RPGs

Miskatonic Monday #293: The Deeper Arts

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Flash Cthulhu – The Deeper ArtsPublisher: Chaosium, Inc.
Author: Michael Reid

Setting: San Francisco, 1971Product: One-Location, One-Hour Scenario
What You Get: Eight page, 1.59 MB Full Colour PDF
Elevator Pitch: “Art is dangerous. It is one of the attractions; when it ceases to be dangerous, you don’t want it.” — Duke EllingtonPlot Hook: What price inspiration?Plot Support: Staging advice, three NPCs, and four pre-generated Investigators.Production Values: Decent
Pros# Short slide into a higher consciousness# Woozy, louche encounter with the Mythos# Enjoyable period feel# Easy to adjust to other eras and locations# Artpobia# Melophobia# Pharmacophobia
Cons# Too short# Little scope for investigation
Conclusion# Queasy, end of an era, anti-climax# Period feel comes to an end too soon. This should have been longer.

Revenants Return And Return Again

Reviews from R'lyeh -

Beyond death there is a place of waiting, somewhere between the world of the living and the afterlife. This is Limbo and were it not for the fact that it is staffed by demons and ghouls, you would be hard-pressed to mistake it for anything other than a dentist’s waiting room, complete with beige walls and magazines and newspapers on the table. You are dead, but according to Greta, the administrative demon working your case file, not ready to pass on to wherever the soul goes to. You have a task to resolve. Perhaps you need to bring your own killer to justice, prevent an unexpected death, or complete some other unfinished business. Doing so will stop a Shattering Event that would otherwise trap you here permanently, and prevent you from passing on. Yet you only have limited time—four nights, each night awaking to find yourself back where you started—before that Shattering Event occurs and when you return you are still dead. Dead as the day your corpse was committed to the grave or left to rot undiscovered and missing. Thus, you must navigate the world of the living in the shadows as the undead, swathed in perfumes to hide the stench of decay and formaldehyde and wreathed in clothes to hide the signs. Worse, your memories have been disrupted and broken by your passing, and only by recovering what you cannot recall will come closer to preventing the Shattering Event. You are a Revenant and you have four nights in which to explore the last days of your life and stop the Shattering Event.

This is the set-up for The Revenant Society: The Endless Loop Beneath the City, a roleplaying game designed by Banana Chan and Sen-Foong Lim—best known for the highly regarded Jiangshi: Blood in the Banquet Hall from Wet Ink Games—and Julie Ahern. Published by Van Ryder Games, a company better known for its Final Girl and Hostage Negotiator board games, following a successful Kickstarter campaign, it is designed to be played by two to four players, plus a Fate Weaver (as the Game Master is known), aged fourteen and over. It is also a storytelling style game, using Powered by the Apocalypse, which can be played as a one-shot or as a mini-campaign of four, up to four-hour sessions. The core rulebook for The Revenant Society: The Endless Loop Beneath the City contains six scenarios that will play out in La Belle Époque Paris at the end of the nineteenth century and the beginning of the twentieth, or in Jazz Age New York, which play out in and around the Paris Métro and the New York Subway.

The Revenant Society: The Endless Loop Beneath the City Deluxe Box Set includes not just the core rulebook, but also a Fate Weaver Screen, maps of both Paris and New York, a Map of Intrigue for tying NPCs together, maps, a Loop Board, and six Playbook Boards. The Fate Weaver Screen lists the Fate Weaver’s Hard and Soft Moves, a Loop Event Generator, an NPC Generator, and a Location Generator. The maps of both Paris and New York are marked with their respective underground stations, whilst the Loop Board tracks the time clocks, events, and questions for the four Loops. It is double-sided, one side for a One-Shot, the other for a Mini-Campaign Loop. The six Playbooks are also double-sided and consist of ‘The Grizzled’, ‘The Compassionate’, ‘The Philosophical’, ‘The Diplomatic’, ‘The Hopeful’, and ‘The Glamourous’. Each of the Playbooks list the stats, Moves, and more, as well as having space for the player to fill out his Revenant’s background. Both the Playbooks and the Loop Board are write on/wipe off and The Revenant Society: The Endless Loop Beneath the City Deluxe Box Set comes with several pens suitable for that purpose. There are also miniatures for the Watchers, the supernatural creatures who will dog the efforts of the Revenants and a Team Miniature used to track the progress of the players and their Revenants across the four Loops. The thirty or so Memory cards, many of them period photographs, will be used by the players to prompt their Revenants’ memories.

A Revenant in The Revenant Society looks similar to other Playbooks in Powered by the Apocalypse roleplaying games. He has four Stats—Resolve, Nerve, Calm, and Vigour—ranging between -1 and +2, and a set of four Moves. For example, ‘The Grizzled’ has ‘Browbeat’ for coercing answers out of an NPC, ‘Supernatural Strength’ when using his extreme physical strength, ‘Body Part Substitution’ for replacing a part of his body with an item to reduce damage taken, and ‘Clumsy Brawler’ for fighting. ‘Body Part Substitution’ is the Undead Move for ‘The Grizzled’ and each Revenant has its own Undead Move. Beyond this, a Playbook has a lot of background details that the player fills in during preparation for play. The only mechanical choice that a player makes is to choose a beginning Move. The other choices he needs to make deal with his background and relationships with the other characters. All six of the Playbooks are built on archetypes and inspired by film and media. For example, ‘The Hopeful’ is either a factory worker, a hairdresser, or a telephone operator, and is inspired by the anti-nihilist and fool tropes, Waymond Wang from Everything, Everywhere, All At Once and Phil at the end of Groundhog Day.

The four Moves inherent to each Playbook are not the only Moves a Revenant has access to. Basic Moves include ‘Investigate’, ‘Blend In’, ‘Persuade’, ‘Struggle’, ‘Flee’, and ‘Dirt Nap’, and ‘Saving Grace’. ‘Dirt Nap’ is used when a Revenant wants to rest, whilst ‘Saving Grace’ is for helping another Revenant. There are also two Team Moves, ‘Burn This City’ and ‘Take Them Out’, which can only be performed when all of the Revenants are in the same location. They are drastic in nature, the first seeing the Revenants create a supernatural fire to disrupt the situation, the latter having the Revenants open a door to Limbo and push an NPC through and so kill them. The Fate Weaver has her own Moves, split between Hard Moves and Soft Moves. Both are designed to push the narrative along and might be to add a Watcher when a player rolls high on a Move, pass out a clue when a player is stumped, restart a Loop, and so on. Like the Revenants, Watchers have returned from Limbo, but they take pleasure in the Revenants’ failure. There can be up to four of these faceless creatures in play, their presence acting as a penalty on all dice rolls made by the Revenants and also highlighting the undead nature of the Revenants to the living.

Mechanically, The Revenant Society works like other Powered by the Apocalypse roleplaying games. A player chooses the Move he wants his Revenant to use, rolls two six-sided dice, and adds a Stat to the result. If a Revenant is at a location where he worked, he instead rolls three dice and chooses the highest results. On a result of six or less, the Revenant fails, and may take damage, but will gain a point of Experience; on a result of seven, eight, or nine, the action is a success and the player can choose one of the options listed for the Move; and on ten or more, the action is a higher success, and the player can select two options. However, a roll of ten or more also adds a Watcher to the Loop. Effectively, failure rewards a Revenant with a chance to learn, whereas a higher success grants greater benefits, but may attract the attention of the Watchers—some Moves include an option to not have a Watcher appear.

Set-up for The Revenant Society sees the Fate Weaver seed the Loops with Events and clues, some of which are Red Herrings, for the Revenants to discover. These can ones of a mystery that the Fate Weaver can create herself or one of the six included in The Revenant Society. Notably, these are seeded across only six locations across the Paris Métro or the New York Subway, the rest marked as under construction and inaccessible. This effectively focuses play, at least in a geographical sense. In Session Zero, the Fate Weaver introduces the game, sets expectations and responsibilities—both of which are neatly set out for Fate Weaver and players alike, sets the scene in Limbo, and then the players introduce their Revenants and fill out their Playbooks.

Play then begins with the Revenants awaking in the Subway or Métro. In the first Loop, the Revenants awake to find themselves in the dirt of a tunnel with a train bearing down on them, armed with only one Memory card. They will also have an Item card, representing an object that they will always wake up with at the start of a Loop. Their reaction, typically to use the ‘Flee’ Move, is designed to teach the roleplaying game’s mechanics. In subsequent Loops, the Revenants will awake in different locations around the underground. The Revenants will then proceed to explore the Location they are in, looking for Clues and responding to Loop Events and Fixed Events. Whenever they employ a Move—either Basic, Undead, or Team—they fill out a segment on the Clock for the Location. The number of segments on the Clock will vary according to the number of Revenants, but when the Clock is filled out, the Revenants move on to a new Location, a two-hour window of time, and a fresh Clock. This is done collectively. The Revenants cannot split up to go to different Locations, but they can split up to explore a Location. When they reach the end of a Loop, whether because time has run out or because a Revenant has taken too much damage, the Loop begins again. Although it starts in a different place under different circumstances, as the Revenants explore this Loop they encounter new Loop Events, but also Fixed Events that do not change from Loop to Loop. In effect, each Loop is a chance to reset the investigation and let the Revenants start again with the information they have found out so far and then go look for new clues. At the start of each Loop each Revenant will also have new Memory cards that will trigger further questions about who they are. As the Revenants explore Locations and look for Clues, the Fate Weaver will be keep track of both them and the connections between the various NPCs, one of whom will be the Culprit. The Map of Intrigue is used to record the connections where everyone can see and ultimately help the Revenants and their players identify the Culprit.

The investigation of a case should ideally culminate in the revelation as to who the Culprit is and the Revenants acting to stop him and so prevent the Shattering Event. Whatever happens, whether they stop either or not, the players have the opportunity to explain what happens to their Revenants. If they succeeded, are they are at peace and do they move on to the Afterlife? If they failed, what happens to them trapped endlessly in the Loop? There is even a possibility of setting up a sequel, so that the Revenants return to Limbo in readiness to go through another Loop, attempting to stop another Shattering Event.

For both players and the Fate Weaver, there is solid advice on safety—particularly at beginning and end of a session, content warnings—in general and for each scenario, and the tools necessary to play. The Revenant Society: The Endless Loop Beneath the City Deluxe Box Set includes an X-Card and an O-Card. The Fate Weaver there is background on both La Belle Époque Paris and Jazz Age New York, including both history and details of important locations in and around the Paris Métro and the New York Subway. There are notes on post-World War I Paris, but sadly not on pre-World War I New York. Over a third of The Revenant Society is dedicated to scenarios or cases, three per city, plus advice for the Fate Weaver on creating her own. They include the Revenants trying to find out how they died and how those deaths are related to a cult, to a fire, to an assassination, and so on. Each case clearly lists the objective for the Revenants, events at the start of each Loop, locations, the identity of the Culprit, the nature of the Shattering Event, and the various Clues and Events particular to that Loop. There is also a good guide for the Fate Weaver who wants to create her own cases, whilst the Appendix contains all of the roleplaying game’s printable content as well as the maps, Memory cards, and various Fate Weaver Moves for easy reference.
Physically, The Revenant Society is a lovely book, illustrated with period photographs and other images combined with an Arts Décoratifs—or Art Deco—style. All of the extras, including the dice—in The Revenant Society: The Endless Loop Beneath the City Deluxe Box Set adhere to this style and are lovely. If The Revenant Society is missing anything it is an index and that is a major omission. A lesser omission, but one that would have been helpful, would have been an example of play.

The Revenant Society: The Endless Loop Beneath the City is a collaborative storytelling game, one of horror and tragedy and contrasts. Contrasts between the Living and the undead nature of the Revenants, and between the joie de vivre swirling around the Revenants and the grim nature of their task, all hidden behind a gilded façade of its very lovely period feel. In prior years, a storytelling game like The Revenant Society might have been self-published as a smaller book, a la indie style, but in this larger format, The Revenant Society has room to breath and cast more light onto the darkness of the Loops that the Revenants find themselves trapped within and what they need to do to escape. The result is that The Revenant Society: The Endless Loop Beneath the City is a rich and grimly atmospheric, yet familiar roleplaying game, telling a type of story we have seen before, but where the players and their Revenants are telling it working together with the Fate Weaver.

Your Walking Dead Guide Book

Reviews from R'lyeh -

It seems surprising to realise that The Walking Dead is over two decades old. The comic by writer Robert Kirkman and artist Tony Moore first appeared in 2003 and the resulting television series from AMC first aired in 2010 and has been followed with numerous spin-off series since. Both revitalised the zombie horror subgenre and the television series in particular, made zombies and horror acceptable to mainstream broadcasting like never before. Both comic book and television series tell the story of Rick Grimes, a sheriff’s deputy from Cynthiana, Kentucky, who after being wounded in the line of duty, awakes to find his wife and family missing and the world very much changed. Society has collapsed, the dead walk and hunger after our flesh, a virus means that everyone will rise as a walker after death, and the survivors huddle together, co-operate and scavenge for supplies, and somehow make choices that will keep them alive. The walkers are everywhere, a menace that cannot be vanquished, but they are not the only threat. Some survivors are prepared to kill and steal from other survivors—and worse. It is into this post-apocalyptic world where the dead walk—there are no such things as zombies—that the Player Characters are thrust into The Walking Dead Universe Roleplaying Game.
The Walking Dead Universe Roleplaying Core Rules, published by Free League Publishing following a successful Kickstarter campaign, provides everything that a gaming group will need to roleplay in the world of The Walking Dead. The means to create characters, rules for scavenging and surviving in this post-apocalyptic world, dealing with encounters with the Walkers, building a community and sanctuary, and more. The community and sanctuary rules come into play in the second of the roleplaying game’s two modes—Campaign Mode. Where that is intended for long term play, the other mode, Survival Mode, is designed for one-shots, was presented in The Walking Dead Universe Roleplaying Starter Set. So far, so good, but the obvious question that anyone is going to ask is, “What does The Walking Dead Universe Roleplaying Game offer that other zombie-themed roleplaying games do not?” The most obvious answer would be that it offers the opportunity to roleplay in a setting that is not that far removed from our own and one that is familiar to anyone who has watched any of the television series. Much like any other licensed roleplaying game, but in terms of a zombie-themed roleplaying game, what The Walking Dead Universe Roleplaying Game focuses on is survival against threats from without and within. The threats from without can, of course, include the Walkers, but in terms of storytelling, the real threats from without are other survivors outside of the Player Characters’ own group. Examples from the television series include the inhabitants of the town of Woodbury, the group called the Wolves, and, of course, the Saviors led by Negan. The threats from within are, of course, fellow survivors and what they might do to jeopardise survival of the group they belong to. The Walkers do remain an ever-lurking, constant threat, but unless their attention is aroused, they are not an active threat, more a passive one that is never going to go away. To that end, the roleplaying advises that the principles of the roleplaying game be made clear to new players, including, “Do whatever it takes to survive”, “Death is inescapable”, “You are never safe”, and so on. Make no mistake, The Walking Dead Universe Roleplaying Game is not like other ‘zombie’ roleplaying games in which the Player Characters go around slaughtering the undead.

A Player Character in The Walking Dead Universe Roleplaying Game is first defined by an Archetype. This defines what the Player Character did prior to the apocalypse, as well as also the Player Character’s key Attribute and Skill, possible Talents to choose from, an Anchor, an Issue, and a Drive, plus starting Gear and relationship to other Player Characters. The Archetypes are Criminal, Doctor, Farmer, Homemaker, Kid, Law Enforcer, Nobody, Outcast, Politician, Preacher, Scientist, and Soldier. He has four Attributes—Strength, Agility, Wits and Empathy. These range in value between two and four, as do skills, but the key Attribute and key Skill can be five. Health Points represent a Player Character’s physical health and cannot be higher than three. A Player Character also has an Anchor, an Issue, and a Drive. An Anchor is another person—Player Character or NPC—that the Player Character cares about and who is used narratively to ‘Handle Your Fear’ and when attempting to relieve Stress. The Issue is a roleplaying hook, such as ‘You think you are better than them’ or ‘Unable to sit down and shut up’ that the Game Master can use to create interesting, typically challenging situations. Drive is what pushes a Player Character to grit his teeth and withstand the pain, like ‘You love your mother’ and ‘God put me here to save their souls’. Once a session, a Drive can be invoked to gain extra dice on a test. The Drive can also be lost, which triggers a ‘Breaking Point’ and if not regained or replaced, it can result in the Player Character being ‘Shattered’.
To create a character, a player selects an Archetype, distributes thirteen points between the four attributes, twelve between skills, and choses Issue, Drive, and Anchor.
Name: Brady FerrellArchetype: FarmerStrength 5 Agility 3 Wits 2 Empathy 3Skills: Close Combat 1, Force 4, Manipulation 1, Ranged Combat 2, Scout 2, Tech 2Talents: Tough as NailsDrive: I do what is right
Issue: DogmatistGear: Toolbox, Jeep, Survival EquipmentRelationships: You are family
Mechanically, as with other Year Zero Engine roleplaying games, whenever a Player Character wants to undertake an action in The Walking Dead Universe Roleplaying Game, his player roles a number of Base Dice equal to the attribute plus skill plus any modifiers from gear, Talents, help, or the situation. If a single six, a Success, is rolled on the Base Dice, the Player Character succeeds, although extra Success will add bonus effects. However, if no Successes are rolled and the action is failed, or he wants to roll more Successes, the player has the choice to Push the roll. In which case, the Player Character suffers a point of Stress and gains a Stress Die. The player must also explain what the character is doing differently in order to Push the roll. For the pushed roll, the player will roll all of the Base Dice which did not roll success and the Stress Die. In fact, until the Player Character finds a way to reduce his Stress points, his player will continue to add Stress Dice equal to his character’s Stress Points on every roll. Only one pushed roll can be made per action, but the danger of having Stress Dice is if their results should be a one or ‘Walker’ symbol. It means two things. First, if the player has not yet pushed the roll, he cannot do so. Second, whether or not he has pushed the roll, it means that the Player Character has ‘Messed Up’. Typically, this means that he increased the numbers of Walkers nearby and attracted their attention, turning up the dial on the Threat Meter. In other situations, a ‘Messed Up’ might mean the Player Character has got lost, lost his footing, said the wrong thing in a tense standoff, and so on. Other sources of Stress include being short on food and water, getting shot at, seeing someone in the group get bitten by a Walker, killing someone in cold blood, and so on.

There are several means of getting rid of Stress. Primarily, these consist of a Player Character connecting and interacting with his Anchor, and at the end of the day, simply getting a good night’s sleep and plenty of rest. Whilst interacting with an Anchor can be during play, at the end of each session, a Player Character has to deal with the dreadful things that he has seen and done that session. This is done via the ‘Handle Your Fear’ mechanic and is triggered if the Player Character has suffered a Breaking Point like his Anchor being killed or disappearing, brutally killing or beating someone who is defenceless, is Broken by damage, suffers five Stress Points, and so on. At this point, the player rolls Base Dice equal to either his character’s Wits or Empathy, with a bonus for any Anchors who are still alive. This roll cannot be pushed, needs only one Success to succeed, but if failed, causes the Player Character to become Overwhelmed, meaning that he loses his Drive, becomes mentally Shattered, or his Issue is changed or added to.

Combat scales in The Walking Dead Universe Roleplaying Game depending upon who or what the Player Characters are facing. Duels are one-on-one attacks handled via opposed rolls, each combatant hoping to gain more Successes than the other. Brawls handle combat between multiple participants in which the Leadership skill can be used to hand out bonuses to allies in the fight. Combat is deadly though, a Player Character only possessing three points of Health and once they are lost, the Player Character is Broken, gains a point of Stress, and his player must roll on the Critical Injuries table. The lack of Health in comparison to other roleplaying games is compounded by the limited access to medical care. Make no mistake, The Walking Dead Universe Roleplaying Game is deadly.

A setting which is already deadly due to low health and lack of healing, is compounded by the presence of the Walkers. They are a constant, lurking presence in The Walking Dead Universe, in game terms that presence is typically written into a scenario at a particular location or encounter, as you would expect, but also brought into play randomly whenever a player rolls a ‘Walker’ symbol on a Stress Die. Narratively, this could be as simple as the Player Characters opening a door to discover a room full of Walkers or a Walker bursting out of a bush to attack the Player Characters. The presence of the Walkers is tracked by the Threat Meter, which ranges from zero and ‘You are in a cleared area and safe. For now.’ to six and ‘The dead are in your face, surrounding you.’ The Threat Level is raised by rolling a ‘Walker’ on a Stress Die, failing a skill roll to avoid Walkers, doing something in the game to attract their attention, and so on. Ideally, the Player Characters will sneak around them as they scavenge buildings and search locations, but of course, that is unlikely. At low levels on the Threat Meter, it is possible for the Player Characters to go quiet and wait it out until the Walkers have either wandered off or gone quiet themselves. At higher levels, the Player Characters will need to find a way to distract the Walkers and make them go elsewhere or fight them. Encounters with a few Walkers are possible and these can be engaged in ‘Single Walker Attacks’, but Walkers congregate and then they fight as Swarms. Fights against Swarms are group endeavours, the aim being to roll more Successes than a Swarm to first reduce its size and then escape it. If a Player Character or Player Characters lose against a Walker attack, there is a table of very nasty and brutal ‘Walker Attack’ effects which will have the players wincing when they hear the results. The rules cover sacrificing another, brawling amidst a Swarm, clearing out an area, and lastly, amputation, the latter the last desperate result to resolve after a Walker bite…

One of aspects of The Walking Dead Universe Roleplaying Game that it shares with many other Year Zero roleplaying games, and that is its community rules. In roleplaying games such as Mutant: Year Zero – Roleplaying at the End of Days and Vaesen – Nordic Horror Roleplaying, the Player Characters begin with a community that they can improve through play and so gain rewards and advantages that will benefit both the community and further play. In The Walking Dead Universe Roleplaying Game, the Player Characters have a Haven rather than a community. It is where as survivors, they can live protected from both Walkers and predatory humans, grow food, undertake projects to improve the facilities, and go out on supply and scavenging runs. A Haven is defined by its characteristics, its Capacity and Defence, and its Issues. The characteristics are its description, answers to questions such as “Where can you post lookouts?” or “What characteristics of the haven annoy you or make people irritated?”, whilst Capacity measures the maximum number of people who can live there and Defence its ability to withstand an attack—whether from Walkers or other humans. Within the Haven, both Player Characters and NPCs can pursue projects such as creating an apiary or setting up a simple alarm system, teach skills to NPCs, and build and repair gear. However, all Havens have at least one Issue that will cause problems for the inhabitants, such as “Something regularly draws walkers to this location” or “Rats everywhere”. Worse, some Issues will be secret and can only be discovered during play. Issues will drive some of the story and plot to any campaign of The Walking Dead Universe Roleplaying Game. How these play out will affect the Haven’s Capacity and Defence—for good or ill—and ultimately, whether both it and its inhabitants will fall.

The Walking Dead Universe Roleplaying Game offers two modes of play. One is Survival Mode, suitable for convention play or one-shots. The other is Campaign Mode, further divided into two sub-modes. In Free Play, the game is a played as a standard campaign, dealing with the survival of both the Player Characters and their Haven in the long term over a wide area. Season Mode is designed to emulate the television series more than Campaign Mode, structuring the campaign story around particular threats, locations, issues, and in particular Challenges, all of which will change from one Season to the next. Of course, the Player Characters will face Challenges in all three modes and there is advice for the Game Master on how to create and escalate them as needed. Similarly, there is good advice for the Game Master on running the game, creating factions, handling NPCs, scenes, and the horror at the heart of the game. This is all supported with numerous tables of content and possible encounter ideas, as well as two scenarios.

Both scenarios complete with pre-generated Player Characters, detailed descriptions of their set-ups, and good write-ups of the various NPCs and factions and they want. The Survival Mode scenario is ‘The Golden Ambulance’, which is set between Seasons Two and Three of The Walking Dead. The Player Characters go out in search of much-needed medicine and discover an abandoned ambulance which seems to contain some ready to scavenge medical supplies. Is it too good to be true? Add in the tensions between the pre-generated Player Characters and this is a tight, fraught affair. For the Campaign Mode, the ‘Atlanta Campaign Set-Up’ provides the Game Master with everything she needs for a campaign set after the events of The Walking Dead.

If there is one thing missing from The Walking Dead Universe Roleplaying Game, it is the stats and write-ups of the NPCs from the various television series. Some do appear in The Walking Dead Universe Roleplaying Starter Set, but anyone coming to this roleplaying game from the television expecting to see the heroes and villains from the series will be disappointed. That said, this is a roleplaying about The Walking Dead Universe, not any one television series and its cast. The setting content in the roleplaying game is also post Series Eleven after the protagonists of The Walking Dead have left the Atlanta area.

In addition, there are rules for Solo Play in which the player works to ingratiate himself in a Haven that he has recently arrived at. A Player Character for this is slightly more skilled than standard beginning Player Characters. The Player Character will also be accompanied a Companion NPC. The rules are very serviceable and even suggests that the player play himself as a Player Character, but given the brutality of the roleplaying game, the player had best get used to the idea that he might die in the process!

Ultimately, the issue with The Walking Dead Universe Roleplaying Game is its brutality and the grim nature of the world it depicts. By design, neither this brutality nor the grim nature are wholly externalised as you would expect in a survival horror roleplaying game. They occur within the Haven where the Player Characters have taken sanctuary as well as the outside world. Issues within the Haven—both personal and integral to the Haven—will instigate and drive conflict, not just between the Player Characters and NPCs, but also between Player Characters. This is even shown in the examples of play that run throughout the book, which from a reading standpoint, will make you hate the character of Hannah. In terms of play, it demands a maturity of player to handle that and the necessity of Safety Tools. The discussion of the latter and of the possibility, even likelihood, of Player Character versus Player Character conflict and Safety Tools could have been better handled.

Physically, The Walking Dead Universe Roleplaying Game is a superb looking book, although no photographs are used from The Walking Dead television series, so fans may be disappointed. That said, the artwork, done in the house style for Free League Publishing is very good and fits the world very well.

The Walking Dead Universe Roleplaying Game is a really tight, sparse design, feeling quite light in comparison to other core rulebooks and more so in comparison to core books for other licensed roleplaying games. That though, is really due to the lack of background or setting material, and the need for background or setting material. After all, this is a roleplaying game set in our world just a few months from now and it is both a genre and a setting that we are familiar with. Thus, the Game Master has everything that she needs to run a post apocalypse game, whether that is as a one-shot or campaign, or even a solo game. A gaming group had better be prepared though, for The Walking Dead Universe Roleplaying Game and the world it depicts is bleak, unforgiving, and brutal, forcing the players and their characters to make some very tough choices.

[Free RPG Day 2024] Not A Drop To Drink

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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—

Not A Drop To Drink is a scenario for Dungeons & Dragons, Fifth Edition. It is published by Loke BattleMats and a preview for publisher’s The Calendar of Many Adventures 2025, which like last year’s The Calendar of Many Adventures 2024, presents twelve maps and twelve associated adventures, one pairing a month. Not A Drop To Drink is designed to be played with four Player Characters, each of Second Level, and completed in a single session, two at most. It opens with a quick ‘5e in 5 Minutes’ guide before giving an overview of the scenario, a possible hook for the Player Characters, and suggestions on how to make it easier for smaller or lover Level parties or more difficult for higher Level parties. It takes place in a region known as the Amber Vale, best known for its verdant fields of wheat and the blessings of the river goddess, Quellia. Unfortunately, this green and pleasant land has been beset by a harsh drought as the wells have run dry and the farmers of the vale are at a loss to explain it. Quick investigation will suggest that perhaps a curse has befallen the land and point the Player Characters in the direction of the shrine of Quellia, following in the footsteps of a trio of labourers who had gone to investigate themselves.
The first sign that there is more to the drought than a curse is the discovery of smashed well at the shrine and the desiccated body of the shrine keeper. With the help of a Agear puppy being raised at the shrine—Agear Hounds being sacred to Quellia—the Player Characters can push up out of the vale and into the Greenwind Caves, where they can confront the villains of the piece. This takes place in a Dammed Wellspring as cultists attempt to sacrifice the parents of the Agear puppy to a god of famine! In order to reach the cultists and their leader, the Player Characters must cross the floor of the cave which is marked by mud-covered rocks between which runs quite deep, but definitely muddy channels of water. The cultists have laid planks from one rock to another in order to get across, but if the Player Characters follow this route, they will be under fire from the cultists.
As you would expect from a publisher of battle maps, Not A Drop To Drink includes two good maps. One is of the Greenwind Caves, done in a much rougher style than is the norm for Loke Battle Maps. This does not mean that it is a poor map, rather that the style is different to that used by the publisher for maps intended as encounter or battle locations. The other map is of the Dammed Wellspring and has nice sense of space and swirling waters. It is also accompanied by a full set of counters to use for the Player Characters, the NPCs, and the monsters in this last battle scene. The scenario includes four pre-generated characters. They consist of a Fighter, a Druid, a Halfling Wizard, and a half-Elf Ranger. They include full stats and background as well as a decent thumbnail illustration. There are stats for all of the monsters and NPCs and dogs in the scenario.

Physically, Not A Drop To Drink is well presented and written. Coloured text is used to indicate that the Dungeon Master refer to the monsters and NPCs and magic items. The two maps are nicely done.
Not A Drop To Drink is quick and easy to prepare and run. The players and their characters should be able work out what is going on quite quickly, so preparing them for the final confrontation in the Dammed Wellspring. Not A Drop To Drink is good for a single session’s worth of play, whether that is as a one-shot or an addition to a campaign.

Friday Fantasy: Melwan

Reviews from R'lyeh -

It has been over a decade since the first release for Les Ombres d’Esteren or Shadows of Esteren, in English. That was Shadows of Esteren 0-Prologue, which provided us with an introduction to this low dark, humancentric fantasy setting with Lovecraftian undertones, as well as a set of player characters/NPCs and three ready-to-play scenarios. The English-speaking hobby was fascinated by this French roleplaying game with its themes of tradition versus modernity, science and industrialisation versus faith, and monotheism versus spiritualism, as well as captivated by its artwork which looked like nothing then being published. Shadows of Esteren 0-Prologue itself was subsequently made available for free to download. However, since the publication of Shadows of Esteren 0-Prologue in 2011 and its release in English in 2012, releases from the publisher, Studio AGATE, have been slow to appear. Shadows of Esteren 1-Universe introduced its setting of Tri-Kazel peninsula in more detail, introducing properly the three nations of the region—Tol-Kaer with its old tribal ways and Demorthèn spiritual cults; Gwidre which has been converted to the Temple of the One God by missionaries from the Great Theocracy from the rest of the continent to the north and adopted feudalism; and Reizh, which has taken up the science of Magience, developing and creating devices, machines, and ‘toys’ powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself. It also provided rules for character generation and is also available as a ‘Pay What You Want’ title. The third release, Shadows of Esteren 2-Travels expanded the setting from an in-character point-of-view, as well as several ‘canvases’ or short scenarios, a longer scenario, and more NPCs as well as a bestiary. Together, these three releases form the core of Shadows of Esteren and they underpin the sixth release, Shadows of Esteren 3-Dearg, a great campaign that is divided into two parts that is culmination of what has been released to date.

Shadows of Esteren: Melwan is a supplement published between Shadows of Esteren 3-Dearg – Volume 1 and Shadows of Esteren 3-Dearg – Volume 2. This is a companion to the earlier Shadows of Esteren 1-Universe, expanding as it does the setting of Tri-Kazel and taking player and Game Leader alike into the Vale of Melwan, which lies next to the Vale of Dearg. It ties deeply into both the background and the story of the major characters explored over the course of the Shadows of Esteren roleplaying game. For example, Wailen, the grandmother of Yldiane the Varigal and Adeliane the Ionnthén, is a Demorthèn. Much of it is written as a guide by Neala the Bard which describes the small region, its inhabitants, and notable locations. It begins with a description of the Vale of Melwan, small and bucolic, quiet and isolated, but not unwelcoming of passing strangers. It visits several places in and around the village, beginning with the Old Oak Inn, the heart of the community, a plain and plainly run establishment, except for the food, which is renowned for its quality and the number of recipes adopted from outside of the vale. Touchingly, it incudes actual recipes which a gaming group could actually cook, such as duck with mushrooms and turnip mash or apple and raisin fritters. There is a rough homeliness to the inn, complete with descriptions of its owners and regulars. Melwan’s apothecary is described in less detail, focusing on what might be sale—and if it is not, then on the reasons why in a pleasingly useful table.

The influence of the Mac Lyrs, long the family rulers of the Vale of Melwan, is felt far beyond its borders, so it is nice to have the family and its history and its family seat explored within the pages of Shadows of Esteren: Melwan. Yet it takes a more personal and intimate tone when Neala the Bard explores the library of the Mac Lyrs, a refuge for him when he has no mentor and instead relies upon the books and scrolls in the library as his teachers. Perhaps the oddest place visited in Shadows of Esteren: Melwan is the laboratory of the magientist, Talacien, established in an old building with the permission of the Mac Lyrs, but much to the consternation of the inhabitants of the Vale of Melwan. When his request to interview the magientist and visit the laboratory, Neala admits to being awed by what he found and the possibilities that it represented in being able to look at the universe in a way previously unimagined, but is ultimately reviled by the insane rush of uncontrolled power and likely damage is would result in. When his request to interview the magientist and visit the laboratory, Neala admits to being awed by what he found and the possibilities that it represented in being able to look at the universe in a way previously unimagined, but is ultimately reviled by the insane rush of uncontrolled power and likely damage is would result in. Fortunately, he retreats from what he regards as insanity to recover his equanimity by losing himself in the contemplation of the vale—and that is also something that the supplement does as well.

More than a third of Shadows of Esteren: Melwan is dedicated to the flora and fauna of the vale in some fashion. In taking the reader into its dark forests and across its peaceful wetlands, Neala not only tells of the creatures and plants to be found, but also how they are put to use by the peoples of Melwan and how they feature in stories that he performs for the villagers. For adults, the ‘Tales of Fur and Feather’ are often satires on the mores of power and those that wield it, whilst for children they are heroic stories featuring their favourite animal heroes. Although no tales are included, several of the protagonists of these tales are detailed, providing a cast of characters that could be brought into play as allusions to current events and important figures in a scenario. Numerous crops are described, as are various ingredients that are gathered locally and brewed and mixed into remedies and other concoctions. The rules here for brewing potions compliment the earlier description of the village’s apothecary and detail numerous ingredients and mixtures. There is an in-world guide to how they are brewed as well as actual game mechanics, so that a knowledgeable Player Character, with a skill such as ‘Demorthèn (Traditional Medicine)’ or Science (Botany), can create various cures, including poison-based cures. All of this is very nicely done with well-balanced mix of in-game flavour and mechanics.

The ‘Bestiary of Melwan’ includes beasts such as the single-horned, goat-like Calyre, boars, the feared Mórbear, and the Caernide, a horned deer-like creature which is also domesticated as a beast of burden. In fact, the latter gets its own section, with Neala giving a guide to the creatures and their advantages as a domesticated animal compared to that of horse. This is understandable since he actually keeps a stable of them himself! There are a few skill checks listed here for both horse and Caernide, enabling a mechanical comparison of the two. There is, however, one monster included in the bestiary, a murderous Feond known as the Guilthas Man—though the inhabitants of the vale are not sure whether it truly exists and if it does, if it is an actual Feond. The misshapen humpback creature lurks in the woods, unsettling, even scaring those it encounters, but no one knows if its has killed anyone yet. So, might it not be a monster? Rounding out is a glossary, perhaps not as lengthy as it should have been.

Physically, Shadows of Esteren: Melwan is simply beautiful, in some ways more artbook than roleplaying supplement. There is some roleplaying content within the book, but it is more background and flavour rather than instantly useable content. That though suits both book and setting, very quiet and understated in describing a location on the Tri-Kazel peninsula, the setting for the Shadows of Esteren roleplaying game, often mentioned, but never fully detailed.

[Free RPG Day] Rebels & Refugees Adventure

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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—

The Rebels & Refugees Adventure is a scenario released for Free RPG Day 2024 for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. Published by Magpie Games, this is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power. The Rebels & Refugees Adventure can be run using the Movers & Shakers Quick-Start Booklet rather than the full rules and there is advice for the Game Master to that end. It is designed for three to six players, one of whom will be the Game Master, and includes five pre-generated Player Characters, rules and advice for the Game Master, and a situation or scenario, the ‘Rebels & Refugees’ of the title.
The Rebels & Refugees Adventure and thus Avatar Legends: The Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. It is set during the ‘100 Year War Era’ and opens with the Player Characters, or Benders, having joined a group of Earth Kingdom rebels and Earth Kingdom refugees fleeing the Fire Nation Army. They have taken refuge in the Western Air Temple, hoping to find respite from an enemy which has been behind them every step of the way. Unfortunately, the Western Air Temple is not as safe as they hoped that it would be. Long abandoned, the only inhabitant now is a spirit whose antics quickly escalate from throwing oranges at the new arrivals to collapsing columns and blocking passages. Faced with a threat from within as well as the Fire Nation Army closing in, tensions grow as it becomes clear that the Western Air Temple is not as safe as everyone thought it was. When neither the leader of the rebels or the leader of the refugees can agree on what the best course of is—stay in hiding from the Fire Nation Army, but at the mercy of a malicious spirit, or make a run for it and hope that the Fire Nation Army does not catch with them, both they and the refugees and the rebels turn to the Player Characters for help and advice.
The scenario opens with the Player Characters and the rebels and the refugees they are accompanying in the Western Air Temple having lowered themselves by ropes down cliffs to the entrance. Both the rebels and the refugees are spooked by the first of the strange events in the temple and already on edge. Beyond this set-up, the Rebels & Refugees Adventure provides all of the bits and pieces that the Game Master needs to run it and even possibly run a sequel. This includes a very good summary and description of the scenario, all of its NPCs, and its locations. Among the NPC descriptions are the leaders if the rebels and the refugees, the spirit lurking in the Western Air Temple, even General Uyanga, the commander of the Fire Nation Army, whom it is possible for the Player Characters to meet in the course of the adventure. There is a number of pre-plotted events, but much of what the Game Master will be doing is reacting to the actions of the Player Characters in order to construct a pursuit clock. This will ultimately measure the chase between the Player Characters and the many people with them as they try to escape from the Western Air Temple to a southern port where they can properly escape the Fire Nation Army. Numerous actions and options in terms of what the Player Characters might do, and ultimately, the outcome is very much player-driven and the Game Master will need to adapt as necessary.

In terms of Player Characters, the scenario comes with a varied selection. There is a headstrong inventor with a penchant for sabotage, an Earth-Bending farmer able to adjust the plans of others, an acrobat with a walrus-yak companion—although how the Player Characters got it down the cliff to the Western Air Temple is a whole other scenario of its own, a nun wants to heal the world of its war woes and fights defensively, and a Water Bender who is an astute judge of character. All five start play with a single mastered technique and other unique advancement options, so they are not equal to starting characters. There is advice given on how to adjust new characters to play the scenario if the players want to create their own.
Physically, the Rebels & Refugees Adventure is well presented, sturdy booklet. The booklet is well written with plenty of advice and help for the Game Master, including summaries of the Moves, Combat Exchanges, Fighting Techniques, and more at the back.

Rebels & Refugees Adventure is good scenario for Avatar Legends: The Roleplaying Game and the worlds of Avatar: The Last Airbender and The Legend of Korra. It will also appeal to fans of anime and martial arts, but this is still a scenario for an experienced Game Master even if it can played with just the quick-start rules in Movers & Shakers Free RPG Day Booklet.


Dracula, The Hunters' Journals: 1 July Dr. Seward's Diary (kept on phonograph)

The Other Side -

Dr. Seward keeps us apprised of his patient.

Dracula - The Hunters' Journals


1 July.—His spiders are now becoming as great a nuisance as his flies, and to-day I told him that he must get rid of them. He looked very sad at this, so I said that he must clear out some of them, at all events. He cheerfully acquiesced in this, and I gave him the same time as before for reduction. He disgusted me much while with him, for when a horrid blow-fly, bloated with some carrion food, buzzed into the room, he caught it, held it exultantly for a few moments between his finger and thumb, and, before I knew what he was going to do, put it in his mouth and ate it. I scolded him for it, but he argued quietly that it was very good and very wholesome; that it was life, strong life, and gave life to him. This gave me an idea, or the rudiment of one. I must watch how he gets rid of his spiders. He has evidently some deep problem in his mind, for he keeps a little note-book in which he is always jotting down something. Whole pages of it are filled with masses of figures, generally single numbers added up in batches, and then the totals added in batches again, as though he were “focussing” some account, as the auditors put it.


Notes

Moon Phase: Waxing Crescent

This is the start of one of the great exchanges in the novel, a prequel as it were to the exchanges between Van Helsing and Dracula. Note that in the novel, there is actually very little interaction with Dracula in London and Dracula and Van Helsing have no interactions at all.  But that is for a later date.

Here, we see the acolytes match wits. Renfield is Dracula's and Seward is Van Helsing's. 

Personal notes.

I played Seward in our High School production of Dracula. 

Years later, when working on my Master's degree in psychology, I was a QMHP (Qualified Mental Health Professional) for the State of Illinois. I worked with schizophrenics and yes, I saw one or two of them eat bugs.

Monstrous Mondays: Nouveau Orcs

The Other Side -

 Still busy this week so this is drive-by. 

Art previews of the new D&D 5R (D&D 2024) Player's Handbook were released including art for orcs as a playable species.  As expected the Grognard crowd is taking this with measured patience one should expect from the elder statesmen of our hobby.

5r Orcs

No, they didn't. They predictably completely lost their shit. Again.

This seems especially true of the segments that claim never to play "WotC" versions of D&D and don't pay any attention to them.  So the ones that will be least likely to play this version are also bitching and moaning the loudest.

I mean the art is bit too cutesy for me, but a.) this is for a Player's book, not the monster book. and b.) I am not (nor should I be) the target audience.  That is something I am going to get back to, but let's address the prominent issue; that of non-evil orcs.

When it comes to orcs many like to point to their history as defined by the Professor. This great, IF (and only if) we are talking about Lord of the Rings or Middle-Earth. This is D&D and Gary did nothing else if not spend a lot of ink telling us that D&D is not Lord of the Rings. So all the talk of "Melkor can't create" is cute but has little bearing here. 

D&D and AD&D has had "good orcs" before, this is not a new concept. The Forgotten Realms boxed set had them. The AD&D 2nd Ed Monstrous Compendiums had them. Good Orcs are not a new thing. Even Half-orcs were a playable race as long as they were non-good.

One of the cardinal rules of D&D has always been to change what you want to work with your group. That means yes, people can have "good" orcs, and other groups can have "evil" orcs. This should counter any "one true wayism" that seems to clutter up the D&D-related YouTube channels.  

Besides no one is saying you can't have purely evil orcs as well. I have several sub-species of orc, some good, many very evil. Works great for me. Pathfinder 2 has orcs you can have as characters and still fight. 

I think what the older crowd, of which I am a member of that crowd, needs to realize is that we are no longer being catered to. We do not have the buying power we have enjoyed for so long. This group, or at least many members of it, have said "we are not buying any non-TSR D&D" and WotC has said "fine, we don't really need your money."  And they don't. The younger generations have shown they have buying power all on their own. 

Look, Wizards of the Coast is not without some serious flaws and a lot of blame. Their handling of the OGL, sending out Pinkertons, all the layoffs and firings. Not to mention some rather lack lustre adventures. But freaking out over good orcs? Yeah, that should not even be on the list.

So here are a couple of reminders.

  1. Whatever appears in the D&D 5r books only maters to people playing D&D 5r.
  2. Nothing posted in D&D 5r effects any other game. Same as nothing in Pathfinder effects any version of D&D.
  3. Despite the Chicken Littling out there no past book has ever been changed.

Play how you want. Let others play how they want. Stop acting like it's the end of the damn world.

Better yet, adopt these new orcs into your old-school games to challenge your players. 

Dracula, The Hunters' Journals: 30 June, Jonathan Harker's Journal (Cont.)

The Other Side -

Harker fears his end is near and plans an escape. He makes a terrifying discovery. 

Dracula - The Hunters' Journals


30 June, morning.—These may be the last words I ever write in this diary. I slept till just before the dawn, and when I woke threw myself on my knees, for I determined that if Death came he should find me ready.

At last I felt that subtle change in the air, and knew that the morning had come. Then came the welcome cock-crow, and I felt that I was safe. With a glad heart, I opened my door and ran down to the hall. I had seen that the door was unlocked, and now escape was before me. With hands that trembled with eagerness, I unhooked the chains and drew back the massive bolts.

But the door would not move. Despair seized me. I pulled, and pulled, at the door, and shook it till, massive as it was, it rattled in its casement. I could see the bolt shot. It had been locked after I left the Count.

Then a wild desire took me to obtain that key at any risk, and I determined then and there to scale the wall again and gain the Count’s room. He might kill me, but death now seemed the happier choice of evils. Without a pause I rushed up to the east window, and scrambled down the wall, as before, into the Count’s room. It was empty, but that was as I expected. I could not see a key anywhere, but the heap of gold remained. I went through the door in the corner and down the winding stair and along the dark passage to the old chapel. I knew now well enough where to find the monster I sought.

The great box was in the same place, close against the wall, but the lid was laid on it, not fastened down, but with the nails ready in their places to be hammered home. I knew I must reach the body for the key, so I raised the lid, and laid it back against the wall; and then I saw something which filled my very soul with horror. There lay the Count, but looking as if his youth had been half renewed, for the white hair and moustache were changed to dark iron-grey; the cheeks were fuller, and the white skin seemed ruby-red underneath; the mouth was redder than ever, for on the lips were gouts of fresh blood, which trickled from the corners of the mouth and ran over the chin and neck. Even the deep, burning eyes seemed set amongst swollen flesh, for the lids and pouches underneath were bloated. It seemed as if the whole awful creature were simply gorged with blood. He lay like a filthy leech, exhausted with his repletion. I shuddered as I bent over to touch him, and every sense in me revolted at the contact; but I had to search, or I was lost. The coming night might see my own body a banquet in a similar way to those horrid three. I felt all over the body, but no sign could I find of the key. Then I stopped and looked at the Count. There was a mocking smile on the bloated face which seemed to drive me mad. This was the being I was helping to transfer to London, where, perhaps, for centuries to come he might, amongst its teeming millions, satiate his lust for blood, and create a new and ever-widening circle of semi-demons to batten on the helpless. The very thought drove me mad. A terrible desire came upon me to rid the world of such a monster. There was no lethal weapon at hand, but I seized a shovel which the workmen had been using to fill the cases, and lifting it high, struck, with the edge downward, at the hateful face. But as I did so the head turned, and the eyes fell full upon me, with all their blaze of basilisk horror. The sight seemed to paralyse me, and the shovel turned in my hand and glanced from the face, merely making a deep gash above the forehead. The shovel fell from my hand across the box, and as I pulled it away the flange of the blade caught the edge of the lid which fell over again, and hid the horrid thing from my sight. The last glimpse I had was of the bloated face, blood-stained and fixed with a grin of malice which would have held its own in the nethermost hell.

I thought and thought what should be my next move, but my brain seemed on fire, and I waited with a despairing feeling growing over me. As I waited I heard in the distance a gipsy song sung by merry voices coming closer, and through their song the rolling of heavy wheels and the cracking of whips; the Szgany and the Slovaks of whom the Count had spoken were coming. With a last look around and at the box which contained the vile body, I ran from the place and gained the Count’s room, determined to rush out at the moment the door should be opened. With strained ears, I listened, and heard downstairs the grinding of the key in the great lock and the falling back of the heavy door. There must have been some other means of entry, or some one had a key for one of the locked doors. Then there came the sound of many feet tramping and dying away in some passage which sent up a clanging echo. I turned to run down again towards the vault, where I might find the new entrance; but at the moment there seemed to come a violent puff of wind, and the door to the winding stair blew to with a shock that set the dust from the lintels flying. When I ran to push it open, I found that it was hopelessly fast. I was again a prisoner, and the net of doom was closing round me more closely.

As I write there is in the passage below a sound of many tramping feet and the crash of weights being set down heavily, doubtless the boxes, with their freight of earth. There is a sound of hammering; it is the box being nailed down. Now I can hear the heavy feet tramping again along the hall, with many other idle feet coming behind them.

The door is shut, and the chains rattle; there is a grinding of the key in the lock; I can hear the key withdraw: then another door opens and shuts; I hear the creaking of lock and bolt.

Hark! in the courtyard and down the rocky way the roll of heavy wheels, the crack of whips, and the chorus of the Szgany as they pass into the distance.

I am alone in the castle with those awful women. Faugh! Mina is a woman, and there is nought in common. They are devils of the Pit!

I shall not remain alone with them; I shall try to scale the castle wall farther than I have yet attempted. I shall take some of the gold with me, lest I want it later. I may find a way from this dreadful place.

And then away for home! away to the quickest and nearest train! away from this cursed spot, from this cursed land, where the devil and his children still walk with earthly feet!

At least God’s mercy is better than that of these monsters, and the precipice is steep and high. At its foot a man may sleep—as a man. Good-bye, all! Mina!


Notes

Moon Phase: Waxing Crescent

So in his "ever-widening circle" one wonders what Harker knows about Vampire already and why none of that knowledge was used till now. 

The contrast is made between Mina and the vampire brides, this contrast will come into play later one in the form of Lucy. 

It will be a long while before we hear from Harker again. 


Dracula, The Hunters' Journals: 29 June, Jonathan Harker's Journal (Cont.)

The Other Side -

Dracula prepares to leave his castle for England. 

Dracula - The Hunters' Journals


29 June.—To-day is the date of my last letter, and the Count has taken steps to prove that it was genuine, for again I saw him leave the castle by the same window, and in my clothes. As he went down the wall, lizard fashion, I wished I had a gun or some lethal weapon, that I might destroy him; but I fear that no weapon wrought alone by man’s hand would have any effect on him. I dared not wait to see him return, for I feared to see those weird sisters. I came back to the library, and read there till I fell asleep.

I was awakened by the Count, who looked at me as grimly as a man can look as he said:—

“To-morrow, my friend, we must part. You return to your beautiful England, I to some work which may have such an end that we may never meet. Your letter home has been despatched; to-morrow I shall not be here, but all shall be ready for your journey. In the morning come the Szgany, who have some labours of their own here, and also come some Slovaks. When they have gone, my carriage shall come for you, and shall bear you to the Borgo Pass to meet the diligence from Bukovina to Bistritz. But I am in hopes that I shall see more of you at Castle Dracula.” I suspected him, and determined to test his sincerity. Sincerity! It seems like a profanation of the word to write it in connection with such a monster, so asked him point-blank:—

“Why may I not go to-night?”

“Because, dear sir, my coachman and horses are away on a mission.”

“But I would walk with pleasure. I want to get away at once.” He smiled, such a soft, smooth, diabolical smile that I knew there was some trick behind his smoothness. He said:—

“And your baggage?”

“I do not care about it. I can send for it some other time.”

The Count stood up, and said, with a sweet courtesy which made me rub my eyes, it seemed so real:—

“You English have a saying which is close to my heart, for its spirit is that which rules our boyars: ‘Welcome the coming; speed the parting guest.’ Come with me, my dear young friend. Not an hour shall you wait in my house against your will, though sad am I at your going, and that you so suddenly desire it. Come!” With a stately gravity, he, with the lamp, preceded me down the stairs and along the hall. Suddenly he stopped.

“Hark!”

Close at hand came the howling of many wolves. It was almost as if the sound sprang up at the rising of his hand, just as the music of a great orchestra seems to leap under the bâton of the conductor. After a pause of a moment, he proceeded, in his stately way, to the door, drew back the ponderous bolts, unhooked the heavy chains, and began to draw it open.

To my intense astonishment I saw that it was unlocked. Suspiciously, I looked all round, but could see no key of any kind.

As the door began to open, the howling of the wolves without grew louder and angrier; their red jaws, with champing teeth, and their blunt-clawed feet as they leaped, came in through the opening door. I knew then that to struggle at the moment against the Count was useless. With such allies as these at his command, I could do nothing. But still the door continued slowly to open, and only the Count’s body stood in the gap. Suddenly it struck me that this might be the moment and means of my doom; I was to be given to the wolves, and at my own instigation. There was a diabolical wickedness in the idea great enough for the Count, and as a last chance I cried out:—

“Shut the door; I shall wait till morning!” and covered my face with my hands to hide my tears of bitter disappointment. With one sweep of his powerful arm, the Count threw the door shut, and the great bolts clanged and echoed through the hall as they shot back into their places.

In silence we returned to the library, and after a minute or two I went to my own room. The last I saw of Count Dracula was his kissing his hand to me; with a red light of triumph in his eyes, and with a smile that Judas in hell might be proud of.

When I was in my room and about to lie down, I thought I heard a whispering at my door. I went to it softly and listened. Unless my ears deceived me, I heard the voice of the Count:—

“Back, back, to your own place! Your time is not yet come. Wait! Have patience! To-night is mine. To-morrow night is yours!” There was a low, sweet ripple of laughter, and in a rage I threw open the door, and saw without the three terrible women licking their lips. As I appeared they all joined in a horrible laugh, and ran away.

I came back to my room and threw myself on my knees. It is then so near the end? To-morrow! to-morrow! Lord, help me, and those to whom I am dear!


Notes

Moon Phase: Waxing Crescent

Of course, Dracula has no intention of letting Harker leave. He has already promised him to his Brides "to-morrow."


Runes & Ragnarök

Reviews from R'lyeh -

Ragnarök has fallen and the Twilight of the Gods nears when all will end, as the Norns have foretold from the beginning. The celestial wolves, Skoll and Hati, have finally chased down the Sun and the Moon, and in devouring them plunged Midgard into a time when there is little difference between day and night. The howl of Garm, Hel’s hound, has been heard all across the realms of Yggdrasil, and Fimbulwinter has fallen on Midgard, blanketing all of the known lands in ice and snow so that no man can sow seed or raise crops, and man has been set against man, family against family, karl against karl, kingdom against kingdom, as food and resources grow scare and they are forced to fight to survive. Where the Vikings once raided foreigners for gold and other plunder, and were greatly feared across all of Midgard, now they raid each other. It is the Sword Age, the second act of Ragnarök, the Wind Age when Surt, the Jotun Keeper of Fire, will lead his fiery host across Bifrost Bridge lay siege to Asgard is yet to come. Beyond that lies the Sword Age, when the final battle will be joined between the gods—or Aesir—and the Jotun and Surt will split the sky with a sword brighter than the sun and so set Yggdrasil ablaze with divine fire. After that, who knows? As the gods and the Jotun prepare for battle, the people of Midgard are faced by another threat—the crusaders of the White Christ ride from the south to drive out all Aesir and Jotun, and convert at the point of the sword. Yet even in this time of great stress and desperation, as the gods prepare for war against the Jotun, as in tales and sagas told of old, there is the need for heroes, for mighty warriors, clever skalds, and wily witches, to stand against the chaos of now and the chaos to come. Some will fall in the fight, some will return, and many will take inspiration from those who have fallen before them! Will they change destiny or will they embrace the fate of Midgard and the other realms of Yggdrasil as was foretold?
This is the set-up for Fate of the Norns: Ragnarök, a roleplaying inspired not only by Norse myths and sagas, but by the Norse runes too. Published by Pendelhaven, Inc., this is a radically immersive roleplaying game that presents its end of days in swathes of swallowing black, blanketing white, and fiery orange and engages the players and their heroes through thematically appropriate, but challenging mechanics. Make no mistake, there is a steep learning curve to Fate of the Norns: Ragnarök, both in terms of learning to play and teaching to play. This is because Fate of the Norns: Ragnarök is a diceless roleplaying game, instead using the Norse runes or Futhark, as a gaming mechanic. Therein lies one of the first issues with Fate of the Norns: Ragnarök—and that is the degree of buy-in upon everyone’s part. Every player requires his own set of Runes, tokens marked with the Futhark, plus a bag from which they can be dawn. These Runes can be cardboard, but there are more expensive options, including a set of steel Futhark! A print and play option is readily available, but they are not as effective and lack the impact of drawing something physical and uncertain from a bag. In addition, playmats are required for various aspects of the game’s play, and admittedly, all of this combined, especially with the pulling of the Runes from the bag gives Fate of the Norns: Ragnarök a very physical feel at the table.

A Player Character in Fate of the Norns: Ragnarök is a Dweller, an inhabitant of Midgard, whereas the NPC inhabitants are called Denizens. He has three types of Runes—Physical, Mental, and Spiritual. They range in value for a Dweller between one and six, one being weak in that area, whilst six represents the peak of human potential. Beyond that and the Viking is approaching the gods in terms of his abilities. The Runes are colour coded to the three types of Ayetts of the Futhark. Red Ayett for Physical, blue Ayett for Mental, and green Ayett for Spiritual. There are a total of twenty-four Runes, eight per Ayett, plus an extra one, Void, which represents the spaces between the branches of Yggdrasil, and also a Viking’s soul. A Dweller’s life force is represented by Essence, which is also the number of Runes he knows. Destiny is the Dweller’s ability to affect the world around him, represented by the number of Runes his player can draw when resolving an action. The actual drawing process is known as the Wyrd, meaning ‘to reveal your destiny’. In addition, a Dweller knows a number of active powers, passive powers, and skills equal to his Essence for each. Thus, if he has an Essence of six, he knows six active powers, six passive powers, and six skills. These are mapped or bound onto the Runes.

To create a Dweller, a player spends points on Essence and Destiny based on the Level that the Norn—as the Game Master is known in Fate of the Norns: Ragnarök—with Destiny costing more than Essence. It is also possible spend the points of Level on upgrades such as ‘Troll-Blood (Aspect)’ or ‘Legend/Infamy’, but these require the character to have Dwellers in the heavens, that is, previous characters having died and gone on valiantly to fight in the afterlife. So, they are not available necessarily until a player has lost one or more characters in heroic circumstances. When they are available, they grant access to certain powers and skills. The player then performs a Wyrd, drawing Runes from his bag equal to the decided upon Essence. A player can also draw for his character’s personality, motivation and ambitions, social standing—which includes net worth and literacy, social connections, and name. These are all optional, but do add flavour to a campaign.

Then the player choses an archetype. Five of these are given in Fate of the Norns: Ragnarök and each comes with three specialisations. The three archetypes are the Galdr, who wields rune magic; Maidens of Ratatosk are mischief-makers who seek adventure; Seithkona are witches who inflict spiritual damage; Skalds have been blessed with the Mead of Poetry; and Ulfhednar are warriors who fight like wolfpacks. Each of these has three specialisations. For example, the Maidens of Ratatosk have the Death Dancer, who inspires her allies and frustrates her foes with a flawless mix of death and grace; the Scorn Dominatrix, a dark flower in a bed of weeds capable of distracting her opponents; and the Aggravatrix whose insults and taunts drive her opponents into a rage! In general, the female Archetypes are more interesting than the male or the shared Archetypes, and another issue is that five is not enough! Fortunately, supplements such as Fate of the Norns: Ragnarök- Denizens of the North and Fate of the Norns: Ragnarök- Lords of the Ash.

Each Archetype has not one, but three seven-by-seven boards. There is a board each for each Archetype’s Active Powers, Passive Powers, and Skills. There are some base options that Dweller of the Archetype and Specialisation should always have, tied to his Void, and after that, whenever a Dweller gains a Level and higher Essence, he can select other connected options from the board, as well as adding more Runes to his bag to be drawn for the Wyrd. The very outer edges of each board only became available, like the Upgrades when one or more of a player’s Dwellers have died.

Name: Biflindi
Level: 20
Essence: 12
Destiny: 4
Physical: 4
Mental: 3
Spiritual: 5

Archetype: Skald
Specialisation: Poet
Active Powers: Night of the Long Knives (Spell Song) (Void), Melody of Discord, Muspeli Nightmares, Meadows of a Vanagard, Analytical Power Stance, Evasive Manoeuvre, Lunging Attack, Versatile Combat Manoeuvre, Backstab, Power Attack, Apples of Idun, Arcane Shield, Devour Thought
Passive Powers: Suave Singers (Void), Warrior of Song, Carried by Song, Stealthy Striker, Tactician, Fleet-Footed, Insight, Mob Mentality, Leaping Striker, Nimble, Agility, Tactical Advantage, Combat Awareness
Skills: Survival Urban (Void), Sense Motive, Read and Write, Drinking/Wenching, Verbal Manipulation, Omens/Portents, Lore: Personas, Etiquette, Lore: Locales, Perform, Riding, Perception, Lore: Arcana, Feather Fingers

Personality: Cynic
Motivation and Ambitions: Secrecy
Social Standing: Undertaker
Social Connections: Town Guard

Mechanically, under the Runic Game System of Fate of the Norns: Ragnarök, when a Dweller wants to undertake an action or perform a skill, his player performs a Wyrd equal to his Destiny. The aim is to draw enough Runes of the right Ayett to successfully perform the action or skill. A player can also morph two Runes of another Ayett into the right one. Each successfully drawn Rune reduces the difficulty of a task, ranging from one for Trivial to five for Unlikely. If it is reduced to zero, the Dweller has been successful, but if the difficulty has been reduced to one or two, it is possible to achieve a marginal or imperfect success. The difficulty is also reduced by the skill level possessed by the Dweller. That sounds simple enough, but a player’s Runes are tracked back and forth across a play mat, whether they are in-play or in-hand, the latter being held to activate Active Powers and thus shift them to the appropriate spaces on the Play Mat. Combat and spellcasting use the same mechanics, plus, in order to use Active Powers, a player will be chaining Runes in order to activate and maintain them, and this requires more knowledge of the Runes and the mapping out of the Rune Chain on a hex map. All of which, when combined with the Play Mat, the boards for the Active Powers, Passive Powers, and Skills, and so on, makes for a very busy table and a lot for each player to keep track of. Fate of the Norns: Ragnarök works very hard to teach the rules and show each of these aspects of the game work, but it is a lot to take in and grasp.

For the Norn, there is a great bestiary of Denizens and Thanes. These include some very familiar to the genre and the culture, including the Crusader, familiars such as cats and ravens, polar bear, trolls, and winter rusalki. They are joined by the less familiar, like the Haugbui, cursed undead bound to remain in the land of the living or less familiar versions of the familiar, like Kobolds who wield illusions, telekinesis, and shape changing. Others, like the Mugger and the Zealot, represent Denizens forced to desperation by the changed circumstances of Midgard. Besides a handful of magical items, there is a treasure generator, and also ‘The Saga’, intended as an introductory scenario. It is based on the 13th-century story, ‘Egil’s Saga’. It gives some guidance to Dweller creation and is designed to be played by Ninth Level Dwellers. It is set on the islands of Atloy and Saudoy, to which the owner, Bard, invites King Erik Bloodaxe to a ceremony that will honour Erik’s father, the former king, and also the Vaettir, the spirit native to the island. The Dwellers are forced by a storm to stay on the island as the ceremony takes place and get to feast and participate. Unfortunately, the festivities take a bad turn when the host is killed and the King orders the murderer found. This is an excellent scenario, nicely detailed and nuanced, with scope for the Dwellers to side with the king or even with the culprit if he is found. There is the chance for the Dwellers to prove themselves worthy heroes in the eyes of the king as well and they will probably come away well rewarded. Lastly, Fate of the Norns: Ragnarök includes all of the various Play Mats and play aids that the Norn and the players will need to play the roleplaying game.

Physically, Fate of the Norns: Ragnarök is a fantastic looking roleplaying game. The artwork is superb, echoing a style that British readers will recognise as similar to the classic children’s animated series, Noggin the Nog, but full of mythic power and energy. The writing could be clearer, but the book does try.

Fate of the Norns: Ragnarök is a fantastically thematic roleplaying, bringing to life the heroics of the great Norse sagas at the Twilight of the Gods. That theme shows in the use of the Runes throughout as the mechanic and in the very physicality of the Wyrd, the drawing of the Runes and placing then to power abilities and so be mighty heroes of the age. Yet both are an impediment to play. Fate of the Norns: Ragnarök is not a roleplaying game that can be simply picked up and played. It has to be learned and it has to be taught. That takes commitment. It also has to be supported physically. That too, takes commitment. Fate of the Norns: Ragnarök is the Norse-est of Norse roleplaying games, a game that will deliver a Viking roleplaying experience like no other, but the commitment required means it is no mere casual game.

[Free RPG Day] Runescape Kingdoms: The Roleplaying Game – Quickstart Guide

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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.

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Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

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What is it?
The Runescape Kingdoms: The Roleplaying Game – Quickstart Guide introduces Runescape Kingdoms: The Roleplaying Game, an adaptation of the RuneScape MMORPG, sat in the medieval fantasy world of Gielinor.
It includes the rules to play and a scenario, ‘Trance of Ellar’.

It can be played with up to six Player Characters. They are not included in the Runescape Kingdoms: The Roleplaying Game – Quickstart Guide, but can be downloaded here.

It is a thirty-six page, full colour book.

The quick-start is decently illustrated with a decent map of Gielinor.

The Runescape Kingdoms: The Roleplaying Game – Quickstart Guide is published by Steamforged Games.

How long will it take to play?
The Runescape Kingdoms: The Roleplaying Game – Quickstart Guide can be played through in a single session, or two sessions at most.

What else do you need to play?
The Runescape Kingdoms: The Roleplaying Game – Quickstart Guide requires multiple six-sided dice.

Where is it set?
The Runescape Kingdoms: The Roleplaying Game – Quickstart Guide is set in the city of Varrock.

Who do you play?
There are six ready-to-play Player Characters available to play with the Runescape Kingdoms: The Roleplaying Game – Quickstart Guide. They consist of a Ranger/Explorer, Farmer/Soldier, Forester/Druid, Miner/Wanderer, Cutpurse/Raider, and Apprentice Wizard/Travelling Healer.

How is a Player Character defined?
A Player Character in the Runescape Kingdoms: The Roleplaying Game – Quickstart Guide and thus Runescape Kingdoms: The Roleplaying Game has three attributes—Strength, Agility, and Intellect—and points in a range of up to twenty-one skills. Values for both the attributes and the skills typically range between one and five for the pre-generated Player Characters, but can go much higher. All six pre-generated Player Characters are human.

How do the mechanics work?
Mechanically, the Runescape Kingdoms: The Roleplaying Game – Quickstart Guide and thus Runescape Kingdoms: The Roleplaying Game, is based around rolls of three six-sided dice. The target number which the player has to roll equal to or under is equal to the total of the appropriate attribute and skill for the action that the player wants his character to undertake. If a triple value is roll and it is under the target number, the Player Character will gain an extra benefit, including doubling damage in combat. If the roll is a triple value and above the target number, the Player Character suffers a consequence. If the circumstances of a situation favour the Player Character, then the roll is made with Advantage, an extra die is rolled, and the three lowest results kept. Conversely, if the circumstances are not favourable, the role is made at Disadvantage and an extra die is rolled and the highest three results kept.

All rolls are player-facing. This means that the players always roll the dice whilst the Game Master never does.

The explanation of the rules also cover crafting and gaining resources.

How does combat work?
Conflict in the Runescape Kingdoms: The Roleplaying Game – Quickstart uses the same core mechanics. The rules for conflict cover both ranged and close combat. The Player Characters always act first—except when the Player Characters are ambushed—and both Player Characters and enemies can take two actions per round. This includes Move, Melee Attack, Ranged Attack, Cast a Spell, Use a Skill, and more. Neither Player Character nor enemy is constricted in what actions they can take, so that a Player Character could take a Melee Attack twice in a round!

If an attack is successful, it inflicts the base damage for the weapon, but if the roll for the attack is one or more under the Target Number, the attack inflicts the special ability of the weapon. This might be to inflict a Bleed effect which causes ongoing damage, a Puncture attack which ignores the Soak effect of armour, and Swift, which allows a second attack at Advantage. If the attack is successful and two or more under the Target Number, then it deals the special effect of the weapon wielded and extra damage equal to the difference between the Target Number and number rolled.

Armour soaks damage on a one-for-one basis. In addition, it is possible to actively defend against an attack. This is treated as a standard skill roll and if successful soaks damage equal to the equal to the difference between the Target Number and number rolled. This is in addition to the standard amount soaked by the armour.

Damage is deducted from Player Character’s Life Points, which roughly equal to forty-five points for the six pre-generated Player Characters. However, much like in an MMORPG, death is not necessarily the end of a Player Character. If a Player Character does die, Death will claim his prize, typically some equipment, a weapon or a piece of armour, or some money, and be resurrected, typically at the end of a battle. Death will also deliver a ticking off for the carelessness of the Player Character in getting himself killed.

How does magic work?
Magic in Runescape Kingdoms: The Roleplaying Game uses Runes. The spellcaster expends the correct number of Runes to cast a spell and the player makes a skill check using the character’s Magic skill. If the result of the skill test is equal to the Target Number, the spell is successfully cast. If the spell inflicts damage, it takes effect. However, all spells have an effect which is triggered if the result of the skill test is lower than the Target Number. This can be an effect similar to those inflicted in combat or it can be particular to the spell. For example, Fire Bolt does nine damage if the spell is simply cast, but if the skill test result is lower than the Target Number, it also inflicts Incendiary, meaning that the target takes ongoing damage. However, this only applies to spells which inflict damage. If a spell does not do damage, then its effect is triggered if the roll is equal to the Target Number or less.

The Runescape Kingdoms: The Roleplaying Game – Quickstart lists five spells and the pre-generated Player Character spellcaster starts play with numerous Runes which he can use to cast them.


What do you play?
The scenario in the Runescape Kingdoms: The Roleplaying Game – Quickstart is ‘Trance of Ellar’, which takes up half of the quick-start. It is designed to be played by one to five Player Characters in one or two sessions. One of the Player Characters should be a spellcaster. It takes place in Varrock, the capital city of the kingdom of Misthalin, which has recently been beset by an outbreak of criminal activities. Businesses have been ransacked, churches broken into, and the city walls vandalised. The Player Characters are first hired by an aggrieved business owner and then the king to investigate the criminal activities. The investigation is quite straightforward and following an encounter with an unexpected victim, the Player Characters receive a summons from the King and put on the trail of the person responsible for the crimes, leading to a final battle with a demon!

Is it easy to prepare?
The core rules presented in the Runescape Kingdoms: The Roleplaying Game – Quickstart are easy to prepare and understand, and the scenario itself is quite straightforward. Overall, it requires very little in the way of preparation.
Is it worth it?
Yes. The Runescape Kingdoms: The Roleplaying Game – Quickstart is a serviceable introduction to both its setting and its rules. Both are easy to grasp, and anyone familiar with the RuneScape MMORPG will have issue adapting to the tabletop version.

Where can you get it?
The Runescape Kingdoms: The Roleplaying Game – Quickstart is available to download here.

Friday Filler: For the Queen

Reviews from R'lyeh -

The kingdom has suffered trouble and strife for as long as many of its citizens can remember. Yet there is hope on the horizon. The Queen has decided to entreat with a distant power and hopes to enter an alliance that will ensure peace for the nation. She has assembled the retinue that will accompany her on what will prove to be a long and arduous journey, testing the loyalties of members of the retinue, and ultimately forcing each of them to decide whether their love of the Queen is enough to guarantee their support in the face of an attack! This is the set-up for For the Queen, a collaborative storytelling game published by Darrington Press. Designed to be played by between two and six players, aged thirteen and up, it has a playing time of between thirty minutes and two hours. It is easy to set up and play, requires no preparation, no Game Master, and in asking a lot of questions of the players, creates characters, relationships, a world, and ultimately a story.
The place to start with For the Queen is not with how the game is played, but with its physicality. For the Queen comes in a very sturdy little box—designed to look like a pocketbook—which slips easily into a bag and makes a very handy addition to any game night or convention. The artwork on the box is eye-catching, but it is only a hint of things to come. Inside the box there are ninety-one cards. These consist of sixty Question Cards, seventeen Rules Cards, an X-Card, and thirteen Queen Cards. The Rules Cards contain one rule or aspect of the game each and they are read out in order, one player after another, and in the process, set the game up. There are barely eleven rules in the game and they are very easy to grasp. The sixty Question Cards consist of one or two questions which will serve as prompts to the players’ imaginations. For example, “Why are some others at the royal court jealous of your relationship with the Queen?” or “What question do you wish you could ask the Queen? What keeps you from asking it?” One Question Card has the statement and question, “The Queen is under attack. Do you defend her?” When this Question Card is drawn, it indicates the final round of the game and unlike the other Question Cards, it is one that everyone answers.

However, the most eye-catching cards are the Queen Cards. There are thirteen of these, each doubled-sided, with an illustration on each side, except for the last card which lists all of the Queens. Each illustration depicts a queen, but a different queen each time. A Birthday Queen. A Pirate Queen. A Drag Queen. A Queen Mother. A Cyberpunk Queen. A Shadow Queen. And so on, with the players picking just one of these as their Queen for their journey and their play through of For the Queen. The choice of Queen will heavily influence the story told. A journey made with the Pirate Queen will lend itself to a very different journey and story compared to one made with a CEO Queen. This is the main variable in the game—a different Queen Card means a different genre and a different story. Essentially, the Queen Card serves as the initial prompt for the players and is something that they will return to again and again over the course of a game.

The last thing done as part of set-up is to shuffle the sixty Question Cards and then the “The Queen is under attack. Do you defend her?” Question Card is placed into the deck. The closer it is placed to the bottom of the deck, the longer the game will last. Then the game begins. The players take it in turn to draw a Question Card and answer it. The Question Cards really do one thing—they push each player to examine his relationship with the Queen. In doing so, the player will also create a character for himself and establish that relationship, which depending on the Question Cards drawn and answered, will probably be a negative one, or at least a nuanced and conflicted one. As a player draws and answers more and more Question Cards, it will ultimately influence his answer to the last Question Card, “The Queen is under attack. Do you defend her?”.

When a player draws a Question Card, he is not duty bound to answer it. If he does not want to answer it because its question makes him uncomfortable, he can simply tap the X-Card included in the game and move on. Similarly, if the game is straying into a subject matter that makes a player uncomfortable, that player can simply tap the X-Card included in the game and the subject matter can be excised from the game. The other option if a player does not want to answer a Question Card is for him to pass it to the next player, which can sometimes reveal something big about that player and his character. When a player is answering a Question Card, the other players are free to ask questions of him and to get him to elaborate and reveal more about his character’s relationship to the Queen. This, though, does not mean that For the Queen becomes a game of interrogation, but one of gentle inquiry, and if it does become of interrogation, there is always the X-Card.

Physically, For the Queen is beautiful. The writing is simple, clear, and direct.

For the Queen is about discovering who you are in relationship to a central figure, the Queen, and what the nature of the relationship is. The longer the player, the more Question Cards are drawn and answered, and the deeper and more nuanced the relationship becomes, and thus the more difficult answering the last Question Card, “The Queen is under attack. Do you defend her?”, becomes. It constantly asks direct questions of the players, pushing them to improvise answers that build both the relationships between the Queen and her retinue and the world through which they must journey. The result is a tensely enthralling experience as each Question Card is drawn and more secrets are revealed about the relationships between the players and their Queen, that you immediately want to play it again.

For the Queen is a brilliantly tense and engaging storytelling game of creative improvisation. Its easy set-up and portability means that it is ready to play in minutes wherever you are. For the Queen is the perfect game to pack for game nights and for conventions to play when there is no game, in between games, and when a player or two cannot make it.

[Free RPG Day] Unnatural Disaster

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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.

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Unnatural Disaster is a scenario for not one roleplaying game, but four! Published by Renegade Games Studios, it can be used with the Transformers Roleplaying Game, the G.I. JOE Roleplaying Game, the Power Rangers Roleplaying Game, or the My Little Pony Roleplaying Game. This is not to say that the scenario can be used by one or more of them together, but rather be run using whichever one of the four roleplaying games that the Game Master is running. This is done by combining the plot of the scenario with the villains, minions, device, and purpose given for each one of the four different roleplaying games and referenced in their pages. In addition, the Game Master needs to use the suggested Metropolitan City for each setting or use one from her own campaign, the Innocents in danger throughout the scenario, the reasons for the Player Characters being there, and the Supervisor who will working alongside the NPCs.

For example, the Villains for Unnatural Disaster for the My Little Pony Roleplaying Game are listed as the Diamond Dog, Cooper, his Minions are three Parasprites, the Device is the Crown of the Hive Queen, and the purpose is to dig for the gems that the Diamond Dogs love. The Metropolitan City is Manehattan, the Innocents who will be placed in danger are Manehattanitte Ponies and other creatures, the Player Characters are there for a ‘Rarity For You’ paid internship, and the supervisor is Sassy Saddles. In comparison, the Villains for the G.I. JOE Roleplaying Game is The Garnet of the Crimson Guard, whose Minions are five COBRA Troopers, the Device is The Weather Dominator, and the Purpose is for The Garnet is to make an impression and so rise up the ranks of the COBRA. The Metropolitan City is Los Angeles, the Innocents who will be placed in danger are the Angelenos, the Player Characters are there on an Undercover Urban Assignment, and the supervisor is Roadblock. All the Game Master has to do is to remember to refer to the particular elements from the roleplaying game she is running and use them during play.

Unnatural Disaster is a three-act scenario which begins en media res with the Menagerie District of Metropolitan City being best by an earthquake and the Player Characters being caught up in the middle of it. As the Player Characters unearth themselves from the cave-in and navigate the aftershocks, they discover the district to be in disarray and the citizens in a state of panic and in need of help. There are three sub missions here. These are escorting innocents to safety, stabilising structures, stopping bad behaviour—that is, looting and similar actions. In each case, these are clearly explained with suggestions as to which skills should be used and how. Notable are the suggestions as to how to deal with the incidences of bad behaviour. The Player Characters might try an emotional approach with a heart-to-heart; a logical approach to persuade that what the miscreants are doing, that it is not worth it; or a physical approach if all else fails. It also states that there is no one way to solve the problem, but there is probably an ideal way—and the advice for the Game Master essentially covers them all.

In addition to helping citizens of the Menagerie District recover in the immediate aftermath of the earthquake and get to safety, the Player Characters are also doing one more thing—they are looking for clues as the cause of the disaster. The first of which is the initial point of the earthquake, which looks very different—‘unnatural’ if you will—to what the obvious signs of an earthquake should be. This clue-gathering will ultimately, with a bit of thought by the players and the use of a handout grid to work what clues their characters have found to date, point to the possible source of the disaster and its location. This leads into the third and final act, in which they will climb down into a basement and confront the villain responsible for the earthquake. This sets up a big battle in which the Player Characters can defeat the villain, capture him, and shut down the device to prevent it doing any further damage, all before the authorities turn up to take the villains into custody and begin the clean up of the city.

Lastly, there is advice for the Game Master as to whether or not the Player Characters should go up a Level and some suggestions as a possible sequel, though these are understandably generic given that the scenario is designed to work with four different roleplaying games! Reward definitely comes though, in the form of bonuses to any social skill tests whilst in the Menagerie District. The citizens will not forget the aid rendered by the Player Characters.

Physically, Unnatural Disaster is a decently, cleanly laid out booklet with artwork from all four roleplaying games. The map is clear and simple, and easy to use. However, it does need an edit in places.

Unnatural Disaster is a straightforward, uncomplicated scenario—whichever roleplaying game the Game Master is running it for. It can be played in a single session and it gives plenty of opportunities for the Player Characters to be heroic, which is exactly what you want whether you are playing the Transformers Roleplaying Game, the G.I. JOE Roleplaying Game, the Power Rangers Roleplaying Game, or the My Little Pony Roleplaying Game.

Dracula, The Hunters' Journals: 25 June, Jonathan Harker's Journal (Cont.)

The Other Side -

 Johnathan goes exploring.

Dracula - The Hunters' Journals


25 June, morning.—No man knows till he has suffered from the night how sweet and how dear to his heart and eye the morning can be. When the sun grew so high this morning that it struck the top of the great gateway opposite my window, the high spot which it touched seemed to me as if the dove from the ark had lighted there. My fear fell from me as if it had been a vaporous garment which dissolved in the warmth. I must take action of some sort whilst the courage of the day is upon me. Last night one of my post-dated letters went to post, the first of that fatal series which is to blot out the very traces of my existence from the earth.

Let me not think of it. Action!

It has always been at night-time that I have been molested or threatened, or in some way in danger or in fear. I have not yet seen the Count in the daylight. Can it be that he sleeps when others wake, that he may be awake whilst they sleep? If I could only get into his room! But there is no possible way. The door is always locked, no way for me.

Yes, there is a way, if one dares to take it. Where his body has gone why may not another body go? I have seen him myself crawl from his window. Why should not I imitate him, and go in by his window? The chances are desperate, but my need is more desperate still. I shall risk it. At the worst it can only be death; and a man’s death is not a calf’s, and the dreaded Hereafter may still be open to me. God help me in my task! Good-bye, Mina, if I fail; good-bye, my faithful friend and second father; good-bye, all, and last of all Mina!

 

Same day, later.—I have made the effort, and God, helping me, have come safely back to this room. I must put down every detail in order. I went whilst my courage was fresh straight to the window on the south side, and at once got outside on the narrow ledge of stone which runs around the building on this side. The stones are big and roughly cut, and the mortar has by process of time been washed away between them. I took off my boots, and ventured out on the desperate way. I looked down once, so as to make sure that a sudden glimpse of the awful depth would not overcome me, but after that kept my eyes away from it. I knew pretty well the direction and distance of the Count’s window, and made for it as well as I could, having regard to the opportunities available. I did not feel dizzy—I suppose I was too excited—and the time seemed ridiculously short till I found myself standing on the window-sill and trying to raise up the sash. I was filled with agitation, however, when I bent down and slid feet foremost in through the window. Then I looked around for the Count, but, with surprise and gladness, made a discovery. The room was empty! It was barely furnished with odd things, which seemed to have never been used; the furniture was something the same style as that in the south rooms, and was covered with dust. I looked for the key, but it was not in the lock, and I could not find it anywhere. The only thing I found was a great heap of gold in one corner—gold of all kinds, Roman, and British, and Austrian, and Hungarian, and Greek and Turkish money, covered with a film of dust, as though it had lain long in the ground. None of it that I noticed was less than three hundred years old. There were also chains and ornaments, some jewelled, but all of them old and stained.

At one corner of the room was a heavy door. I tried it, for, since I could not find the key of the room or the key of the outer door, which was the main object of my search, I must make further examination, or all my efforts would be in vain. It was open, and led through a stone passage to a circular stairway, which went steeply down. I descended, minding carefully where I went, for the stairs were dark, being only lit by loopholes in the heavy masonry. At the bottom there was a dark, tunnel-like passage, through which came a deathly, sickly odour, the odour of old earth newly turned. As I went through the passage the smell grew closer and heavier. At last I pulled open a heavy door which stood ajar, and found myself in an old, ruined chapel, which had evidently been used as a graveyard. The roof was broken, and in two places were steps leading to vaults, but the ground had recently been dug over, and the earth placed in great wooden boxes, manifestly those which had been brought by the Slovaks. There was nobody about, and I made search for any further outlet, but there was none. Then I went over every inch of the ground, so as not to lose a chance. I went down even into the vaults, where the dim light struggled, although to do so was a dread to my very soul. Into two of these I went, but saw nothing except fragments of old coffins and piles of dust; in the third, however, I made a discovery.

There, in one of the great boxes, of which there were fifty in all, on a pile of newly dug earth, lay the Count! He was either dead or asleep, I could not say which—for the eyes were open and stony, but without the glassiness of death—and the cheeks had the warmth of life through all their pallor; the lips were as red as ever. But there was no sign of movement, no pulse, no breath, no beating of the heart. I bent over him, and tried to find any sign of life, but in vain. He could not have lain there long, for the earthy smell would have passed away in a few hours. By the side of the box was its cover, pierced with holes here and there. I thought he might have the keys on him, but when I went to search I saw the dead eyes, and in them, dead though they were, such a look of hate, though unconscious of me or my presence, that I fled from the place, and leaving the Count’s room by the window, crawled again up the castle wall. Regaining my room, I threw myself panting upon the bed and tried to think...


Notes

Moon Phase: Waxing Crescent

Harker spends his time investigating the castle. The bit about the 300-year-old Turkish coins is a nod to Dracula's real-world origins. 

We see more about the 50 boxes of earth Dracula will take to London. What is he doing with wives? Obviously, he doesn't take them with him. 

The "second father" is Peter Hawkins, his employer. 

Jonathan is wrong in one sense, he says he only has seen Dracula at night, but that is not true. When he was shaving and Dracula breaks his mirror it was morning.

Mail Call: Vecna Returns

The Other Side -

 It's Tuesday, let's see what I have in the mail from the week. It was my birthday two weeks ago, and Father's Day, so I splurged and bought myself some Print On Demand titles from DriveThruRPG.

AD&D 2nd Ed Vecna Adventures

I am starting an AD&D 2nd Edition game with my oldest and I thought these might be fun. He is running the 5e Vecna adventure for his own group and he has used Vecna, or at least the Critical Role version, in his Tal'Dorei campaign as well.

The adventures make for a loose trilogy that spans the 1990s and AD&D 2nd Edition. From Greyhawk, to Ravenloft, to system agnostic (more or less).

Again, I am reading these and thinking of a universe-spanning adventure. Add in some elements from the 5e adventure and then bits from 3e and 4e for the hell of it.

The Vecna adventures

OR. I could put the same effort into my "Necromancer" adventures. The Necromancer largely fills the same role in my games as Vecna. 

In any case, I am happy to have all of these now.

Dracula, The Hunters' Journals: 24 June, Jonathan Harker's Journal (Cont.)

The Other Side -

 Johnathan sees more of Dracula's power, and evil, on display.

Dracula - The Hunters' Journals


24 June, before morning.—Last night the Count left me early, and locked himself into his own room. As soon as I dared I ran up the winding stair, and looked out of the window, which opened south. I thought I would watch for the Count, for there is something going on. The Szgany are quartered somewhere in the castle and are doing work of some kind. I know it, for now and then I hear a far-away muffled sound as of mattock and spade, and, whatever it is, it must be the end of some ruthless villainy.

I had been at the window somewhat less than half an hour, when I saw something coming out of the Count’s window. I drew back and watched carefully, and saw the whole man emerge. It was a new shock to me to find that he had on the suit of clothes which I had worn whilst travelling here, and slung over his shoulder the terrible bag which I had seen the women take away. There could be no doubt as to his quest, and in my garb, too! This, then, is his new scheme of evil: that he will allow others to see me, as they think, so that he may both leave evidence that I have been seen in the towns or villages posting my own letters, and that any wickedness which he may do shall by the local people be attributed to me.

It makes me rage to think that this can go on, and whilst I am shut up here, a veritable prisoner, but without that protection of the law which is even a criminal’s right and consolation.

I thought I would watch for the Count’s return, and for a long time sat doggedly at the window. Then I began to notice that there were some quaint little specks floating in the rays of the moonlight. They were like the tiniest grains of dust, and they whirled round and gathered in clusters in a nebulous sort of way. I watched them with a sense of soothing, and a sort of calm stole over me. I leaned back in the embrasure in a more comfortable position, so that I could enjoy more fully the aërial gambolling.

Something made me start up, a low, piteous howling of dogs somewhere far below in the valley, which was hidden from my sight. Louder it seemed to ring in my ears, and the floating motes of dust to take new shapes to the sound as they danced in the moonlight. I felt myself struggling to awake to some call of my instincts; nay, my very soul was struggling, and my half-remembered sensibilities were striving to answer the call. I was becoming hypnotised! Quicker and quicker danced the dust; the moonbeams seemed to quiver as they went by me into the mass of gloom beyond. More and more they gathered till they seemed to take dim phantom shapes. And then I started, broad awake and in full possession of my senses, and ran screaming from the place. The phantom shapes, which were becoming gradually materialised from the moonbeams, were those of the three ghostly women to whom I was doomed. I fled, and felt somewhat safer in my own room, where there was no moonlight and where the lamp was burning brightly.

When a couple of hours had passed I heard something stirring in the Count’s room, something like a sharp wail quickly suppressed; and then there was silence, deep, awful silence, which chilled me. With a beating heart, I tried the door; but I was locked in my prison, and could do nothing. I sat down and simply cried.

As I sat I heard a sound in the courtyard without—the agonised cry of a woman. I rushed to the window, and throwing it up, peered out between the bars. There, indeed, was a woman with dishevelled hair, holding her hands over her heart as one distressed with running. She was leaning against a corner of the gateway. When she saw my face at the window she threw herself forward, and shouted in a voice laden with menace:—

“Monster, give me my child!”

She threw herself on her knees, and raising up her hands, cried the same words in tones which wrung my heart. Then she tore her hair and beat her breast, and abandoned herself to all the violences of extravagant emotion. Finally, she threw herself forward, and, though I could not see her, I could hear the beating of her naked hands against the door.

Somewhere high overhead, probably on the tower, I heard the voice of the Count calling in his harsh, metallic whisper. His call seemed to be answered from far and wide by the howling of wolves. Before many minutes had passed a pack of them poured, like a pent-up dam when liberated, through the wide entrance into the courtyard.

There was no cry from the woman, and the howling of the wolves was but short. Before long they streamed away singly, licking their lips.

I could not pity her, for I knew now what had become of her child, and she was better dead.

What shall I do? what can I do? How can I escape from this dreadful thing of night and gloom and fear?



Notes

Moon Phase: New Moon

More time has passed. It seems Harker and Count are still having their meetings, but what are they talking about. He is also moving about in Harker's clothes, presumably to conduct business as Harker. Dracula is going out of his way to make sure no one comes looking for him.

His brides can manifest out of moonbeams, not so much as mist. We also see this from the count himself later on. 

Here we see the count summoning wolves to deal with the mother of the baby he stole for his brides. Why did she take so long? I am sure there is a story there. What language is she speaking that Johnathon can understand her. German maybe?

[Free RPG Day] Sword of the Brigand King

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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—

Sword of the Brigand King for Return to Dark Tower Fantasy Roleplaying is an intriguing release for Free RPG Day 2024 due to both the roleplaying game it is an introduction to and its format. Published by 9th Level Games, it is a mini-scenario designed to be played in thirty minutes, an introduction to Return to Dark Tower Fantasy Roleplaying, the roleplaying game set in the same world as the board game, Return to Dark Tower, the sequel from Restoration Games to Dark Tower, the electronic board game published by Milton Bradley in 1981. It is fair to say that Dark Tower and its sequel are swathed in nostalgia, so there is a fascination about and the resulting roleplaying game. The format of Sword of the Brigand King is surprisingly clever. It is done as a notebook complete with tear-off pages. A slim notebook at that, just ten pages long. Flip the pages open and the Adversary—as the Game Master is known—is taken, step-by-step, through the process of setting the game up, explaining the rules, handing out the characters, and then running the encounters. As she does so, it quickly becomes apparent that there is more on the back page of each page and in each case, it is literally and physically, player-facing. So, opposite the page where the Adversary explains the rules is the character sheet for the Bog Witch, then flip over the page where the Adversary explains the rules and on the back of that is character sheet for the Dyrad Outrider. In the case of each of the four Player Characters, the Adversary tears them from the notepad that is Sword of the Brigand King and hands them to her players. Each of the four Player Characters can folded in half to form a triangle with the character on the player-facing side and an illustration facing everyone else on the front. Once the Adversary starts running the scenario, the player-facing side gives maps for each of the scenes in Sword of the Brigand King.
A Player Character in Sword of the Brigand King and thus Return to Dark Tower Fantasy Roleplaying, is defined by four attributes—Books, Boots, Blades, and Bones. Books covers senses and knowledge, Boots physical action, Blades combat, and Bones to be brave and strong. Each Player Character has a run of numbers assigned to each attribute. For example, the Bog Witch has ‘2 and 3’ assigned to Books, ‘3, 4, and 5’ to Boots, ‘4, 5, 6, and 7’ to Blades’, and ‘5, 6, 7,8, and 9’ to Bones. To have his character undertake an action, a player rolls a single die, the size of which depends on the character. A Bog Witch always rolls a four-sided die, for example. In order to roll higher than the maximum on the die, the player needs to roll the maximum on the die, and that allows him to roll again and add the result. In addition, if the player rolls a one and can justify to the Adversary that his character can do an action, he succeeds. In addition, some Player Characters can undertake actions with Advantage, meaning that two dice are rolled and the highest selected.
If a roll is a failure or something bad happens to a Player Character, there is a chance that he is in danger and takes a point of Danger. In which case, the player rolls his character’s die type and if the result is equal to or less than the character’s current Danger value, the character dies! If the roll is above his character’s current Danger value, he survives. Thus, Player Characters with low die types need to be careful, but the system—called the Polymorph System—and used also for the Mazes Fantasy Roleplaying, also published by 9th Level Games, can be lethal. This is especially so with combat, as the system is player-facing, that is, all the rolls in the game are made by the players. So, missing an opponent, means there is a chance of being fatally struck and killed by an opponent!
There are four Player Characters. The Howling Barbarian, Dryad Outrider, and Bog Watch are all companions to a Brutal Warlord, who have all come to Plains of Plovo in search of Glavius, the Bandit King, an agent of the Dark Tower, whom they have sworn to kill. The local villagers, having been subject to the predations of the Bandit King, happily provide the Player Characters with a map to his hiding place, a hilltop fort in the Cloudrest Mountains. The adventure itself consists of just a few locations, a twisting cavern, the courtyard to the fort, and the great hall where the Bandit King, Glavius, is waiting for the scenario’s big showdown. Succeed and the Player Characters will have come away knowing that have defeated one of the agents of the Dark Tower and won themselves some useful artefacts.
Physically, Sword of the Brigand King is surprisingly well presented, in that it is surprise to work out exactly how it works and when you do… The information is clearly and cleverly presented for both the Adversary and the Player Characters in a format which is reminiscent of the flipbooks used for the scenarios for the Dark Sun setting for Advanced Dungeons & Dragons, Second Edition from TSR, Inc. However, the rules for the play are not quite as clearly presented for the Adversary as they could have been, but most of them become apparent once you play.
Sword of the Brigand King is a bit cheap and cheerful, but it does succeed in what it sets out to do, and that is present a simple, direct, and exciting roleplaying experience in thirty minutes. It does this with easy to learn rules, a very straightforward scenario, and a clever format.

Monstrous Mondays: A Monster of a D&D Book!

The Other Side -

The Making of Original Dungeons & DragonsSomething a little different today. Instead of talking about a monster, I have a monster of a D&D book. The Making of Original Dungeons & Dragons.

I picked up this massive 576-page book last week. The pages are glossy, full color on heavier stock so this book is massive. When I picked it up at my FLGS I was reminded to "lift with me knees."

This book covers the evolution of original D&D from its Wargame birth to the dawn of what would become the Holmes Basic set and the Advanced Dungeons & Dragons game.  

The book is divided into four large sections with a Preface, Foreword, and Afterword.  Let's look at those first.

Our Preface comes to us from Project Lead Jason Tondro. I freely admit I have no idea who he is. He gives us an overview of what this book is about. There is section mentioning that D&D originally catered to middle-class (and even mid-west) white men. This is not in debate really. He also mentions some of the more problematic issues with early D&D, from plagiarism to cultural appropriation to sexism and a bit of slavery. Look. All of this is true and things we have known for a very, very long time. To pretend they were not there, or clutch our pearls because someone brought it up is laughable at best. Acknowledge the past and move forward.  In truth this takes up less than 1/3 of a page of 576 pages. If this section bothers you, then you are looking for things to be bothered by.

The Making of Original Dungeons & Dragons

The Foreward, though, is far more interesting. It comes from Jon Peterson who has the credentials and bonafides to back up all his claims. While he is credited with the forward his fingerprints are all over this book. The sad truth is there are few of the original old guard left. Peterson's dedication to the history of RPGs and D&D in particular is well known and respected. 

Part 1: Precursors is very interesting. It covers the games and the correspondence between Gygax, Arneson, and others between 1970 and 1973. While some of this in well known, it is great to have it all in one place along with copies of the letters and drafts sent back and forth. One thing is obvious from the start that Tolkien and Middle-Earth DID play a pretty large role in the creation of this game. 

 Precursors

Among the treasures here are copies of the Chainmail Rules for Fantasy.

 Precursors
 Precursors

Part 2: The 1973 Draft of Dungeons & Dragons is also a treasure since unlike OD&D and Chainmail (both of which I am familiar with) this is the first time I have seen this. It is a fascinating read in and of itself. Is it a *playable* game? I don't know. But that is not important really. What is important in the nascent RPG game design going on here. The maps and note alone will be enough for someone out there to go and attempt to play some sort of Ur-D&D for their group. 

 The 1973 Draft of Dungeons & Dragons
 The 1973 Draft of Dungeons & Dragons
 The 1973 Draft of Dungeons & Dragons

Part 3: Original Dungeons & Dragons is the most familiar. I have owned the Original set for a while now and even played a few games with it. What is most interesting here are the sections on the 1973 Draft vs. the Published versions and the Brown Box vs. White Box versions.

 Original Dungeons & Dragons

The biggest feature of this part is the scanned version of the OD&D rules, complete with Hobbits, Ents, and Balrogs.

Part 4: Articles & Additions covers the evolution of Original D&D via the published supplements and articles in Strategic Review/The Dragon. I covered some of this history here as well with my coverage of the Owl & Weasel and White Dwarf Magazines. This one is also quite interesting because of give and take between Gary's vision and others' input. This includes other writers, such as Dave Arneson, and the public.  It seems inevitable that AD&D would rise out of all of this.

 Articles & Additions

This part, the largest, has complete scans of Greyhawk, Blackmoor, and Eldritch Wizardry along with selections from the Strategic Review and The Dragon.

 Articles & Additions

Missing from this history is Gods, Demi-gods and Heroes. No real reason is given for this. I speculate it is due to one of three reasons. 

  1. Space. at 576 pages and a MSRP of about $100, this is already a massive tome. 
  2. Copyrights. A lot of the material in the original GDH belonged, or now belongs, to other companies, and reprinting was a problem. Of course they did still print the Hobbits.
  3. Moral Grounds. It is possible that the editors did not want to include it since it had stats for gods that you could kill. Gods still worshipped and honored by people today. 
Gods, Demigods and Heroes
I suppose it is also possible that it was not included (much like Swords & Spells wasn't) since it did not further the central thesis of this book; the evolution of D&D. 

A bonus is an original D&D Character sheet. I never owned one of these, so I made a photocopy of it to see how it would work; both in black/white and color.

OD&D Character sheet

Not too bad really. Maybe I use this for a character someday.

So. Who should buy this book?

Well, I guess anyone who wants to read more about the history of D&D and is willing to shell out $100 for a coffee-table-like book about it.

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