very Korean# No Mythos
Conclusion# Short and easy to run, but extremely Korean and extremely physical# Fruit is the only fear

Monstrous Mondays: Guardians of the Library

The Other Side -

//www.pexels.com/photo/knight-in-iron-armor-9968878/Photo by Дмитрий ПропадалинStill working through a bunch of notes for my "Occult D&D" project. I was thinking about my descriptions of "The Library," home of the Akashic Records in my universe, and how I have not really detailed any librarians at all. I am still not today, but I am going to share the Guardians. These creatures keep an "eye" on the collections, make sure no one damages any books or tomes or disrupt other patrons. 

Guardians of the Library
(Custos Bibliothecae)

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12" (Fly 18")
HIT DICE: 8+8 (always 50 hp) (Greater Guardian: 10+10, always 60 hp)
% IN LAIR: 90%
TREASURE TYPE: Special (see below)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1–6+3 / 1–6+3 (mace)
SPECIAL ATTACKS: Gust of Wind (breath weapon)
SPECIAL DEFENSES: Immune to fire, sleep, charm, hold; half damage from non-magical weapons
MAGIC RESISTANCE: 30%
INTELLIGENCE: Very
ALIGNMENT: Neutral (orders tend toward Lawful Neutral)
SIZE: L (7' tall)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE:
 Guardian: VIII / 3,200
 Greater Guardian: IX / 4,500

Guardians of The Library are powerful extraplanar servitors, created by the Unseen Masters to protect the great cosmic Archive known simply as The Library. Their forms appear as animated suits of ancient, rune-marked armor, though the armor is but a shell, within dwells an intelligent elemental force akin to an invisible stalker, but bound by vows of scholarly protection.

They serve as wardens and curators, ensuring the safety of books, scrolls, and ancient grimoires from theft, fire, and willful destruction. Though not inherently violent, Guardians will employ force, escalating as needed, to fulfill their charge. Most patrons of The Library will only see them as silent watchers, pacing slowly down the marble corridors of endless shelves.

On the very rare occasions they speak, their voices are a deep bass and sound hollow, as if the voice is coming from somewhere deep within their suits of armor.

A Guardian attacks with two powerful mace strikes per round, each dealing 1d6+3 damage. Though they carry weapons, these are not enchanted items; they are extensions of their elemental force and vanish if the creature is destroyed.

Once every 3 rounds, a Guardian may exhale a gale-force blast of wind (treat as a Gust of Wind spell cast by a 10th-level Magic-User). Creatures in a 6" cone must save vs. Breath Weapon or be knocked prone and disarmed. The gust will extinguish all non-magical flames instantly and has a 50% chance to snuff out magical fires (e.g., Flaming Sphere, Burning Hands). It is frequently used to subdue would-be thieves or suppress fires before they spread.

Guardians are immune to fire, and suffer only half damage from all non-magical weapons. They are unaffected by sleep, charm, and hold spells, and cannot be turned. They can see invisible, detect heat, and sense intention to harm (as ESP) within 3".

They never pursue to kill unless the lives of other patrons or the integrity of The Library is directly endangered.

Guardians dwell within The Library, an interplanar construct maintained by the Unseen Masters—entities believed to be ancient witches, archmages, or ascended Starchildren. Each Guardian is assigned a section to oversee, and their awareness is attuned to every page, shelf, and ward within that domain.

Once bound to The Library, a Guardian remains in eternal service unless recalled by its Master or utterly destroyed.

Guardians do not eat, sleep, or age. They do not reproduce. Their armor-shells are forged from spiritual metals unknown to mortal smiths. Upon death, they dissipate into rushing air and scattered dust. No treasure is carried save what they guard, which may include scrolls, spellbooks, or occult tomes.

GREATER GUARDIANS

These elite custodians (HD 10+10, AC 0, +4 damage per strike) are found only in restricted or high-risk sectors of The Library, such as the Infernal Stacks, Forbidden Annex, or near tomes written in Supernal. They are also sent to the Prime Material Plane to recover overdue or stolen books, always appearing silently near the offender.

Once per day, a Greater Guardian may Gate in a second Guardian (60% chance, no greater variant), but only if defending The Library itself.

--

The phrase "Quis custodiet ipsos custodes?" keeps running through my mind here. Who are the Ascended Masters?

Miskatonic Monday #369: Operation Werewolf

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Operation WerewolfPublisher: Chaosium, Inc.
Author: John Mack

Setting: Germany, May 1445Product: Scenario
What You Get: Sixty-three page, full colour, 10.20 MB Full Colour PDF
Elevator Pitch: Broken dreams on the eve of peacePlot Hook: Werewolves at war, the Nazis strike back!Plot Support: Staging advice, four pre-generated Investigators, five handouts, two maps, twelve NPCs, one Mythos tomes, one Mythos artefact, three Mythos spells, and five Mythos monsters.Production Values: Serviceable
Pros# Plays on fears of Nazi resistance# Includes World War II espionage Experience Packages and NPC Screen Hangers! # Detailed description of a village after war# Detailed chase sequences included# Well done pre-generated Investigators# Oneirophobia# Lycanthrophobia# Pistanthrophobia
Cons# Could use a stronger, clearer briefing for the players and their Investigators# Some pre-generated Investigators are more complex than others
Conclusion# Growing sense of paranoia as the werewolves strike again and again!# Horrors of war versus the horrors of the night

#RPGaDay2025 Day 31 Reward

The Other Side -

What is reward, really?

Is it gold? XP? Magic items? The thrill of leveling up and unlocking that next power, that new spell, that coveted domain?

Sure. It can be all of that.

But if you’ve been playing for a while, really playing, you know the real rewards aren't measured in coin or mechanics.

The real reward is the story you still remember fifteen years later.

It’s the time your witch stood alone in the haunted chapel, torch flickering, casting Augury with a deck of real tarot cards, trying to divine whether the village elder was possessed, or worse.

It’s the argument your players had, in character, about whether or not to open the sarcophagus sealed with silver nails, or follow that perfectly innocent-looking elf into the dark alley.

It was a battle so tense that you all jumped to your feet when the last die finally landed. 

My oldest’s Sunday D&D sessions will often get quite loud. I’ll turn to my wife and say “oh I wonder what happened this time!” Especially with his recent “It’s Always Sunny in Waterdeep” campaign. I know it will be something crazy.

You don’t tell stories about how many XP you got. You tell stories about the time the halfling bard tricked the lich into believing he was its long-lost apprentice, and somehow, it worked.

You tell stories about that game, the one that went off the rails in the best possible way. The one that ended at 2 a.m. with laughter and a hastily scribbled map and a blood pact to absolutely pick this up again next weekend.

The reward is connection. It’s the friendships forged in dungeons and dark forests. It’s the notes passed between players when they think the DM isn’t watching. It’s the memes, the inside jokes, the long-running gags about cursed dice or that one player who always rolls a natural 1 during stealth checks.

And yeah, sometimes it’s the bragging rights. The tale you tell at the next Gary Con or your local game store. The story you pull out at dinner when someone says, “Wait, you play D&D?”

The reward is knowing you built something together, something weird and magical and fleeting. A tale that never existed before you sat down to roll the dice.

And maybe, if you’re like me, the reward is watching your players squirm when the signs and portents line up just right, and they realize they’ve been dancing on the edge of something much older and darker than they imagined. 

Or when they finally connect all the dots and realize that they, and they alone, are the ones to save the whole freaking world.  When Willow & Tara held hands and jumped into the maw of Leviathan. When my son’s paladin used the Sun Sword from Ravenloft to split the Chaos Stone Lolth was using to cover the world in Darkness. And so many more that have meaning to me and my players.

So yes. Reward is treasure, sometimes.

But more often?

It’s the echoes of shared imagination, still lingering long after the dice are packed away.

It’s the memory of that witch, that warlock, that paladin who fell but didn’t break.

It’s the experience of creating together.

And that?

That’s priceless.


Questions

What. Nostalgic. Character. What Character am I nostalgic for? I have to admit I LOVED playing Johan, my AD&D 1st Paladin. I have played a version of him in every edition of D&D and many other fantasy games. I have even tried a couple of versions of him in Baldur's Gate 3 and other video games. But nothing really compares to that goldenrod sheet and those old sky-blue dice from my Expert set.

--

And that’s a wrap on another #RPGaDAY! Huge thanks to David F. Chapman (Autocratik) and Casting Shadows Blog for keeping this tradition going year after year. It’s been a great excuse to reflect, reconnect, and rediscover why I love this hobby so much. Whether you joined in with every prompt or just caught a few along the way, I hope you found something that inspired you.

See you next year! 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

The Other OSR: Miseries & Misfortunes V

Reviews from R'lyeh -

Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.

Miseries & Misfortunes – Book 5: Homage to Catalonia is the fifth of the roleplaying game’s rulebooks. The first, Miseries & Misfortunes – Book 1: Roleplaying in 1648 gives the core rules for the roleplaying game, and the second, Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters, and together they make up the core rules. Miseries & Misfortunes – Book 3: The Sacred & The Profane expands on this with rules for magic and related Lifepaths, and Miseries & Misfortunes – Book 4: Plus de Misères offers modes of play and further subsystems that also expand upon the core play, whilst Miseries & Misfortunes – Book 5: Homage to Catalonia provides something that that Miseries & Misfortunes has been missing to date—a scenario.

Miseries & Misfortunes – Book 5: Homage to Catalonia is an introductory scenario set in 1647 in the disputed region of Catalonia. Triggering The Reaper’s War in 1640 by declaring itself a republic independent of Spain, Catalonia then declared itself a county of France the following year, in the process acquiring a strong ally. France accepted and made King Louis XIII the count of the newly acquired region. Of course, Cardinal Richelieu was not doing this out of the goodness of his heart, but rather to keep the Spanish Habsburgs in check, adding one more conflict to those that Madrid faced in the Spanish Netherlands, the Holy Roman Empire, Italy, and South America. It is picaresque in nature, taking the Player Characters back and forth across Catalonia.
The set-up for scenario recommends that the Player Characters include at least one of their number to take either the Lifepath of Barber Surgeon, Doctor, Military Engineer, Miquelet, Officer, Petty Noble, Segador, or Soldier. Of these, the Miquelet, a member of the militia, and the Segador, one of the farmers that rose up during The Reaper’s War, are both detailed at the back of Miseries & Misfortunes Book 5: Homage to Catalonia, whereas the Barber Surgeon, Doctor, and Military Engineer are described in Miseries & Misfortunes Book 6: Paris, 1648. The players will have an advantage throughout the scenario if their characters come from a diverse range of backgrounds and social origins. At least one Player Character should have a high Precedence or Reputation. The players also need to decide on a motif, a reason why they are together. Several are suggested going back several years, including The Reaper’s War itself if the Player Characters are all Catalan.
The scenario is divided into twelve events, split into two parts. For an introductory scenario, it is a surprisingly lengthy affair, each half likely taking three sessions at least to play through. The scenario opens in the wake of the first defeat for the daring commander of the French forces, the Prince de Condé, his failure to capture the fortress city of Lerida. Despite the failure, the Player Characters have distinguished themselves—the players need to decide how before the start of play—and brought themselves to the attention of the Prince de Condé. They are invited to attend what turns out to be a rather subdued soirée and have the chance to mingle, learn various rumours about the recent battle and the attendees, and if they are of sufficient standing, pay their respects to the Prince de Condé. The event is interrupted with the arrival of a message from Paris—the Prince de Condé has been summoned home.
To prevent the possibility of a Spanish attempt to capture himself and his entourage, the Prince de Condé decides to play a ruse and a joke on them. Or rather on Governor Don Gregorio Brito of Portugal, the commander of the fortress at Lerida, with whom the Prince de Condé has a surprisingly cordial relationship. The Player Characters are volunteered for this important diversion, which is to accompany a mule train bearing gifts for Governor Don Gregorio Brito of Portugal with the ambitious Chevalier de Jumeaux riding as the stand in or decoy for the Prince de Condé.
The rest of this first half involves dealing with a pensive Chevalier de Jumeaux and a Spanish spy looking to take advantage of the Prince de Condé’s plans, unaware that it is actually a ruse. The spy will lead a force in an attempt to capture the Prince de Condé and steal all of his gifts for the governor of Lerida. This will result in a confrontation of some kind, with where and when depending on the actions and decisions of the Player Characters. The scenario details a dilapidated farmhouse where they might hold out against the Spanish assault, almost mirroring the French efforts at Lerida. If they survive this, the Player Characters will need to find a way of delivering the mules and the gifts they are bearing to Governor Don Gregorio Brito of Portugal, hopefully without ending up in gaol.
The second half of Miseries & Misfortunes Book 5: Homage to Catalonia begins with the Player Characters bearing another message, though one not requiring a mule train, to Bishop Duran in the town of Seu d’Urgell. He accepts the letter and also requests that they do some ‘dirty work’ for him. Bandits have plagued the area for some years and more recently they captured a Jesuit priest who was bringing the bishop a valuable bible for him to study and are now holding him to ransom. The bishop would like the Player Characters to free the Jesuit priest and gives them what funds he has free to pay the ransom. This though, is not the asking price the bandits are asking for in return for freeing the priest.
In order to deliver the ransom the Player Characters will need to ascend into the Pyrenees and Andorra via the La Pas de la Casa. Here is where the problems begin for the Player Characters. They run into a traffic jam at a bottleneck which the bandits are cleverly using to rob everyone entering the pass intending to go onto France. This includes the Player Characters! How they deal with this robbery will affect later interactions with the bandits, but the bandits will have the upper hand throughout this half of the scenario and they know the region and have restored a Roman watchtower as their holdout. The Player Characters are free to approach this in whatever way they want and the scenario covers a variety of actions, including going to the local lord and seeking his support in ridding the area of the bandits.
The scenario in Miseries & Misfortunes Book 5: Homage to Catalonia comes to a close with a discussion of the possible outcomes. Defeat at the hands of the bandits will be doubly disastrous as the Player Characters will also lose the patronage of the Prince de Condé. In addition, all of the NPCs that the Player Characters will directly interact with are given full write-ups, and there are new options for the Player Characters. These include the aforementioned Lifepaths of the Miquelet and the Segador, and these are joined by the Bruxia, a Catalan witch. Added to these are notes on Catalan skills, mentalities, politics, and religion, plus two types of Catalan magic. These are for the Bruxia, and consist of Bruixeria, which involves spellcasting by applying the Devil’s Unguent, and Felitico, which involves creating fetishes through which their power is channelled. There is plenty of potential as you would expect in these Lifepaths, but the Bruxia is going to have a tough time against devout Christians.
Physically, Miseries & Misfortunes Book 5: Homage to Catalonia is well presented and written. It is lightly illustrated with the major illustrations being used to locations where the scenario’s major confrontations take place. Each scene is very well organised with a detailed breakdown that provides an overview, details of patron, antagonists, supporting cast, opportunities, and outcomes. They do have ‘Mood and Bread’ ratings for each event, but these are for the Crowd rules from Miseries & Misfortunes Book 6: Paris, 1648. Footnotes throughout provide translations and further explanations as necessary.
Miseries & Misfortunes Book 5: Homage to Catalonia is no simple introductory adventure and even when it is presenting a situation typical to an introductory scenario, that is, dealing with banditry, there is no simple and direct method of dealing with them. They are, like all of the NPCs in the scenario, presented as intelligent persons and as having strong motives. Some of those accompanying the Player Characters will want to fight too readily, whilst others will avoid fights as best they can, and when it comes to the villains, if the players and their characters do defeat them, they should feel like they have achieved something. That Miseries & Misfortunes Book 5: Homage to Catalonia pulls away from the politics and mores of Paris typical of the Roleplaying genre by shifting to a little known conflict is also a plus. The scenario is also supported by a wealth of historical detail, including capturing some of the region’s radical politics.
Miseries & Misfortunes Book 5: Homage to Catalonia showcases how Miseries & Misfortunes and its genre can be more than the swashbuckling and the savoir faire and the politics and Paris so beloved of the genre. It includes a good mix of roleplaying and action in an unfamiliar land and conflict that will surprise many expecting a more traditional swashbuckling foray.

Dangerous Disapora

Reviews from R'lyeh -

When Malcolm Donnaughy, an aspiring Boston politician with links to Irish nationalism is found decapitated in his back yard, followed by Michael Cyr, a New York journalist who wrote about Irish War for Independence, hoping for a peaceful resolution, and then, Corinna Franz, a German immigrant in Boston, questions are asked. In the fractious and often hot tempered has ardent nationalism turned into a bloody vendetta for one faction against all others? Or is there something else going on. It is set in late 1920 in Boston and New York, and points between, as the USA stands on the brink of tremendous change in the aftermath of the Great War. As a result of their contributions to the war effort, women have already received the vote following the passing of the 19th Amendment, but many other groups campaign, raise funds, and foment for radical change. None more so than amongst the Irish diaspora in North America. As the Irish War of Independence rages on the other side of the Atlantic, the disparate groups amongst the Irish nationalists cannot agree on what they want exactly, even though they may share a common cause.

This is the set-up for The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil, a scenario for Call of Cthulhu, Seventh Edition, published by Stygian Fox Publishing. It is set against a backdrop of radical change and often radical activism that the scenario takes the time to explain, not just for the benefit of the Keeper, but also for the player as several of the pre-generated Investigators are activists—radical and otherwise. Further, these activist roles are represented by some of the new Occupations included in The Wild Hunt, whilst others, no less political, represent the establishment. The political Occupations include the Activist, the Political Animal, and the Political Machine Lieutenant. The more mundane Occupations consist of the Bootlegger, the Knocker-Upper, literally someone who goes round the city waking people up by knocking on their windows, the Messenger/Runner, the Performer, the Pinkerton Agent, Prohibition Agent, and Travelling Salesman. The only outré Occupation is the Occultist. Some of these are new, others are variations upon those found in Call of Cthulhu, Seventh Edition.

Setting up the scenario in terms of the Investigators requires some decisions to be made by the Keeper. Some of the pre-generated Investigators are members of law enforcement, some are activists or political operators, others are journalists or connected to the book trade. Each is connected to the investigation in some way and the ten are equally divided between Boston and New York. Some care is required to get them involved and working together, especially if they come from different cities.

Once set up, the scenario proper begins with the discovery of Corrine Franz’s dead body, perhaps even by one of the Investigators. After this, the investigation begins to clip-clop along in a timely fashion, Corrine’s ex-student, turned book thief, toy boy boyfriend (and likely thief from the bookshop owned by one of the pre-generated Investigators) providing the first clues, leading to the dirtiest speakeasy ever (really, it is under a coke plant) and onto New York’s Book Row. Key to continuing the investigation is learning the names of one or more activists connected to what turns out to be an extreme wing of the Clan na Gael, a fundraising organisation dedicated to the establishment of an Irish free state. Once the names are known, the investigation can swing into high gear and multiple lines of inquiry open up. This includes tracking their activities before and after the Great War, having been very busy in the last two years. The Investigators may even have the aid of other Irish nationalists embarrassed at quite what these extremists are doing in the name of the cause.

Ultimately, the Investigators will have enough information to have some idea of what the Irish nationalists-turned-cultists have been trying to do and what they might have unleashed. It is possible for the Investigators to stumble into the final scenes, which will involve a confrontation with the cultists and then what they have summoned, but hopefully by the time they do so in the back woods of Massachusetts, they will have at least learned enough information to have a good idea what is going on. And what is going on, as the title of the scenario suggests, is that the cultists are attempting to summon and harness something out of Celtic myth as a means to aid the Irish nationalist. Of course, this being a Call of Cthulhu scenario, this has not gone well and now, the cultists are suffering the consequences, scared, almost mad, but coherent. Facing the summoned threat is challenging, again, dedicated research should be enough to forewarn and perhaps, even forearm the Investigators.

The scenario is very well supported. The clues and links are made clear, the NPCs are nicely detailed, and there are lengthy sections devoted to library research in both Boston and New York, and there are detailed write-ups of the Mythos tomes that appear in the scenario. There is also a handful of new Mythos spells too. The various handouts are very well done and do include a puzzle that the players may have to work out.
The Wild Hunt is not a Mythos scenario per se, but rather that its monstrous antagonists are a Mythos interpretation of Celtic myth, one that the scenario’s human antagonists believe too much in and fall foul of. This is then layered out over the American north-east of New York and New England, taking in a little of Lovecraft Country along the way, from the heights of academia to the lows of the dirtiest dives imaginable, and then out into the swamps. Around this is built a rich, meaty investigation that will be really enjoyable to conduct with numerous interesting NPCs to portray—even the minor ones. The jazz trio of Black American NPC investigators deserve not just a mention, but scenarios of their own, suggesting a link to Harlem Unbound, whilst there are links to Masks of Nyarlathotep in the scenario, and thematically at least to Cthulhu Ireland. The scenario is not dissimilar to The Order of the Stone: A Horror Mystery in Three Parts, which could even be run as a thematic sequel to The Wild Hunt.
Physically, The Wild Hunt is pleasantly presented. The layout is clean and attractive, though it could be tighter in places, and the maps are well done. What stands out is much of the artwork, done in pastels that gives it a distinctive look reminiscent of Edward Hopper.
The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil explores a side of its default period rarely explored in Call of Cthulhu. Its presentation of activism and especially Irish nationalism is maturely handled, though warrants the ‘For Mature Gamers’ label on the cover. This is a very good investigative scenario, with a string emphasis on the investigation before the horror is confronted, mixed with an enjoyably unhealthy dose of politics.

#RPGaDay2025 Day 30 Experience

The Other Side -

 Wow. Experience. What a loaded word.

Are we talking about experience points? Game experience? Play experience? Player experience? Or what it means to build experience over time, as a gamer, a DM, a creator?

All of it, really, I guess.

I have been posting my Witches of Appendix N to tap into the experiences of the creators and first players of the D&D game, while also incorporating my own experiences and influences. 

But today I want to focus on the experience of exploring different games, and what we carry with us when we return to the familiar.

Recently, D&D influencer Ginny Di did a great video talking about what she loved about Daggerheart, and what she planned to steal for her own games. And while she didn’t name names, we all know she meant D&D. And you know what? She’s absolutely right.

The best games we play change how we think. They expand the toolkit. They remind us there are other ways to do party dynamics, relationships, mechanical choices, and storytelling rhythms. And even if we come back to the same rules we’ve always loved, we bring something new with us.

For me, this has been a theme lately. I’ve spent a lot of time working on my Witches of Appendix N project, not just reading the stories that inspired the first generation of D&D creators, but trying to feel what they felt. What was it like to play this weird little fantasy game in 1974? What shaped it? What inspired it?

But I’m not Gary Gygax. I’m not Dave Arneson. I’m not sitting in a basement in Lake Geneva trying to rework Chainmail into a fantasy skirmish. My Appendix N isn’t just swords and dragons and pulp novels. It’s Dark Shadows reruns on PBS. It’s D-grade horror movies from the ’70s. It’s weird occult books I wasn’t supposed to be reading. It’s Led Zeppelin and  Iron Maiden album covers (I am listening to “Number of the Beast” as I write this)  and pages from Fangoria, Starlog, and Heavy Metal taped into a spiral notebook.

Those are my experiences. And they show up in every spell I write, every monster I stat out, every setting I dream up. No matter how “old-school” I go, it’s always filtered through who I am, what I’ve seen, and what I love.

And I think that’s true for every one of us.

We all bring our own experience to the table, our own flavor, our own influences, our own emotional palette. That’s what makes the hobby so weird and beautiful and impossible to define.

So yes, learn new systems. Try new styles. Borrow shamelessly. Steal structure from Daggerheart, emotional mechanics from Monsterhearts or Blue Rose, pacing from Call of Cthulhu, drama from Star Wars, or epic deeds from Wasted Lands. Fold it all back into your game.

Because your game, your world, should reflect your experience.

And if you do it right?

It becomes an experience someone else will never forget.


Questions

 What. Confident. Lesson.  What lesson am I the most confident in? I would ahve to say the math lessons I built in my games with my kids. It was great fun.

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

[Free RPG Day 2025] :Otherscape – The Mythic-Cyberpunk RPG Demo Game

Reviews from R'lyeh -

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
Two days ago, a terrorist cyber team was able to identify, isolate, and take control of an anomaly in cyberspace. An informant in the Tokyo Tangle has identified the team as belonging to the Ōgama marauders, a radical terrorist organization which has been frog-like yōkai who have been attacking civilian targets in the Megacity, likely in an attempt to destabilize the local government. The team’s target is the anomalous cyber Domain, BNZ4I-10, known to display cutting-edge or supernatural capacities with regard to data control. Now that Ōgama have control of BNZ4I-10, it has the ability to manipulate the flow of data throughout cyberspace. This includes the capacity to redirect data packets, including highly sensitive information sent from secure locations, into this anomalous Domain. With this, their cyber team has unchecked reach and significant advantage in terms of access to communication.

Although the location of the physical server hosting this Domain cannot be determined, but communications access has been gained. You will be placed in Harness and projected into the Domain’s virtual representation. Your objective is to infiltrate and take over BNZ4I-10, eradicate Ōgama presence and code, and transfer control to Section 7. As a secondary objective, identify and secure any tech or artifacts used by Ōgama operatives to control or access the server.
Mission begins.
This is the set-up for :Otherscape – The Mythic-Cyberpunk RPG Demo Game, a quick-start for :Otherscape – The Mythic-Cyberpunk RPG, published by the Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game. It is a narrative roleplaying game set some time during the next century in which the Player Characters are inhabitants of a dystopian Megacity who make a living undertaking dangerous jobs that their employers want temporary, deniable assets for. Typical tasks include hijacking, extraction, procurement, security sweeps, and so on. More recently, the Player Characters have made contact with something inexplicable, a legend or a Mythos that they hitherto only thought to be fiction, but is currently proving to be actually real. Almost as if it was out of a book of myths and legends, they find themselves capable of warping reality in a way that can only be described as magic! It uses a variant of the Powered by the Apocalypse mechanics, called the ‘Mist Engine’ and the :Otherscape – The Mythic-Cyberpunk RPG Demo Game includes a short strike mission, ‘BNZ4I-10 Cyber Anomaly’, that can be played through in a single session with the three pre-generated Player Characters provided.
A Player Character in :Otherscape – The Mythic-Cyberpunk RPG is defined by four sets of themed Tags. These Themes vary, but can include Esoterica, Expertise, Affiliation, Assets, Artefact, Personality, and more. Each Theme set contains five Tags which can be used as a ‘Power Tag’ or a ‘Weakness Tag’. For example, the Wilson has the Tags of ‘Oni Strength’, ‘Demonic Durability’, ‘Rapid Regeneration’, ‘Acute Sense of Smell’, ‘Muscular Overgrowth’, and ‘Easily Angered’ for his Oni Mask Theme. A Theme also has background details that develop and explain who the character is. Each Player Character has a set of items which can be used as Tags too.
The three Player Characters in the :Otherscape – The Mythic-Cyberpunk RPG Demo Game are ‘Genji’, a grizzled detective working for the Bureau of Onmyu, a secret government organisation that that tracks Mytho-related activities that are a threat to Tokyo and the rest of Japan; ‘Unagi’ is a scavenger and urban explorer looking for her kid sister who has also received the boon of Unagi Hime, the Eel princess; and ‘Wilson’ is a gaijin ronin, an ex-soldier turned mercenary armed with a cutting edge rail gun, who wears an Oni mask which gives strength and endurance. Each Theme comes with some colour text which gives it and the Player Character some context. Lastly, each of the three pre-generated Player Characters comes on a double-sided A3-size sheet, with a full illustration on one side and the full stats and details on the other, including an explanation of the roleplaying game’s core mechanic.
Mechanically, to have his character attempt a task a player rolls two six-sided dice. If the result is ten or more, the Player Character succeeds without Consequences; if it is seven to nine, he succeeds, but suffers Consequences; and if six or less, the Player Character fails and suffers the Consequences. To the roll, the player adds as many Power Tags as he can and which are appropriate, but has to deduct any Weakness Tags that apply. The resulting value is the Player Character’s Power. This can be spent on various Effects—Attack, Influence, Boost, Create, and Restore. They can also be applied to Challenges and Threats in an attempt to overcome them. Each Challenge or Threat has a rating or a ‘Limit’, for example, to get past an encampment of bandits with two men on watch, the Limits might be ‘stealth: 2’ and ‘wounded: 3’. In the first example, the Player Characters would apply the Effects from a stealth-related Tag to exceed the Limit, whilst in the second, the Effects from an attack-type Tag would be used. This can be done over multiple attempts with the Effects stacking each time, but if successful will change the status of a Challenge or Threat. Thus, the ‘stealth: 2’ Limit changes to ‘evaded-2’ and the ‘wounded: 3’ Limit to ‘wounded-3’.
However, there are ramifications if a Challenge or Threat is not dealt with succinctly or is even ignored. The Narrator can apply Consequences. This might be something as straightforward as ‘bleeding-3’ for a wound, ‘burning-1’ from a fire, or ‘lost-4’ if in darkness, but Limits themselves could change. For example, the Limits for the bandits could change to ‘hunted: 3’ and ‘wounded: 4’, now that the Player Characters failed to get past the encampment. The :Otherscape – The Mythic-Cyberpunk RPG Demo Game includes a list of possible Effects, advice on running the roleplaying game, and possible Challenges, Threats, and Consequences that the Player Characters might face and suffer.
The adventure itself, ‘BNZ4I-10 Cyber Anomaly’ is set within cyberspace into which each Player Character and his abilities are projected, a process known as Harnessing. What this means is that whilst what is actually happening is that lines of code are running and interacting with each other, they are visualised and anything a Player Character could do in meatspace, he can do in the virtual space too and it will look exactly what it does in the real world. BNZ4I-10 is a ‘thin place’, a place where the mythic and the real meet. BNZ4I-10 actually looks like a shrine, complete with several pagodas, a bathhouse, and a pond. These locations are not mapped out in detail, but they do not need to be. Both these locations and the Ōgama marauder threats are described in detail enough that the Master of Ceremonies—as the Game Master is known in :Otherscape – The Mythic-Cyberpunk RPG—will handle how they react to the actions of the Player Characters. The scenario be played as is, but options explore what might happen if the Player Characters are betrayed by their employer or they betray their employer.
Physically, the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is well presented. The artwork is good and the writing decent. All three Player Character sheets come separate from the main book and there is even a sheet of Tracking Cards to cut and use to keep track of Effects being applied to Threats and Challenges and Limits being reduced.
If the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is lacking anything, it is an example of play or the rules in play. Without either, it is not quite as easy to grasp as it could have been, presenting more of a challenge to learn for anyone new to roleplaying or new to the narrative style of play employed in :Otherscape – The Mythic-Cyberpunk RPG. However, for the experienced Narrator or the Narrator willing to grasp its slightly different rules, the :Otherscape – The Mythic-Cyberpunk RPG Demo Game is a solid, engaging introduction to :Otherscape – The Mythic-Cyberpunk RPG, with an exciting strike mission that puts the Player Characters in the heat of the action.

Friday Fantasy: DCC Day #6 DCC Day 2025 Adventure Pack

Reviews from R'lyeh -

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!

* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.

As in past years, the DCC Day 2025 Adventure Pack contains two adventures. The first and longest of the two is ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game. It is designed for a party of four to six Player Characters of First Level and begins with them in an enchanted forest, come to a grove where a rose bush whose petals are known to have healing properties is known to grow. When they attempt to pick them, a ghost of a knight appears and begs for their aid. Introducing himself as Al-Razi, he was once a great knight, but in an accident, he fell from his horse, but then a fairy queen caught him and stole him from death. He asks that the Player Characters free him from his torment. The opportunity for this will come at fairy parade through the village of Taribat, which takes place only once every seven years. Al-Razi will ride at the head of the parade and if the Player Characters can catch him when he falls from horse, he will be freed. Unfortunately, in order to be able to see past the veil of the fairy, the Player Characters need water from an enchanted pool to wash their eyes in. Fortunately, Al-Razi knows there is such a pool—beyond the Twilight Cave.
The thrust of the scenario is for the Player Characters to enter the Twilight Cave and search for the pool. This is a race against time to the pool and back again to the village of Taribat. There are fun encounters here, such as the giant kittens playing with a giant mouse, a chance to make some purchases from a ‘Ye Olde magic Shoppe’ in what is actually a scenario befitting cliché, and some not entirely unhelpful witches. The second part of the scenario is the parade itself, which will lead from one stone outside the village to another on the opposite side. The whole of the village will turn out to watch and celebrate with costumes, drinks, and music, completely unaware as to the true nature of the parade. Only the Player Characters will have any idea as what the parade is and will only be able to see who really is in the parade by wiping their eyes with the enchanted water. This is a rolling combat as the parade will constantly be on the move and the members of the parade will take action if they realise what the Player Characters are trying to do. The Queen will respond with an array of deadly illusions, backed up with her paper handmaidens, and the Fey Riders encircle Al-Razi.
The scenario requires a bit of staging upon the part of the Judge in order for the Player Characters to get past the Fey Riders and be with Al-Razi at the right time to catch him as he falls. One thing to be avoided is fighting the fairy queen, as she is a very tough opponent for First Level Player Characters. It is also possible to fail—though the consequences are quite minor, as well as do very well. Otherwise, this is a raucous climax to an entertaining scenario.
The second scenario is ‘Balticrawl Blitz’, which is designed for the Xcrawl Classics Role-Playing Game and again for party of four to six Player Characters of First Level. In the Player Characters are invited to participate in the annual Division III Balticrawl Blitz. As this title suggests, this event takes place in the rundown and corrupt city of Baltimore. The Player Characters get a taste of the latter when someone knocks on the door of their hotel room and are offered a bribe to throw the Xcrawl in a particular room! The event itself is very much themed around the city of Baltimore and its history. This starts with the DJ, or ‘Dungeon Judge’, ‘DJ Nevermore’, a thin sallow moustachioed man in Victorian dress with a raven on his shoulder, who has designed the event and will be running it. So, quite literally inspired by Edgar Allan Poe, this scenario has Gothic streak as wide as a white one running through a Goth’s hair. The other inspiration for the adventure is the city’s love of crabs, but this is mainly because the event’s main sponsor is the Elder Bay Spices Company, whose blend of spices is popular with seafood all along the east coast.
At just five locations, ‘Balticrawl Blitz’ is a small scenario. It is playable in a single session if paced right and some of the encounters are tough for Player Characters of First Level. A Player Character Messenger will be needed to provide healing. Another issue is that it is a very American scenario and not everyone is going to be fully aware of Baltimore’s history, and having to explain some of the references will break the immersion. Otherwise, a solid scenario for the Xcrawl Classics Role-Playing Game that is easy to slip into a campaign.

Physically, DCC Day 2025 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places—which actually suits the Xcrawl Classics Role-Playing Game—and the cartography is definitely better for the Dungeon Crawl Classics scenario than the Xcrawl Classics scenario. Similarly, the cover is very cartoony, but it still works.
DCC Day 2025 Adventure Pack delivers two good scenarios for two different games, but of the two, ‘The Fall of Al-Razi’ is the more inventive and interesting. Both are easy to add to a campaign though and both could be run as Character Funnels, though ‘The Fall of Al-Razi’ is probably the better of the two for that as well.

#RPGaDay2025 Day 29 Connect

The Other Side -

Nothing in this game works without a connection.

You can run the most finely crafted dungeon, write the most terrifying villain, drip suspense like wax onto the map, but if there’s no connection at the table, it falls flat.

No tension. No stakes. No spark.

Because in the end, this is a shared experience. Between players and the DM. Between the characters and the world. And, maybe most importantly, between the characters themselves.

We talk a lot about storytelling in RPGs. Plot arcs. Mystery reveals. The slow burn of occult horror. But the game isn’t just what happens. It is who it happens to, and why that matters.

Suspense only works if the players care.

Horror only works if the players believe in it.

Mystery only works if the players want to know more.

Danger only matters if they don’t want to lose what they’ve found.

Daggerheart is good at this. So is Blue Rose. They help foster connections that matter. Even the FFG/Edge Star Wars I have been dipping into has this. It’s not really new, of course, we did this a lot with DC Heroes and Marvel Super Heroes.

That’s why I care so much about connection in my games. The bonds between players and characters are the emotional engine behind everything else. When those bonds are strong, everything hits harder. The betrayal cuts deeper. The rescue means more. The shared victory feels earned.  It makes the stakes feel higher and the victories feel better.

Sometimes this connection happens naturally. A few good players click, and suddenly you’ve got a party dynamic that could fuel an entire campaign. Other times, you have to work for it. Give them moments to talk. Space to share. Conflicts that force them to choose each other over the easier road.

And it’s not just about the characters. It’s about the people at the table.

As a DM, I try to read the room. I listen. I adjust. I check in. Because every suspenseful pause, every creepy whisper, every climactic reveal, only works if the players trust me enough to lean in. That connection is the unspoken contract we all agree to when we sit down and roll dice together.

Even when I’m building strange, mythic, symbolic games, when the world feels uncanny and the magic is layered with secrets, what holds it all together is the bond.

Between the witch and her familiar. The rogue and her rival. The paladin and his doubts. The players, sitting together in a shared dream.

Connection makes it real. Connection makes it matter.

And without it?

You’re just telling stories in the dark, hoping someone’s still listening.


Questions

 What. Grateful. Rule. I might have answered this one or some variation of it. What rule am I grateful for Rule #0 that says the GM can change what they need to. 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

Magazine Madness 36: Senet Issue 15

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—Senet is a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 15 was published in the summer of 2024 and as its cover hints, the issue includes an article exploring Ancient Rome as a theme in board games. The theme is also linked to the issue’s exploration of a gaming mechanic, that of dice rolling, as well as highlighting a joke reference in the article about Ancient Rome that is very obvious. It is surprising to see a pair of roleplaying games advertised in the issue, but this not worry the regular reader. Senet is still very much about board games.

The issue proper begins with highlighting some of the forthcoming games with its regular preview, ‘Behold’. Highlights here include Power Vacuum, a game about power and power in a government of power household appliances after their dear leader, a vacuum cleaner (hence the title, a glorious pun), has died; Final Cut, a card game about making horror films; and Monty Python and the Holy Grail. There is a filmic theme running through several of these previews, both in terms of inspiration and title. ‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture. It still feels limited at just a single page and it is clear from the letters that the magazine is well liked, so it seems a shame that it cannot be expanded to build a community around the magazine via the letters page. ‘For Love of the Game’, continuing the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth—and beyond. By now, very beyond. In this issue, he focuses on the joys of being a solo designer as well as the pitfalls of working with others. Of course, he cannot name names, but the lack of details or examples means that there is no important advice to learn or dangers to warn about, and the article is simplistic and obvious.

The tried and tested format of the magazine continues in Senet Issue 15: Two interviews, one with a designer, one with an artist, and one article exploring a game mechanic whilst another looks at a game theme. It is a format that works well since it throws a light on different aspects of the hobby and its creators. The first interview is with Bruno Cathala, a designer whose output is often eclipsed by other designers. His notable designs include Shadows Over Camelot with the late Serge Laget, which was an early co-operative design with the innovative addition of a traitor mechanic—later reimplemented in Battlestar Galactica, the Spiel des Jahres-winning Kingdomino, and the delightful Sea Salt & Paper. Cathala talks about his most notable successes and their development, often leading the reader to realise that they have played more of his games than they had realised. It closes with a list of just some of the stats related to his games—numbers, popularity on BoardGameGeek.com and some of the themes he has explored and some of Senet’s own picks of the best. It would have been interesting to expand on the latter as to why the magazine staff liked those games.

The second interview is with the artist, Cinyee Chiu, whose dream-like depictions of nature can be seen in games such as Harvest Island and Dragon Castle. Just three games are highlighted, so the interview does not feel as expansive as other interviews with artists in previous issues.

Dan Thurot’s ‘Roll Playing’ examines dice as a mechanic in board games. They have the longest history as a mechanic, going all the back to knucklebones of sheep, or astragaloi, used as dice. At their most basic they are rolled in ‘roll and move’ games and they are used in gambling games too. Pointing out that dice add tension and suspense, the looks at a number of different games and ways in which dice are used. The primary means is to generate a result, or ‘output randomness’, but the opposite of that is ‘Input randomness’, where the dice results are used to decide actions. In addition, because they have different numbers on their faces, these can be manipulated, the example cited being Roll Player, the board game of creating fantasy roleplaying game characters. Dice Realms, a game of improving medieval realms, goes even further, by allowing players to actually chance the numbers on the faces of their dice. There could have been a list of other mechanics involving dice that Senet has covered in previous issues, but this is an interesting overview of dice and their use beyond simple ‘roll and ‘move’.

The issue’s theme is Ancient Rome and ‘Empire Building’ by Alexandra Sonechkina starts with the Monty Python reference promised by the editor. The article points out that with a thousand years of history and culture, Ancient Rome has much that can inspire board game design. In board game history, it starts with the many wars and battles fought by the Roman Empire, but there is the gladiatorial arena and chariot racing, the ruthless politics, and ultimately, the construction of Rome itself. From Avalon Hill’s mammoth The Republic of Rome to Matt Leacock’s Pandemic: Fall of Rome, which organises the last defence of Rome as a tower defence game using the Pandemic engine, the article highlights a wide range of games. Magna Roma and Foundations of Rome both deal with the construction of Rome, (though sadly not Glory to Rome), Chariots of Rome and Chariot Race both deal with chariot races, and Gladitores: Blood for Roses, is a crowd-pleasing, blood and guts treatment of gladiators in the arena. So, lots of history and multiple themes in article which could have been much longer. The only issue are the illustrations which focus too tightly on parts of the games rather than the whole games themselves.

‘Unboxed’, Senet’s reviews section covers a wide range of games. The most notable are of Osprey Games’ Sankoré: The Pride of Mansa Musa, a big, heavyweight Eurogame of rival North African school teachers at the University of Timbuktu is awarded ‘Senet’s Top Choice’, whilst the reviews actually start with big review of small games such as Rafter Five and Gloomhaven: Buttons & Bugs. Another heavy game reviewed is Wyrmspan, the draconic sequel to the highly regarded Wyrmspan, which has been the subject of previous issues of the magazine. Overall, a pleasing selection of games reviewed.

As is traditional, Senet Issue 15 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, ‘How to serve up a great game night’ by Meeple Lady, suggests a recipe to creating and running a game night, which is quite common within the board game hobby. It is good advice, though hosts are likely to swap out the suggested games for ones that they prefer. If the article is surprising that has taken so long for the magazine to talk about hosting a game night. Lastly, Calvin Wong Tze Loon pulls Lands of Galzyr for his ‘Shelf of Shame’. What is interesting is that this a game that he and his partner worked on during the Lockdown, so coming back to it was a kind of rediscovery for him and the strange adventures that the game takes the players on. The article is a change of focus in that the subject is a game designer rather than a reviewer.

Physically, Senet Issue 15 is shows off the board games it previews and reviews to great effect, just as you would expect. It contains a good mix of interesting and informative articles, but the illustrations in ‘Empire Building’ are not as clearly handled as they could have been. There is a sense that Senet is beginning to outgrow its page count at this point. Some of the articles feel as if they should have been longer, ‘Empire Building’ and the regular ‘For Love of the Game’ being examples. Nevertheless, Senet Issue 15 continues the showcase that the magazine has been for the boardgame hobby with very readable content and pleasingly sharp design.

#RPGaDay2025 Day 28 Suspense

The Other Side -

I love combat. I love magic duels, chaotic tavern brawls, dragons roaring from the sky while the players scramble for cover. There’s a thrill in the crash of dice, the rush of tactics, the immediacy of it all. 

But you know what sticks with players longer than the fight?

The silence before it.

Suspense is the slow blade. It’s not about surprise, it’s about anticipation. That creeping sense that something is wrong, but no one’s named it yet. It’s the moment when the music fades. When the torch flickers once and then goes out. When the NPC who always answers the door… doesn’t.

As a DM, building suspense is one of the most powerful tools I have. And unlike combat, there’s no initiative roll for it. It lives in pacing, description, rhythm. It lives in what I choose not to say.

I’ll lower my voice a bit. I’ll describe something small. Too small. I’ll pause more often. I’ll ask, “Are you sure you want to do that?” even if I’m not planning anything. Yet.

Suspense is a collaboration between the DM and the players. I give them the shadow, they give it teeth. The more room I leave, the more their imaginations fill in the gaps. And usually, what they come up with is far worse than what I had planned. As I mentioned already, often it is best to let the players’ own imaginations fill in the gaps. 

But here’s the trick: suspense isn’t just for horror games. It’s not just ghosts and witches and the slow creak of a basement door. Suspense works anywhere there’s uncertainty. Fantasy thrives on it.

  • The crypt that hasn’t been opened in centuries.
  • The noble court, where one wrong word will get you exiled or executed.
  • The ancient artifact that hums when no one is looking.
  • The character’s dream that ends with a name they’ve never heard… and the next day, an NPC says it.

Suspense turns every room into a question. Every choice into a forked path. Every moment into a heartbeat you feel at the table.

In my Occult D&D projects, I lean hard into this. I want the players to hesitate. To ask, “Wait… is that normal?” I want the moment before they open the book, before they cast the spell, before they step through the arch. Because once they do? That’s when the reveal comes. That’s when the real danger starts. But the suspense is what makes that moment matter.

There has not been enough danger in finding an old spell book in current games. It’s a spellbook. In Occult D&D, it's an ancient grimoire that belongs to an ancient witch queen, then passed down to a corrupt warlock who talked to spiders and learned their secrets. Is that human skin it is bound in? Why does it feel a little too warm to the touch? Did the book flinch when it was touched?

You can run a game without suspense. Plenty of people do. But once you start using it, once you learn how to play the table like an instrument, quiet, careful, patient, you’ll find your players remember those moments just as clearly as the big battles.

Maybe more.


Questions

 How. Enthusiastic. Person.  Ok...How enthusiastic am I to game in person? Hey, it's what I live for! 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

#RPGaDay2025 Day 27 Tactic

The Other Side -

Witchcraft Wednesday Edition

Dungeons & Dragons, at its roots, is a game of tactics.

It grew out of wargaming. Miniatures on a battlefield. Movement rates. Ranges. Terrain. Planning your strike before the other side rolls initiative. That foundation still lingers, even in the wildest fantasy campaigns. Position matters. Choices matter. You can feel the wargame bones in every hit die and saving throw.

But today I want to talk about a different tactic.

 And a very different kind of fight.

My current opponent doesn’t breathe fire or lurk in dungeons. It’s not a dragon, or a lich, or even one of those slippery players who always find a loophole in your spell descriptions.

It’s my Occult D&D project.

This thing has grown far beyond what I thought it would be. What started as an experiment, "What if I treated witches as seriously as clerics and magic-users, and they had been part of D&D from the start?" has turned into a full-blown system of spells, subclasses, traditions, monsters, mechanics, cosmology, and philosophy.

And the tactic I’ve used to wrestle it all into something cohesive?

 Research. Years of it. I looked back at my first notes on this back in mid-July (they are sitting here now), and they are dated 2013. Not my first notes ever, just the first notes I began collecting for an AD&D book. I have notes still dating back to the 1980s. All carefully kept (much to my wife’s chagrin sometimes) in three-ring binders. I might be obsessive, but it works for me. 

I’ve read historical witch trial records. I’ve gone deep into Margaret Murray, Jung, and Campbell. I’ve pulled from Golden Dawn rituals, folk magic, Wicca, Kabbalah, medieval grimoires, Victorian spiritualism, and pop culture from Dark Shadows to The VVitch. I’ve cross-referenced monster entries, spell levels, class XP charts, and Dragon Magazine articles like I was studying for an occult-themed Ph.D. dissertation.

And every time I thought I was close to done?  Another thread appeared. Another tactic had to be employed. Another heretic idea needed a place on the page.

This project hasn’t just been about building something.  It’s been about learning how to listen, to myth, to symbol, to rhythm, to the structure of D&D itself. And then figuring out where my work fits, and where it pushes back.

There’s tactical thinking in this, even if it doesn’t look like a battlefield. 

  •  What does each Tradition offer? 
  •  How do I balance the occult with the arcane and divine?
  •  Where does narrative shape the mechanics, and where do the mechanics open new story paths?

And yes, I am using the word “story” here. Why? Because that's what the player is going to do with this. I am fairly sure that the audience here is the ones that will look at the traditions, subclasses, and classes I have and say, “yes, these are different from each other.” They are the ones I want to reach. 

It's not always straightforward. Sometimes it’s sitting at my desk, staring at a spell description for 20 minutes, trying to decide if it should be second or third level. Sometimes it’s rewriting a single monster power because it breaks one of the unwritten rules of AD&D logic, or it is too close to something already done, OR even because I need it to be closer to something already done.

But that’s the work. That’s the tactic. Slow, careful, deliberate construction.

I love a good battle map. I love clever flanking. I love using the environment to turn the tide.

But sometimes the most satisfying tactic isn’t found in the order of initiative.

It’s in building something that others can use.

And knowing that somewhere, someday, a new player’s character might light a candle, draw a circle, and say, “I cast an occult spell.


Questions

 Where. Confident. Accessory. Hmmm...Where am I confident I can get the latest accessory? Easy, my FLGS, Games Plus.

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

Mail (and Yard Sale) Call Tuesday, 80s Style!

The Other Side -

 Double hitter today. Went out on a hunt for some old-school D&D and came home to some mail.

Old school games and books

Dragged my wife and youngest out to a yard sale way north of Chicago because I saw online they had a ton of D&D books. A box of adventures, hardcovers, a box of Dragons, and a bunch of old Ral Partha minis. We got there in plenty of time, but the boxes were stanched up by, well... I never got a satisfactory answer. My wife and kid suspected (with some good reason) that the people running the sale held it back for someone. I kept getting a different answer from the workers (it was a managed sale) and the person buying them all didn't seem like a gamer because they really couldn't answer and questions.

Oh well. I did get a chance to look into the boxes, and I had about 95% of it all anyway.

I DID manage to score boxed sets of Top Secret and Indiana Jones. This gives me more evidence that person buying didn't know what they had. These were right next to the books and were ignored. That's fine, I didn't have these, so score for me! I also got the Doctor Who Technical Manual to replace my old one that was lost. 

Yard Sale score!
Yard Sale score!

The boxes are in worn shape, but the contents are good. Missing dice, save for the saddest looking d10 I have ever seen.

On the mail front, this was waiting for me when I got home.

The Folio Black Label #3

The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

And it looks like I got the last copy! Sorry all. But honestly, how could I have said no? It features Duchess and Candella as NPCs and the main antagonist is "the White Witch."  I mean, come on? 

While print is sold out, the PDF is still available

I'll get a proper review of this up soon. Now I just need to figure out where I am going to slot this into my War of the Witch Queens.


#RPGaDay2025 Day 26 Nemesis

The Other Side -

Lex Luthor One of my favorite characters in Superman has always been Lex Luthor.

Why? Because Lex never thinks he’s evil. In his mind, he’s the only one doing the right thing. Humanity can’t trust an alien god with their future, no matter how many kittens he rescues from trees. Lex isn’t mustache-twirling evil, he’s rational. Cold. Calculating. Absolutely convinced that he is the smartest man in the room and that everyone else is either too blind, too stupid, or too naïve to see the danger.

That, to me, is the perfect nemesis.

In my games, I’ve had plenty of recurring villains, necromancers, devils, cultists with too many teeth, but only a few that have earned that capital-N “Nemesis” title.

Magnus is one. He’s my classic evil necromancer, complete with black robes, pale skin, and an ego that can barely fit into the dungeon. But I’ll be honest, sometimes he feels like a cartoon villain. Fun to bring out for a good dramatic monologue, but not quite the existential threat I want.

Yoln was a better one. He was the nemesis in my AD&D 1st ed and Buffy the Vampire Slayer games. His evil had a face, a voice, a reason. Players hated him, but they also understood him. That’s good villainy.

Dracula? Always a favorite. But he’s more of a force of nature than a true nemesis. The devil you invite in by accident.  The Refrigerator? Fun, but he is a misanthropic one-trick pony.

But lately… I’ve been circling something deeper. A presence that’s shown up in many of my games, even when I didn’t know it yet.

At first, it was just a phrase, The Whispering God. A vague mythos thread to tie things together. But somewhere between running a Buffy session and catching a train in downtown Chicago, I realized something. Magnus has heard those whispers. So has Yoln. And maybe, just maybe, they were never the real threat.

They were echoes. Shadows.

The true nemesis is something I’ve started calling The One Who Remains.

He’s not a person, not really. “He” is just a convenient pronoun. “It” would be more accurate. “They,” maybe. Or “We,” if I’m being honest.

Here’s what I know:

  • He was once a human, or something like it.
  • He helped end the Age of Old Ones, maybe in the Wasted Lands’ Dreaming Age, maybe earlier.
  • He did something, some ritual or betrayal, that shattered his being across time and space.

Now he is trying to pull himself back together.

Like gravity pulling dust into stars, his scattered thoughts, identities, and echoes are coalescing. Slowly at first. Then faster. Always faster. And when he is whole again?

It will be too late to stop him.

Some worlds feel his influence only faintly, a name in a forgotten grimoire, a face glimpsed in a nightmare. Others bear him like a scar. In some, he is barely more than a drive or a hunger. In others, he takes on form: a warlock, a high priest, a masked prophet. In some campaigns, he’s just a whisper. In others, he’s a storm.

And in my multiverse?

He’s everywhere.

He’s the shadow behind the coven. The Patron no one names. The face in the mirror when the moonlight is hitting it wrong,  or maybe just right.

He is the Nemesis not of a single hero, or of the world, but of all the cosmos. Of memory. Of meaning.

He is the end that waits, and the beginning that never should have been.

And the worst part?

He’s almost here.

I can’t wait for you to meet him.


Questions

What. Envious. Genre.  What Genre am I envious of? Well none really. Though I do like hearing people talk about their superhero games. I can't ever keep one going for long.

 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

Monstrous Mondays: Starchild (Occult D&D)

The Other Side -

 For years, I have been getting these little blank journals. My kids used to like to get them and give them to me for birthdays, Father's Day, and Christmas. Anyway, I typically keep them next to my desk, my bedside stand, and my end tables where I read or watch TV. I have dozens of them filled up, and maybe twice that number that are partially filled. 

This past summer, I have been working on collecting these into something. Not 100% sure what that something is, but I have been scribbling it all down under the header of "Occult D&D."  

Here is a "monster" I have been playing around with for a little bit. The first version of this was from a notebook I had all the way back to my earliest AD&D 1st Edition days. Revised heavily in the 1990s, and picked back up this past July.

//www.pexels.com/photo/light-people-woman-creative-7296908/Starchild - Photo by Alesia  Kozik

STARCHILD

(Custodes Sidereus, Ascended Master, Starborn)

Astral Celestial (Unique/Extraplanar)

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 15"/48" (Fly)
HIT DICE: 14–16
% IN LAIR: 15%
TREASURE TYPE: see below (Astral Cache only)
NO. OF ATTACKS: 1 (touch) or by spell
DAMAGE/ATTACK: 2–12 (psychic touch) or by spell
SPECIAL ATTACKS: Spell use, see below
SPECIAL DEFENSES: +3 or better weapon to hit; immune to charm, sleep, fear, illusion
MAGIC RESISTANCE: 65%
INTELLIGENCE: Supra-Genius (20–22)
ALIGNMENT: Variable (see below)
SIZE: L (10'–12' tall)
PSIONIC ABILITY: 200
Attack/Defense Modes: All / All
LEVEL/XP VALUE: IX / 19,500 + 20/hp

Starchildren appear as radiant humanoid beings of flawless beauty and serenity. Their physical forms are idealized, genderless or androgynous, glowing with starlight or surrounded by cascading auroras. In some traditions, they appear as translucent, elven-like sages robed in constellations; to others, they are shining spheres of cosmic intelligence, barely contained in mortal shape.

Starchildren rarely engage in physical combat, preferring pacifism, diplomacy, or departure. However, they will defend others from destruction, particularly mortals of magical inclination. They attack once per round with radiant energy (3d6 damage), or may cast spells as a 20th-level magic-user, 20th-level witch, or illusionist, depending on which magical tradition is strongest in the region.

They also possess the following innate abilities, usable at will unless noted otherwise:

  • Teleport without Error
  • Plane Shift
  • True Seeing
  • Detect Magic
  • Telepathy (universal languages)
  • Contact Other Plane (always succeeds, never drives them mad)
  • Banishment (3/day)
  • Akashic Memory (see below)

Once per week, a Starchild may grant a mortal access to the Akashic Record as per the Access the Library ritual spell. This is usually done only for profound magical seekers or as part of a sacred pact.

Starchildren possess all psionic defense and attack modes and may use any of the "sciences" or "devotions" as needed in a particular situation. 

No two sources agree on what the Starchildren are. Some witches say they are the ascended forms of the first witches, elevated beyond mortal limits. Others insist they are celestial beings from the stars, what modern occultists call Star People or Elder Teachers. Still others view them as sentient emanations of the Cosmic Consciousness, a universal mind from which all magic flows.

They do not reproduce, nor do they maintain societies in the conventional sense. However, Starchildren have appeared to witches in times of great need, offering insight, visions, or magical gifts.

Starchildren are known to walk the Astral Plane, the Ethereal Realm, and other dimensions unknown to mortals. They are believed to be custodians of the Akashic Record, a vast, extradimensional archive of all knowledge, magic, thought, and possibility.

Starchildren do not eat, breathe, or sleep. Their presence warps reality subtly, nearby spellcasting becomes easier, plants grow slightly better, and dreams become filled with symbols and visions. Prolonged contact with a Starchild can result in magical mutations or spiritual awakening, depending on the soul of the one exposed.

A slain Starchild does not leave a corpse, but transforms into stardust and ascends, its essence dissolving into the Astral Light.

Though they do not hoard material goods, a Starchild’s sanctum may contain:

  • A spellbook containing 1d6 unique or forgotten spells.
  • Crystalline artifacts imbued with planar energy.
  • An Astral Map that allows access to unknown planes.

Starchildren as Patrons. If the Starchildren were once patrons of witches, as many believe, they are no longer. Though all traditions have something in their teachings that many conclude is a product of the Starchildren. 

Each Witch Tradition interprets them differently:

  • The Aquarian Tradition see them as the progenitor of their tradition and the form they ultimately aspire to transcend to.

  • The Atlantean Tradition believes they are the architects of the great crystal cities beneath the waves.

  • The Classic and Pagan Traditions see the Starchlidren as the messengers of the old gods of their faiths. They would be called angels in other philosophies. 

  • The Daughters of Baba Yaga whisper that Baba Yaga herself is the most terrible and wise of the Starchildren.

  • The Followers of Aradia believe the Starchildren first taught Aradia the language of the stars.

  • The High Secret Order seeks audience with them for the secrets of deep occult power.

  • The Scaled Sisterhood refer to them as Cosmic Serpents, and some suspect the great Dragon/Serpent Anantanatha is one.

Names of the Starchildren

These are the Starchildren known to occult scholars.

Unceph the Dual-Flame: The one who whispers across mirrored selves. Keeper of the Seventh Gate of Thought. They are male and female, both eternally. 

Lioriel of the Infinite Choir: Angel of harmonics and secret words. Her voice is a thousand singing stars.

Xavhalon the Prism-Eyed: All colors bend through their gaze; they dream in radiant geometry.

Astraema of the Crystal Veil: Watcher of fates yet unformed, veiled in moonlight and deep water.

Seraphex, Keeper of the Burning Glyph: Bearer of the first word etched in flame. Those who read it are forever changed.

Urilathe the Memory Unbound: He who walks the halls of unchosen pasts. Wields the Book of What Might Have Been.

Omniala the Pale Aurora: She dances on the threshold of death and dreaming, trailing silver fire.

Zyntharion of the Thirteenth Ray: Patron of heretics and innovators. The ray no one remembers seeing.

The Archon Selador: Who guards the spiral path inward. All questions asked three times.

Velek-Tha of the Outer Spiral: The serpent-form of stellar wisdom. They uncoil thought from the void.

Galithriel, She of the Star-Seeded Womb: Mother of the Starborn. Cradles the souls of those who dream beyond the veil.

Nocturiel the Dream-Encoded: Sleeper beneath the silver sphere. His sigils bloom in moonlit minds.

--

One might be excused for thinking that this all originated from weird post-70s New Age thinking. And yes, that is true, but it was equal parts that, equal parts of Chariots of the Gods?, and equal parts of television shows like The Phoenix. The catalyst, though, had to be Juice Newton's cover of "Angel Of The Morning."  My thought was, if there is an Angel of the Morning, are the others? Of course there are. 

I make no claim that Lioriel looks like Juice Newton circa 1980. But I also do not not claim it.

#RPGaDay2025 Day 25 Challenge

The Other Side -

Monstrous Monday Edition

Over the decades, we've had "Dungeon Level," Monster Mark, Threat Levels, Challenge Ratings, Encounter Difficulty, and a dozen other shorthand systems meant to answer one very old question:

 "Can my party handle this thing?"

And here's the short version of my answer:

 Maybe. But also... maybe not.

That’s the paradox of Challenge in D&D and most fantasy RPGs. It sounds like math, but it plays like myth. There’s a desire, especially in newer editions, to systematize danger. To give you charts, budgets, and formulas that make the world behave. The 3rd Edition tried really hard to codify it. 5e softened the math, but still aims for the same goal: fairness. Balance.

But here's the thing. Balance is an illusion.

Challenge doesn't live in the numbers. It lives in the tension between what the players think they can do and what the world dares them to try.

In old-school games, especially AD&D 1st Edition, there was no guarantee that the next room wasn’t going to have something that would eat you in one round. The game trusted the Referee to warn, not to weigh. The sign of blood on the doorframe, the sulfur stink in the air, the scratch marks on the wall. That was the challenge rating.

And as a monster-maker and adventure writer, I love that freedom. It lets me drop a coven of night hags in the woods outside of a Level 3 village, not because it “fits,” but because it means something. The challenge is a story, not a stat block.

When I design new monsters for my campaigns, or for my witch projects, I rarely ask “Is this balanced?” I ask “Is this meaningful? Is this memorable? Will this scare the players just enough to make them think before they roll initiative?”

Because the best challenges are the ones that change the characters. Not just in XP or loot, but in story. The foe that scars them. The one that got away. The one that cost them something. The monster that becomes a legend around the table.

So sure, build your encounter tables and run the numbers if you like. But don’t forget what the real challenge is:

Getting out alive, with your story intact.


Questions

When. Excited. Adventure.

When am I excited for an adventure? Any time I get to play with my kids and family. 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

#RPGaDay2025 Day 24 Reveal

The Other Side -

Every game has that moment.

The moment when something slips out of the shadows. A secret comes to light. A mask comes off. The moment a reveal hits the table and changes how everyone sees the world, or themselves.

As a DM and a designer, I live for those moments.

They don’t have to be big. Not every reveal is a secret villain or a hidden bloodline. Sometimes it’s just a player realizing they’ve been wrong about their character’s path. Or that the “harmless” NPC has been manipulating things since session two. Or that the relic they’ve been carrying isn’t what they thought it was, and never was.

One of my favorite reveals was during my series of 5e Gen Con games my family played in. There was this elf-girl who kept ending up on the PCs tail. She would be in the same dungeon, or be in the slaver’s camp, or just following. She was Evelyn, the Princess Escalla, and she was leading the rebellion of elven slaves in the drow city of Erelhei-Cinlu.

But every reveal has weight.

In my worlds, especially the occult ones, revelations aren’t always helpful. They don’t always come with a neat explanation or a reward. Sometimes the truth is confusing. Frightening. Half-seen. And that’s the point. Not every mystery needs to be solved cleanly. Some truths don’t bring clarity, they bring consequence.

Another one was Yoln as The Hand of Leviathan. My players (and ther characters) thought the hand was a weapon. It was a person or a former person. 

Speaking of which. 

Lately, I've been threading something into my games. A presence. A name. A whisper behind other plots. He’s not always visible. In fact, he rarely is. But he’s there, like a recurring nightmare that no one talks about. A cosmic echo that appears in different guises across different campaigns and settings.

The players don’t always notice it at first. But eventually, someone will ask:

 “Wait… haven’t we heard that name before?”

 “Didn’t someone else dream about that same phrase?”

 “Why does this ruin in the Realms have the same symbol we saw in a galaxy far, far away?”

And that’s when I smile. Because the reveal isn’t just a plot point. It’s a pattern. Something reaching across time and space and genre, pulling pieces of itself together.

I’ve started calling him The One Who Remains.

He’s not just a villain. He’s not even entirely real in the way most beings are.

 He’s the echo of something that broke too long ago to remember.

 A shadow stitched from regret and silence.

 A thought that keeps trying to remember itself.

In some campaigns, he’s just a whisper. In others, he’s the secret patron behind a warlock’s power. In still others, he’s already won, and no one realizes it yet.

He’s been revealed slowly, in fragments.  And he’ll get more detail in just a couple of days. Day 26 is coming.

Sometimes the best reveals aren’t about answers. They’re about realizing the question has been with you the whole time.


Questions

How. Proud. Person. 

Easy. I was proud of my kids in their first Gen Con game and then really got into the spirit of it right away. The GM later told me he didn't normally like having kids so young, but they did great.

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

[Fanzine Focus XL] The Phylactery Issue #2

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.

The Phylactery Issue #2, published by Planet X Games in September, 2021, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. As with The Phylactery Issue #1, it is a collection of magical items, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.
The issue’s magical items begin with ‘The Skullstaff of Stelos’, the first of its many magical items and it is a big one. Originally crafted for Stelos the Necromancer, it is a great, gnarled staff, topped with a charred, horned skull. The wielder can command undead as a Tenth Level Cleric (or four Levels higher, if already an evil Cleric) as well as cast various spells and talk to the undead. However, it will transform the wielder into an undead creature as well, but he will not accept that he is changing. This is a very nicely detailed item that any Game Master is going to want to equip her big evil villain with.
‘Of Longstriders and Giant Killers – Renowned Rangers of the North’ is inspired by Tolkien’s Aragon and describes five tough NPCs and their most feared weapon or magical items. For example, the Dragon-bone Spear is a Spear +2 once wielded by Helka ‘Red-Spear’, known for her hatred of Frost Giants after her family was killed for them. Not all of the NPCs are dead, like Belken ‘Stormbreaker’, who wears The Counsel of Crows, a silver torc that enables him to talk to crows and other corvids as per the spell, Speak with Animals. He is so feared that even a murder of crows overhead is enough to scare away bands of Orcs and Goblins. None of these NPCs is given stats, so the mechanical focus is on their magical items.
The magical items continue with ‘Magic Armours and Weapons of Legend’. They include The Alabaster Armour of St. Saldric the Blessed, a set of plate armour sacred to the god of justice, all alabaster white, except for the left gauntlet, which is left plain to symbolise the one-handed nature of the god! It is Platemail +2 and can reflect spells as per the Ring of Spelling Turning. This article adds another three, nicely detailed items with lore aplenty that can be worked into a campaign. And then, ‘Secrets From the Lich’s Crypt - A Whole Buncha Weird Ole Crap in a Dead Wizard’s Lab’ gives the Game Master a pick and mix of things to fill a wizard’s laboratory, such as the Elixir of Curdled Swarms, which when imbibed causes the drinker to wrack with convulsions and then vomit Ochre Jellies under his command! This develops a thematic line of oozes and jellies that runs through the issue, and is one of nine fascinating items that add spice to a particular location or can be pulled out and placed elsewhere in the Game Master’s campaign.
The monsters and NPCS start with ‘Strange Things That Live Underground And Other Weird Creatures’. They include Shroud Spiders that combine the worst features of giant spiders and undead shadows; Ooze Cultists of the Slime-Lord which have melted faces and lurk in the underworld, capturing the unwary and transforming captives into gelatinous horrors or feeding them to the carnivorous jellies of their slime-farms; and Worm Polyps from the Void Beyond, great green sacs that hang in fungal forests that when they burst, shower the area with carnivorous worms whose continued bite will transform the victim into a monster (sadly, the actual monster is not detailed).
The legendary Grandmother of Witches is fully described in ‘She Rides on the Wind – Baba Yaga, Hag Queen of the North’. The equivalent of a Twentieth Level Magic-User, she can even learn Cleric spells and has an array of monstrous abilities, the equivalent to a god. Her magical items are detailed too and all together she is a fearsome foe, should she turn her attention to the Player Characters. ‘Hali Oakenspear, Wandering Cleric of the Luck Goddess’ is given a full write-up as an NPC, an Eighth Level Cleric who has dedicated herself to wandering the land and doing good.
The last of the monsters are detailed in ‘Here There Be Monsters!’. The four entries include ‘Sodden Bastards’, the unfortunate souls of those who drowned at sea and now lurk in shipwrecks, ready to instil fear in those they surprise, and the ‘Murdershroom’, a fungal horror formed from the energies of a magical gate or the fallout of a demon summoning gone wrong, which stalks victims in the dark of the underground, breathing toxic spores on them causing hallucinations, and after slaying them, taking their bodies back to a corpse farm to attract more victims.
Further flavour is added ‘More Forbidden Demon Cults of the Outer Void’, which describes three demons and their cults, like ‘Mulg, The Bloated One’, a mountain of yellowing fat and bone whose approach is heralded by a vile, unwashed odour, and who revels in greed, deviancy, and worse, and who can consume anything. Like the other two entries, it is accompanied by a ‘Fun Demon Cult Fact!’, in this case the rise of Mlug from a minor demon to a greater demon after it got lost on the astral plane where it gnawed away at the body of a dead deity!
The Phylactery Issue #2 includes three scenarios of varying length. Deigned for Player Characters of roughly Eighth Level, ‘Brood-Hive of the Slime God’ describes a set of caves near the fishing village of Urtag Horn, several of whose inhabitants have gone missing, been beset by strange dreams, and even gone mad. The local clergy want the matter investigated, the mad man indicating the cause as being inside the caves. These are slime-encrusted and very nicely detailed and quite a tough little dungeon that can played through in a single session, two at most. It is nicely detailed and its location makes it easy to add to a campaign, as is ‘Grindhouse Deep Crawl #1’. This is a dungeon complex intended to be added to a bigger dungeon, a half-finished and forgotten annex. There is no real theme to the set of nine rooms, instead being a set of well designed and interesting encounter written around a very attractive map. There are at least two shafts that drop to lower dangers; a tomb of Prefect Thrim, a cleric consumed by a carnivorous creeper who thinks that it is the cleric and if the Player Characters can speak to plants it might be able to answer questions they pose, whilst the vegetables it grows have divine spell effects if eaten; and a Demon-Frog’s Fane, where the wounded may be given its blessing if they bathe in its waters before its bloated statue and let it feed on more blood! Lastly, ‘It Came From Spawn Vat X!’ is more of an encounter, the Player Characters going to investigate the tower of a well-regarded wizard, which has recently exploded, and facing the last of his experiments gone awry. It is short and simple and very easy to prepare.
In between, ‘Twelve Things a Magic Mouth Would Say’ is a fun table that can be used to unnerve the Player Characters or lay the seed for a puzzle or adventure hook. Similarly, ‘10 Wayward Oddfellows You Might Meet on Any Given Night at Old Man Rumple’s’ gives a table of NPCs can be used in the same fashion, whether to add colour or spur further adventure. The latter is very similar to ‘1d10 Tough SOBs, Roadhouse Hoodlums, Bored Adventurers, and Mean Ole Bastards You Might Meet in a Tavern’ from The Phylactery Issue #1. Barring the stats, they do draw comparison with the ‘Meatshields of the Bleeding Ox’, the regular collection of NPCs from the Black Pudding fanzine, and they are just as useful.

Physically, The Phylactery Issue #2 is very nicely presented. It is well written, and both the artwork and cartography are excellent.

The Phylactery Issue #2 continues the stream of content begun in the first issue, presenting the Game Master with a wealth of options—monsters, treasures, and more that she pick and choose from to add to her campaign. Some of it needs a little development, even if only to fold into a campaign setting, but there is so much here to choose from and use, that a Game Master is not going to be disappointed with the content. (The only disappointment might be when the author runs out of steam!) Suitable for any Old School Renaissance retroclone, The Phylactery Issue #2 continues the torrent of ideas and dangers and more, still giving the Game Master a wealth of choice and content to work with.

#RPGaDay2025 Day 23 Recent

The Other Side -

 One of the joys of this hobby is how often we revisit the past.

Old characters. Old settings. Forgotten rulesets we swore we remembered better than we do. And yes, there’s a kind of magic in cracking open that AD&D 2nd Edition Forgotten Realms box and realizing that even though you’ve been gaming for decades, somehow… this still feels new.

But lately? I’ve been reminded that the recent moments are just as powerful.

In the last few months, I’ve been lucky enough to dive into a few very different games, and each one has changed the way I think about the stories we tell at the table.

Daggerheart caught me off guard in the best way. I went in expecting a rules-light, character-driven story game, and it is that, but what really stood out was how it handles party dynamics. There's a gentler kind of tension here. Not the clash of classes or alignment charts, but emotional connection, hope, and the quiet drama of shared vulnerability. It’s not just how the characters fight together, but how they heal together. And for someone who’s spent a lot of time in dungeons and haunted ruins, that shift was… refreshing.

Then came a run in Edge’s Star Wars RPG, and that was a whole different ride. Fast, cinematic, gloriously messy. But what it reminded me most of was this: balance isn’t the point. Fun is. Characters aren't finely tuned chess pieces. They’re scoundrels, force users, misfits, and rebels flying by the seat of their robes. The game never once worried if something was "too strong" or "underpowered." It just asked, “Did that feel cool?” And honestly? That’s a design philosophy I want to carry with me.

And finally, there’s my return to the Forgotten Realms, but this time, through the lens of AD&D 2nd Edition. It’s funny. I’ve spent years reading Realmslore, pulling from its gods and guilds, its elven legacies and deep roads beneath the mountains. But actually playing in that space, using the materials from the late '80s and early '90s? That feels different. It’s like stepping into a place I’ve only ever read about. Not as a scholar or a fan, but as a traveler.

Nostalgia is great. It’s powerful. But it’s not a substitute for presence.

And that’s the thing I keep coming back to: the most important past isn’t what we played twenty years ago, it’s what we did at the table last week.

That last game. That weird plot twist. That character choice no one expected. That moment of laughter, tension, heartbreak, or triumph that came out of nowhere.

So yeah, I love looking back. I’ll always treasure the books, the maps, the stories that got me here.

But what really matters?

What’s happening in the next session?

Nostalgia is great and fun, but sometimes the most important past is what we did in our most recent game.


Questions

What. Confident. Genre. 

What genre do I feel the most confident in? Easy Horror. I love running horror games. 

#RPGaDAY2025https://www.autocratik.com/ • https://www.castingshadowsblog.com/

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