RPGs

The R. Michael Grenda Collection - Forgotten Realms

The Other Side -

 I am still working through this large collection from my old DM and high school/college friend when I discovered something rather unexpected. Mixed in with all his stuff was a busted Forgotten Realms Campaign Setting box.

Forgotten Realms Box

I am quite excited for this.

First, I had no idea he was into the Forgotten Realms at all. His game back in the day was 100% solid Greyhawk. In fact it was so famously Greyhawk that this is where my whole Mystoerth game world comes from.

Secondly, I have needed an empty Forgotten Realms box for a while!

Forgotten Realms boxes

I have all these articles from Dragon Magazine written by Ed Greenwood and others about the Forgotten Realms, and I have had them spread out amongst all my other boxed sets. Now, I can gather them all up and put them into this empty box. These all come from my coverage of "This Old Dragon."

Dragon Magazine articles

I am still looking for all the articles I have. I know my copy of "Down to Earth Divinity" somewhere. 

This was among some other random and partial items that are not overtly part of the Realms. Things like a partial of A3 and some damaged copies of D1-2 and D3. I might also throw those in and figure out how to make them part of the Realms. Could I place Erelhei-Cinlu in the Realms? Could I edit the adventures to jive with Menzoberranzan?  No idea yet, but I will have a good time figuring it out.

I still have a stack of material here I have gone through. So who knows what other treasures are here to discover.

Shadow of the Apocalypse

Reviews from R'lyeh -

Nobody knows what brought about the Time Before The Shit Hit. Or they do, then they are not going to tell you or they do not give a fuck. What does it matter? The world is a Wasteland in between the zones poisoned by biological and chemical contamination, let alone radiation, and that is before even thinking about the dangerously deteriorated buildings, roving gangs, mutant abominations, murderous cannibals, and fanatic disciples with insane beliefs. There are small settlements, invariably fortified against the pricks that would gut them and their occupants, stealing their food, their water, and their wives plus whatever good gear and bullets they might have. Some are true havens with clean water and greenhouses growing fresh food, others are trade hubs ready to drive a hard bargain for goods you got to sell and the bullets you need to buy, and some are simply gang bases which gives the gang a base from which to prove that might is right and murder is righter. In between, Mercs take jobs that the inhabitants of the settlements need done, but are not brave or skilled enough to undertake. Out in the Wasteland they face the dangers of strange beasts the likes of which were never seen the Time Before The Shit Hit, gangers and cannibals, and the very environment which could mutate them.

What happened the Time Before The Shit Hit? The Rich fucked the bourgeois and the poor over—and then over again. In the wake of impending collapse, the ill-educated electorate voted for populism and strong national leaders. Riots broke out and ghastly acts of ethnic cleansing took place as the poor got poorer, the rich got richer, and the middle classes looked for a desperate way to maintain their comfortable lives, and when their lives did not get better, they revolted. In response, governments offered places in the Megalopoli that they planned to build as safe sanctuaries against the increasing environmental damage around the world. Except the places were not offered to everyone and those deemed unworthy or no longer useful were driven out or killed, and then… And then, the Megalopoli seals their doors and the bosses inside solved the problem of having a population outside desperate to get in with the application of nuclear bombs and biological agents. Some Megalopoli blew themselves up as old rivalries from the Time Before The Shit Hit actually hit the fan again, like Jerusalem being bombed by Luxor and Indian Megalopolis Na’i Kalakattä getting destroyed in a sneak attack from the Pakistani Poltohar Abad, which was in turned destroyed by the remnants of the nuclear arsenal in Na’i Kalakattä. Elsewhere United England is an island Megalopolis which uses the remains of Ireland as a dumping ground; New Alamo is split between the New Alamo of the oil barons and the Nuevo

Alamo of the narco-cartel families, with not-rich caught between; Liberty City, built on New York and ruled by drooling, drug-addled paranoids, turned on Maple Leaf City because the Canadians were too nice!; Roma Vaticana exists beneath the smouldering, irradiated ruins of the city above; and Neo-Ronin emerge from among the bored and jaded of Tökyö No Shita go in search of mutants and kaiju to kill in the name of the Empress. Now you have to survive in this Shithole of a future.

This is the set-up for PunkApocalyptic: the Roleplaying Game. It is published following a successful Kickstarter campaign by Schwalb Entertainment, best known for Shadow of the Demon Lord, the roleplaying game of dark fantasy and horror set in the last days of a dying world. It is a post-apocalyptic setting based upon the 30 mm miniature game published by Bad Roll Games. It uses the same structure and mechanics as Shadow of the Demon Lord, so has a number of notable features. First, character generation is fast, taking no more than five minutes. Second, a character starts out simple, but as he progresses, a player has plenty of choices in what he becomes. Third, a campaign starts with characters at Zero Level and ends with characters at Tenth Level, a group of characters going up in Level at the end of each mission so that a campaign can be played in just eleven sessions or scenarios. Fourth, the language in PunkApocalyptic: the Roleplaying Game is strong and of an adult nature. Indeed, the writing makes clear that this is a roleplaying game designed for mature and experienced roleplayers rather than those new to it.

A Merc in is defined by his Attributes, a Background, a Defence value, Grit to heal damage with, an Education (possibly), and a Mutagen score, which represents exposure to the messed-up environment of the world around them. The eight Attributes are Muscles, Meat, Hands, Feet, Brains, Eyes, Mouth, and Guts, and they range in value from one to twenty. Muscles is physical strength and athleticism, Meat is health and durability, Hands is manual dexterity, Feet is speed and agility, Eyes is perception, Mouth is personality and charisma, and Gut is determination and willpower. The Background, which can be Brute, Drifter, Face, Fanatic, Ganger, Genius, Scavenger, or Survivor, provides a bonus to an Attribute, the number of languages a Merc can speak, a Talent, some starting gear and a randomly determined piece of junk—which can be anything from a plastic ashtray from The Dewdrop Inn, a very small spring, and a doctor’s note to a commemorative plate from the Franklin Mint, a moustache brush and stick of moustache wax, and a bag of dildos—and a Mission 4 Benefit. The latter is the benefit gained upon completion of the Merc’s fourth mission. A Merc also has character details, from age, looks, height and weight to motivation, obligation, morality, and name. These can be selected or rolled for on the provided tables.

Name: Grannie
Background: Genius
Genius Background: “You want to build a doomsday weapon and use it against one of the Megalopoli. You’ve been drawing up plans in the hopes of one day getting the revenge you so desperately crave.”
Languages: Spanish, Japanese, Russian
Missions: 0

CHARACTER DETAILS
Age: …an adult. You’re old enough to know better, but young enough to avoid the aches and pains and horror that comes from growing old.
Looks: …not much to look at. Something’s off with you that makes you unappealing.
Height: …of average height.
Weight: …slender

DISTINGUISHING FEATURES
Appearance: Unusual …mismatched eyes
TIME FOR THERAPY
Interactions: You get along with other people about as well as anyone else does. You’re not particularly outgoing, but you’re not all quiet and reserved either.
Connections: You know people, have several friends, including a few close relationships.
Sanity: You’re so fucking stable, you’re probably insane. Nothing gets to you. Nothing affects you.
Goal: You want to be safe.Motivation: You don’t want the world to burn.
Obligations: Question authority! You’re free and do what you want. Fuck the rules and anyone who thinks they can boss you around.
Morality: You do what you feel you must. A pragmatist, the end always justifies the means.

Muscles 10 Meat 9 (-1) Hands 9 (-1) Feet 10
Brains 14 (+4) Eyes 9 (-1) Mouth 11 (+1) Guts 11 (+1)
Defence: 9
Health: 9
Grit: 4
Speed: 5
Size: 1 Reach: 1
Mutagen: 1
Education: Architecture and Engineering, Mathematics/Mathemagics, Chemistry, Physics

Gear: nice set of clothes, a duffel bag, 1 food, 1 water, a slingshot with 10 stones, and a random piece of junk, a little packet of silica
This though is a character at Level Zero who is no more than a prior Background and some potential experience with Mission 4 Benefits. After completing a first Mission, a Merc enters a Novice Path and gains its benefits as well as extra benefits at Level Two, Level Five, and Level Eight. After completing his third Mission, a Merc an Expert Path and gains its benefits as well as extra benefits at Level Six and Level Nine. Lastly, upon completing the seventh Mission, a Merc enters a Master Path and gains its benefits as well as extra benefits at Level Ten. The choice of Paths available widens from Novice to Expert to Master, giving a player more and more options. The Novice Paths are Builder, which creates and develops technological items; the Freak embraces the transformative effects of the mutagens found almost everywhere; the Killer is the ultimate combatant; and the Scum who will do anything to survive. The Expert Paths include the Abomination, the Asskicker, the Boss, the Doctor, the Firebug, Grease Monkey, the Gunslinger, the Murderer, the Parasite, the Psychic, the Psycho, and the Wastelander. The Master Paths are Beast Whisperer, Bleeder, Bullshitter, Daredevil, Explorer, Fighter, Hedonist, Hulk, Jack-of-all-Trades, Martial Artist, Messiah, Mindbender, Monster, Ninja, Preacher, Road Hog, Road Warrior, Saboteur, Shyster, and Survivor. In this way, PunkApocalyptic: the Roleplaying Game offers a wealth of options in terms of Player Characters.

The basic mechanic in PunkApocalyptic: the Roleplaying Game is simple and straightforward, whether you are making the equivalent of a saving throw, a skill check, or an attack roll. Roll a twenty-sided die and add any Attribute bonuses or penalties, and if the result is ten or more, then you succeed. The target may not always be ten—it can go up or down, a target’s Defence typically being higher than ten. In addition, a Merc can also have Assets or Complications—each a six-sided die—that can be added to, or subtracted from, the roll. These may come from a Background, for example, the Brute grants two Assets when rolling a Muscles check; a Path such as the Doctor’s Triage benefit enabling him to perform first aid on someone who has been dead for six rounds with a Brains check with two Complications; and from gear, such as any improvised weapon which has the ‘Shitty’ Property, meaning that it is not designed to be used as a weapon and attacks made with it are with a Complication. Assets and Complications cancel each other out.

Combat in PunkApocalyptic: the Roleplaying Game uses the same rules, but with the addition of Fast Turns and Slow Turns. When a character uses a Fast Action, he can only choose to attack, take an action, or move. When he uses a Slow Action, he can move and attack or move and take an action. Of course, Fast Actions take place before Slow Actions and unless they have been surprised, player characters act before any NPCs. So, player characters take their Fast Actions, then the NPCs do, after which any other player characters take their Slow Actions followed by the NPCs. This is a surprisingly simple and unfussy way of handling both initiative, turn order, and actions in combat. The rules also cover using vehicles, including in combat. PunkApocalyptic: the Roleplaying Game includes rules for travel, chases, and more, which covers the screwed-up terrain of the future world.

Collectively, the Mercs also have access to a pool of Fortune tokens. A token can be used to grant an action two Assets, heal damage, or to maximise damage. However, the players do not know how many tokens they have in the pool. If it runs out, they will be literally out of luck!

At the start of play, there is the possibility that a Merc can start play with a Mutation, though only a minor one. Given the prevalence of mutagens in the PunkApocalyptic, there is a strong chance of a Merc gaining one or more. Every Merc has a Mutagen score, which starts at zero and can go up to six. When it increases, the player rolls a six-sided die and if the result is equal to, or under, a Merc’s Mutagen score, he gains a mutation which is rolled for from several types—Harmful, Minor, Physical, Mental, and more. Alternatively, the type of the Mutagen can indicate the type in a particular mission. So, a merc’s eyes might fall out of his head when he sneezes or have small faces on his knees; his body turns itself inside out, causing him to take double damage from all sources in addition to being a hot mess of nasty or his mouth seals shut, so he cannot talk and has to eat by snorting food up his and choking it down (unless he cuts a hole in his face); he gains frog’s legs or becomes phosphorescent; or can eject Ectoplasm like a money shot or in strands or create Hallucinations. Mental Mutations require the expenditure of Mojo, which everyone with Mental Mutations has, and in addition, Grit can be spent to regain spent Mojo. Whatever the type of Mutation, there are multiple tables to roll on and numerous results, so no Mutant is going to be the same. Similarly, PunkApocalyptic: the Roleplaying Game includes tables of junk and lots of items—armour, weapons, gear, drugs, and vehicle accessories and upgrades—the latter enabling a Merc to build a vehicle the way that he wants.

In terms of setting background, PunkApocalyptic: the Roleplaying Game draws it in broad detail, giving numerous types of landscapes and settlements, before describing Scrapbridge, a large example Wasteland community and its surrounding locations and points of interest. The walled setting is built under the rusting span of a suspension bridge—the remains of I-70—which can be seen from miles away. It can easily be used as the starting location for a campaign, whilst there are numerous locations, such as Samanthia, an ancient industrial park transformed into a maze of steam-powered machinery and bizarre kit-bashed contraptions that attracts nomads; the fighting pits of the dry lakebed of Nowater, where fights take place all day and night; the stinking city of ruins of Pigsty, which keeps many scavengers out, so the junk might be fresh; and Festung Germania, a clean, well-organised, and heavily regimented fortress whose leaders regard themselves to be the heirs of Nazi Germany! The Game Master will need to provide numbers and further detail, but this is a solid start.

PunkApocalyptic: the Roleplaying Game includes advice for both the player and the Game Master. For the player, this is learning the rules, making decisions, noting the outcomes, co-operating, staying alive, finding shit, and completing the mission. For the Game Master, once it settles down to give the reader some actual advice, the basic advice is not so much ‘Keep It Simple Stupid’ or ‘KISS’, so much as ‘Keep It Simple Shithead’. This is more tone than avoiding the subject, and the advice given is very good. It covers pacing, handling the rules and outcomes more than a simple binary result, designing missions and campaigns, how to create and roleplay interesting NPCs, and a whole lot more. Notably, there are tables for activities between missions. These mostly consist of setbacks and windfalls, but if a player rolls very, very badly, his Merc can be killed—and killed without the player having much say in the matter. Equally, the player could also roll very, very well for a strange event. The latter is obviously better than the former, even whilst both are in keeping with the tone of the roleplaying game. This may well be one aspect of PunkApocalyptic: the Roleplaying Game that the Game Master should check with her players that they are okay with before beginning play.

Also for the Game Master is ‘Assholes, Shitheads, And Other Fuckers Generally In Need Of Some Killing’, a good bestiary of NPCs, mutants, creatures, and other adversaries. It is a good selection and more than enough to keep a campaign going, and to get that campaign going, PunkApocalyptic: the Roleplaying Game includes ‘Two Dead In Shit Town’, a beginning scenario. This is a beginning Mission in which the Mercs come across the four intact ranch houses that make up Shit Town where a band of ten wretches has made their home. Recently, Pinkus Dinkus moved in and everyone thought he was a nice fellow, until yesterday when he killed Crawfish and Benny, the two wretches who led the community, after which ran off with several cans of baked beans. The surviving wretches want him found and served a dose of Wasteland justice, and hire the Mercs to do it. It is a solidly, scummy little affair, which gets across the squalid, fucked up nature of the Wasteland in a session or so.

Physically, PunkApocalyptic: the Roleplaying Game is a solid looking game. It is well written and easy to read, and the artwork is good too. That said, the language and tone is strong throughout and this is definitely a roleplaying more for the mature than the immature player. The only thing that it lacks is a bibliography. It would have been interesting to see the author’s inspirations. That said, the only thing it says on inspirations is ‘CASE, or Copy and Steal Everything’, that is, “Except for Zardoz. Don’t use anything from that fucking movie. It made no goddamn sense whatsoever, had Sean Connery dressed up in some kind of weird-ass red twisted up diaper-looking jumpsuit, and had way too much dialogue overly obsessed with penises. Now, I like penises as much as the next guy, but… ummm, wait… I mean… oh, never mind.”

PunkApocalyptic: the Roleplaying Game provides the Game Master, her players, and their Mercs with everything needed to play, not just rules, but paths of progression, gear, mutations, and a setting, all with a fuck you attitude that matches the fucked-up nature of the Wasteland. PunkApocalyptic: the Roleplaying Game feels like Mad Max, but even grimier and grimmer, screwed over by the Time Before The Shit Hit—and very much after. The result is an unhinged, rather than gonzo, but still over the top setting, ready for great game play if the players are ready for its ‘Screw you, you primitive shithead’ attitude.

Insolence & Insults

Reviews from R'lyeh -

There comes a point in a roleplaying game when the campaign’s villain delivers such a cutting remark that a Player Character cannot simply be the better man and shrug off the insult. Perhaps it is a matter of honour or a matter of reputation, or it could simply be that the player—and his character—has had enough and is so irked that he cannot but respond. The player clears his voice and looking at the Game Master, says in waspish fashion, “…” Or rather, he dries up. He cannot think of a suitable rejoinder and the game comes to a halt. It happens to the best of us, it happens to the most tongue-tied of us. Not all of us can respond to a jibe or taunt with a suitably derisory retort and not every player is verbally dexterous or creative. Of course, in a such a situation, a player can simply roll the dice, add bonuses from his character’s Charisma and Taunt or Fast Talk, and rely on the numerical outcome to deliver that razor sharp, witty riposte, which will cut his character’s opponent down to size. But then, where would be the fun in that?

“I find the fact that you’ve lived this long both surprising and disappointing.”
Indeed, where would the fun be in that when could simply draw something eminently suitable and appropriately insulting from a deck of cards? The Deck of Many Insults perhaps? Subtitled, “Antagonise & viciously mock your way across the adventuring world”, this is a very simple deck of cards published by Loke BattleMats, best known for publishing volumes of maps such as Big Book of Battle Mats: Rooms, Vaults, & Chambers and Castles, Crypts, & Caverns Books of Battle Mats. The Deck of Many Insults is simply a deck of cards. There are no instructions and perhaps the nearest is the suggestion that The Deck of Many Insults is intended to be compatible any fantasy roleplaying game.

“Have you considered trying your hand at competence?”
The Deck of Many Insults consists of one hundred cards. On the back of the cards, a red dragon is shown about ready to turn and face you, whilst on the front, the red dragon has already turned towards you and is pawing the ground all but ready to pounce! Also on the backs are the insults. These are mostly short and to the point, but some require a pause before the sting can be effectively delivered. The cover of the box does state, “Language Advisory Insulting Content”, which is a bit obvious, because that is The Deck of Many Insults sets out to provide, but it also states “Mature Content Age Recommendation 16+” on the back. This is appropriate because this accessory is not just insultingly rude, it is insultingly crude too, and the language is of an adult nature into the bargain. For example, “This quest reminds me of a cactus. Because everyone on it is a prick.” or “I couldn’t give a gibbering mouther’s jizz about your ill informed opinions.” or “I would have been your father, but the adventurer behind me in the queue had the exact coin”. Most are not quite so scabrous, though they are funny.

“I’d challenge to a battle of wits, but it appears you came unarmed.”
So how to use The Deck of Many Insults? One of the problems with its use, is that it replaces the player fumbling and umming and ahhing as he tries to come up with a suitable response on his own with him shuffling through a deck of cards in search of something appropriate to the situation and the target of his character’s witticism. It is quite likely quicker, but it does lose a certain degree of spontaneity, more so if the players have already pawed and guffawed their way through the cards in the already. An option might be to draw one randomly, which definitely spontaneous, but may lend itself to the player having to utter something out of kilter with the tone of the encounter. That said though, this could in itself be funny and it could lead to some interesting ramifications. Alternatively, a player could keep a handful of carefully chosen cards to keep with his character just in case he needs them or even just in case another player’s character needs them, each player keeping secret what cards he has. This would give the players some choice and allow for some spontaneity. That said, there really is no one definitive way to use these and every Game Master and her players will use them differently.

“Actions will be taken by those who know what they are doing. Not you.”
Physically, The Deck of Many Insults is simply and cleanly presented. The text on the cards is large and easy to read, though a card or two does need a slight edit.

“I’d like to help you out. Which way did you come in?”
The Deck of Many Insults is a deck of cards that everyone needs to agree to have at the table and agree on how it should be used, because it will probably change the tone of game, especially a game with a strong social aspect. Once in play though, The Deck of Many Insults is delightfully defamatory, often hilariously humiliating, and even sometimes reprehensibly rude.

Wet & Wonderful

Reviews from R'lyeh -

The world has ended, but if a ship can brave the Nine Swells, brace against the storms of the Outer Swells and roll with the waves of the Middle Swells, avoid being becalmed in the thick sargasso of Endswell, and withstand an attempt at becoming a prize for the mermaid pirate Capucine of the Wine Dark Sea, then it can find harbour in Vagabond Bay rather than the Admiralty blockaded Rickety. There the crew and its passengers will have reached Rainy City, a refuge in spite of the continued and variable inclemency. The goods they will have brought with them, especially foodstuffs will quickly find a price for their rarity and variety upon the tongue, and The Port Association for the Beneficial Incorporation of the Refugees and Asylum Seekers will do its utmost charity to find the newcomers a home and support in their time of need, and of course, most importantly of all, find them a hat, should none of them have none. Such a hat will be guild approved, for according to The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery, no shall go without a hat, despite what the foolish delugeonists would proclaim or the Droll Union of Brolly-factors would have you believe. Welcome to Rainy City, a city where it never ceases to rain and the only season when fires are strong enough for The Molten Hands to work metal is Firelight. Where Ewts are pets and beasts of burden. Where the Harmonious Chantry of Alchemists will sell your servants ‘boiling salts’ so that you can enjoy a hot meal whatever the season. Where oozes, puddings, and slimes are a constant pest and the Puddinghand’s Union will examine every nook, cranny, and pipe of your dwelling and scour them free with alchemical solvents and powders—for a fee. Where once there was the Grand Academy of Magick, long since sunk into the murk of the waters dividing Old Town and Mids, barring a few of its highest towers that might give access to the secrets locked below. Where rainwater pours off the backs and out of the mouths of Gargoyles as they decorate and some say plot the end of the city on its highest towers and keeps, that is, until the brave members of The Society of Thatch clamber onto the city’s roofs and other slippery heights and sending them scattering so the damage their claws do to the tiles and stonework can be undone.

This is Rainy City, home to Achterfusses, the orating cephalopods who reside in the city’s pools and canals and come out in rainiest of seasons when they can breathe the ‘air’ to work, trade, sputter and cough, and give their opinions. To the diminutive Boggies of Bog End in the Sump where they enjoy water rugby and smoking reeds when they are dry enough or working as bottlers in the city’s few remaining wizard towers due to their immunities to enchantment. To Gargoyles and Ghouls, the latter enlightened flesh-eaters of Respectability Row and County Gaunt, perpetually well mannered about their old money and constant hunger, and delighted to have you to tea. To the chirping, wailing, and opportunistic Gulls—the only sea bird found in Rainy City—with wings that can grasp or fly, but not simultaneously. To the Deepsies, sufferers of ‘the Depsis’, who grow fishier and fishier every day, unhappily amphibious who mediate trade with the Underharbour or serve board salvage, sailing, and fishing boats. To the Mermaids who can slip out of their tails to walk as humans, most visiting during the wettest months of the year lest someone steal their shawls and gain power over them. To the Mine Goblins—or bearded cave elves—who hold a market in the Silver Falls Mines, but do not let just anyone attend, and dig endlessly into the Tower Cliffs for reasons they care not to divulge.

This is the setting of Rainy City as described in A Visitor’s Guide to the Rainy City. Ostensibly an actual guidebook to the city—written by no less a personage than Beauregard Hardebard, The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery—it is actually a fanzine published in 2020 following a successful Kickstarter campaign by Superhero Necromancer Press (though not, it would appear, as part of ZineQuest #2). It is a systems agnostic supplement that would work with all manner of different systems and settings. Into the Odd and Troika! immediately spring to mind since both are simple to handle the baroque fripperies and arch arcanity of the setting’s strangeness. As a setting it cannot be pinned down to any one time period, the book’s line art suggesting the late medieval or early modern periods, but it could also be Georgian or Victorian as well. Its self-contained nature means it could easily be dropped into a campaign or simply exist in a water bubble all of its very own.

From the personal welcome of Beauregard Hardebard to every new visitor, A Visitor’s Guide to the Rainy City dives into describing the various peoples and places of the Rainy City. This includes its unsurprisingly wet seasons and the highly entertaining festivals that take place over the course of the year, such as The Gentle Exchange of the Fish in which every fisher and fishmonger proudly displays recently caught fish with the Peers of Fishmarket Way lording it over everyone for the duration, with public hangings, bracing auctions, cattlefish shows, crab fights, seaweed spas, flying fish races, a lanternfish brightness show, and the annual fisherfolk games. The latter consist of competitions in knot tying, sail raising, net throwing, bailing out a sinking boat, and anchor raising! There are details of what is commonly eaten and drunk, preferred pets and working beasts, and more. Then it explores the various regions of the city, from Rickety and the Swells, Vagabond Bay, and Old Town to Embassy Row, The Headlands, and Tower Cliffs. These are all given four pages of detail each, which always include the weather particular to the district, who they might interact with whilst there, how law is handled in the district, the degree of disorder and disarray, and more. The more includes the buildings of note, organisations to be found, and lastly things to do, hooks that the Game Master can develop. And every district is different and distinct, and though they are interconnected, a Game Master could, if she so wanted, take one of them and use it on its own. That though, would be to pull apart the richness of the setting as a whole.

In addition to the ‘Things to Do’ for every district, A Visitor’s Guide to the Rainy City gives eight scenario hooks in ‘The Patrons’. These include Madam Lydia, aged diviner of Old Town, noted for her dark prophecies, who now wants them to come true. Which means that the city will fall with the help of the Player Characters and her demons! Or Pizarro, the entrepreneur whose ‘Pizarro’s Dry Baths’ are a grand success and wants to expand his operations with steam baths. Except that requires that somebody capture a salamander. Lastly, there has always been The Sandestin in the Rainy City, a title and office with unclear meaning or purpose, but nevertheless, historically important. So important is the office though, that eras are identified by the holders. The holder could be an actual wizard or a charlatan or even a devil reborn each time some takes the office anew, but now? There are three pretenders to the office. Oh, the calamity.

Physically, A Visitor’s Guide to the Rainy City is charming. The artwork is subtly unnerving if you look close enough, whilst the writing is thoroughly engaging. The cartography is not bad, but it imparts a feel for the city rather than a detailed representation. If there is an issue, it is that the density of information is such that the book needs an index!

A Visitor’s Guide to the Rainy City is engaging from start to finish and you want to read stories set in the city let alone actually run a game set there. It is full of such wonderful little details that are going to astound and confound the players each time their characters visit, that they are going to want to come back again and again. A Visitor’s Guide to the Rainy City is simply delightful.

Friday Fantasy: The House of 99 Souls

Reviews from R'lyeh -

Once, Brightmoore Manor stood as a house of elegance and civility, a beautiful home to noble Lord Faulken Brightmoore and charismatic elven wife Lady Narielle, and their children. Now, two hundred years later, it is empty, unoccupied in all that time, its dilapidated exterior bedraggled with branches of overgrown trees, its stonework pitted and missing blocks, its eaves rotten, and its roof pockmarked with broken and missing tiles. Grimy windows only hint at the lumps of furniture to be found within, for no-one who goes in comes out. The house has stood alone and forlorn for decades, the original village of Brightwood being abandoned not long after servants from the village entered the house as they did daily, and then, one-by-one, failed to return. None knew what was going on in the house, but they could speculate. Some said Lord Faulken Brightmoore had gone mad in his jealousy of his wife’s continued good looks or wasted away, stricken with grief at his death of his wife or children, or even both. More, Sir Reghinald Moore has discovered amongst his family papers, documents that show that he is heir to Brightmoore Manor and has sent several family retainers to assess the house and its condition, and prepare it for his visit. None have returned, and worried for their safety, hires a band of adventurers to find out happened to them and to determine if the manor is safe. Or the village of Brightwood is beginning to be repopulated, new settlers restoring the long-abandoned ruins of the old village and building anew, but concerned by the presence of Brightmoore Manor looming over their homes, hire a band of adventurers to determine if the building and whatever is inside it, is a threat to them. Or, now, adventurers, caught in a dreadful storm, take refuge in the only place it seem safe—Brightmoore Manor. These are hooks for the scenario, House of 99 Souls.

House of 99 Souls is a scenario published by Hellwinter Forge of Wonders for use with Old School Essentials, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steven M. Marsh. It is designed to be played using Second to Fourth Level Player Characters. It is a haunted house scenario, a Gothic horror scenario played out across the twenty or so rooms of the manor and its two floors, as well as the cellars below. Once the Player Characters have all crossed the threshold, the doors slam shut and they are locked inside until they can find a way to unlock the doors. Doing so requires a detailed exploration and examination of the house, laid as much as it was once, but covered in dust and grime, skeletons sitting or lying there they died, the rooms dimly lit through the dirt smeared on the windows. There are signs of death and despair everywhere, and the Player Characters will encounter members of the Brightmoore family, each desperate in their own way, some forlorn, some dangerous, but each with a twinge of hope…

As the Player Characters progress through the house, they will gather clues and intimations as to what is going on and what happened in the past to the Brightmoore family. From these, they can begin to work what they need to do resolve what is going on in the manor and enable them to find their way back out. Although they will not necessarily be aware of it, the Player Characters are up against the clock, but in terms of the narrative, it is a clever clock, one driven more by their actions rather than the actions of the villain of the scenario. Of course, if the completion conditions of the clock are fulfilled, they will face a greater challenge at the end.

One of the pleasing aspects of House of 99 Souls is its scale. Although a haunted house scenario, it is not a big sprawling affair such that the Player Characters have to spend an interminable amount of time searching it from top to bottom in order to work what is going on. Which means that the story plays out quite quickly. Similarly, the scale of the haunting is quite constrained as well. There are pleasing little moments like when a Player Character attempts to look out of one of the grimy window, a skeleton arms grabs him and smashes his face against the glass or reaches up out of a sink of dirty water to attempt to pull the Player Character into the water to drown him, rotten floors collapsing under a Player Character to temporarily trap his feet, and so on. Another pleasing touch is that atmosphere is allowed to build, the Game Master only rolling for random encounters once the Player Characters return to a room they have previously examined. Most of these encounters are creepy rather than deadly, though the house is definitely not without its dangers.

The scenario is also quite restrained with choice of monsters. It is not overrun with different types of undead. There are skeletons aplenty and there are also new monsters such as Bone Spiders which attack in swarms. Most of the monsters are particular to House of 99 Souls though. Rounding out the scenario is a set of six pre-generated Player Characters. These are all Third Level and are created using basic version of Old School Essentials rather than Old School Essentials: Advanced Fantasy. Some do have minor magical items, but not all. There are some interesting magical items to be found in the scenario.

All together, House of 99 Souls can be played through in a single session, perhaps two at most. It is also very self-contained, which means that it can be played as single one-off scenario. In addition, this means that the Game Master can very easily drop this into her campaign.

Physically, House of 99 Souls is well presented and the layout clean and tidy. The artwork is decent and the cartography good. House of 99 Souls is a charmingly small scale and underplayed Gothic haunted house scenario that is very easy to use and add to campaign.

How Wizards of the Coast Really Dropped the Ball on D&D 50

The Other Side -

Dungeons & Dragons 50th Anniversary Logovia Hasbro

I am preparing to wrap up my year-long celebration of 50 years of Dungeons & Dragons. 

I have talked about my experiences, I have shared a lot of characters I have used over the years, talked about all sorts of D&D games. I have spent time talking about the Forgotten Realms, Ravenloft, and, as always, Mystara. While I personally feel like I could have done a lot more I am confident in one thing,

I did a lot more talking about D&D 50th anniversary than Wizards of the Coast.

Yes. There was the giant "The Making of Original Dungeons & Dragons" book which seemed to please and piss people off in equal measure. There were some 50th Anniversary minis, and yes, the new edition of D&D, which they missed the mark on by having the Monster Manual out in 2025. But in truth, there has been...very little.

Look, I don't like to spend time here on things I don't like. Sure, I could rage about this game or that and bitch and moan and complain. But honestly, we have enough people that do that on blogs and on YouTube, and it is fucking boring. I don't give a fuck about the shit you hate. Tell me about what you love. Get excited. Geek out over a game or a new dice mechanic or something. But I honestly don't care what you think of "those kids today." It makes you sound old and irrelevant. 

But I can't let this year pass and not mention how badly the ball was dropped here.

Wizards has not been having a great couple of years. From the OGL fiasco to sending hired goons after Magic players to massive layoffs and declining quality of their adventures, it would be all too easy to pick on them. I am only going to focus on couple of things though.

50 Years Should Mean Something

Ok. So we had the "The Making of Original Dungeons & Dragons" book which was cool and some minis. But what else?

I mentioned the minis. There was also the Quests from the Infinite Staircase which had some great classic adventures updated to D&D 5. But it wasn't released with as much fanfare as I would have suspected.

There was quite a bit of fanfare for the 10th Anniversary, same for when Wizards did the 25th Silver Anniversary Edition. Was I anticipating more? Yeah, I certainly was. Was I wrongfully anticipating more? That I don't know.

How about a comparison.

The 10th Anniversary set included: D&D Basic Rules (Player's Guide and DM's Guide, BECMI), D&D Expert Rules (Expert Rulebook, BECMI), D&D Companion Rules (Player's Guide and DM's Guide, BECMI), D&D Character Record Sheets (1981, BX), MSOLO1 Blizzard Pass (with 2 pens), B1 In Search of the Unknown (Fourth print), B2 Keep on the Borderlands (Fourth print), X1 Isle of Dread (Fifth print), AC2 Combat Shield and Mini-Adventure, AC3 Kidnapping of Princess Arelina, and six dice and a dice crayon. All in a faux-leather slipcase with gold lettering. Essentially, it is an homage and celebration of the Basic-era rules.

The 25th Anniversary set included: Facsimiles of the original modules featured in TSR’s Silver Anniversary releases: B2 Keep on the Borderlands, G1 Steading of the Hill Giant Chief, G2 The Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King, I6 Ravenloft, and S2 White Plume Mountain. A replica of the original Dungeons & Dragons rulebook. A 32-page book outlining the history of TSR - including a retrospective essay by Gary Gygax. L3 Deep Dwarven Delve - a recently recovered, never-before-released Original Edition adventure by Len Lakofka. A specially created, suitable for framing art print by Jeff Easley. All in a silver slip case. No dice, but a new never before published adventure. 

The 50th has largely been represented by the new rules (5.5), The Making of Original Dungeons & Dragons, and Quests form the Infinite Staircase. Fun, but does it really fit the celebration bill? Are these books that will command collector's prices in 10 or 25 years?  I am going to say no.

25th and 50th Anniversary sets

Where are the Baldur's Gate 3 Tie-ins?

Baldur's Gate 3 was the top-played game of 2023 and 2024. It won every single Game of the Year award and awards in general sci-fi and fiction, and many of the voice actors are now considered up-and-comers in terms of entertainment. It has won BAFTAs, Hugos, Nebulas, and GLAAD media awards. To downplay its success is either to be completely out of touch or willfully ignorant.

Yet. NOTHING for the game has come from Wizards of the Coast. No minis (they are coming out next year), no adventures or starter sets (there is one coming in the Fall 2025, but I can't determine if it has Baldur's Gate material). There are new Forgotten Realms books coming in late 2025. But all of this feels like too little too late.

Now. One could argue that Larian Studios, the creators of Baldur's Gate 3 only within the last few month gave Wizards back the license. But see it is a license. Wizards could have been doing tie-in stuff from August of 2023 when it became obvious that this game was going to be a mega-hit. Look what they did for Baldur's Gate 2 back in the late 1990s. They had Volo's Guide to Baldur's Gate out for the game. So much so that the books was actually titled "Volo's Guide to Baldur's Gate 2."

I talked about this before. They could have had an adventure or something out. "Love the video game? Continue your adventures here! Take your characters beyond 12th level in the table-top version!"

Spend any time on any Baldur's Gate discussion board, and two things are obvious. First, people LOVE these characters. Secondly, people want more with these characters. 

While this is not necessarily 50th anniversary related, it is undoubtedly a fumble of epic proportions.

They do talk about Baldur's Gate 3 in their upcoming digital tabletop, but again, that is not out now. I am not looking for a huge expenditure of cost here, a one-shot with the characters at first level (Larian already made character sheets for that), or how about Monster Manual-like entries for people to download some of the monsters/NPCs in the game. Larian Studios spent more time and effort on freaking Wulbren Bongle than Wizards has on all the other characters combined.

What Would I Have Done?

To be honest, this is pretty loaded. I have only nostalgia to guide me and no budgetary concerns or stockholders to appease. That being said, I am sure I could come up with some better ideas.

First, Books and sets. The Making of Original Dungeons & Dragons book was a good one, but they should not have stopped there. I would have redoubled the efforts to get all the OD&D books on DriveThruRPG into Print on Demand and get them sold. Not everyone will shell out $100 for the making of OD&D, but many will shell out $20.00 or so for a new version of OD&D. They can even use the new "white" covers they all have. We know they have print ready files from the OD&D collector's set they published a while back.

Second, Constant celebration. Wizard should have gone to all the popular actual play streamers and had them run a classic adventure. Vox Machina going through The Tomb of Horrors, get the Baldurs Gate voice actors to go the Caves of Chaos. White Plume Mountain and Ilse of Dread. Make these place names something that the newer generations want to know about.  And honestly while it would not matter if these were played in 5e or not, I would like to have seen some of these groups try AD&D 1st ed. I know Mercer could do it, that is where he started, so let's see some of these big streamers talk THAC0 for a session or two.

Third, Social Media involvement. Yes this means people acting for the company and thus paid, but it still should be done. It gets people talking about the brand AND maybe mends some fences broken by Wizard's recent less-than-stellar behavior. What would they do? How about D&D Trivia to win a copy of "Making of" or the giant art book they made. I am sure they have a few of those still lying around.  OR send out goodie bags to smaller streamers and bloggers to make the case for them. Wizards should have had places where people could tell their stories of adventures of the last 50 years. Friends made, battles won, or lost and what D&D means. Normal people and the occasional celebrity as well. They should have sent people to Cons to record these and play them back on YouTube. 

Fourth, Game Stores. Game Stores still are the heart of many RPGs. So send them material like organized play and host old-school D&D tournaments using AD&D tournament rules. Include prize support. Survive the Ghost Tower with the most points? Here is your special, not-for-retail-sale set of Ghost Tower dice. Provide Game Stores with special items to draw in customers. 

Fifth, Reprints. I know. Reprints are expensive. Distribution is expensive. But I also know that gamers would have eaten it up. A copy of Ravenloft I6 with 50th Anniversary gold trim? Come on, I would have bought that in a heartbeat. Limited run to conserve cost, but make it a Game Store exclusive. Original content. Chose some of the best from all areas of D&D. Yes, Infinite Staircase kinda, sorta does this, but I am talking adventures and books just like the 10th and 25th Anniversary did. 

Sixth, BALDUR'S F'ING GATE. Look, I can't stress enough how much of a missed opportunity this was. While the game is still riding high and will be for a while, each day that goes by is one more day of lost revenue. People have hundreds, even thousands of hours, in this game. They should be able to take their "Tavs" (and honestly, you should know who Tav is) and move them to the tabletop. And when they got there, Karlach, Astarion, Shadowheart, and Scratch should all be there waiting.

I am sure I could come up with more. But I am approaching bitching about level and that means a good place to stop. 

The 50th should have been a reflection on what made D&D so great. Not a litany of missed opportunities or near misses. 

Larina Nix, The Witch for ShadowDark on Witchcraft Wednesday

The Other Side -

 So, I suppose it goes without saying that when I made a witch class for the ShadowDarkRPG, I was going to try out my own witch to see how it worked. I mean, this character is my litmus test for anything witch-like.

Like many of my other books Larina is featured in the book, but no stats. Also, like many of the books, she is featured on the cover, only this time, the art I chose already existed.  Javier Charro is the artist, and his work has been sitting on my hard drive for a while, waiting for the right project.  I mean, it is rather perfect, to be honest.  Since I have given you all the stats for Esme and Amaranth, I figured Larina should also be featured.

Larina Nix for HeroForge

Larina Nix

Who is this "Larina?" Is she the same one I use in D&D or is she different? Well, yes and no.

My conceit here is that the original AD&D Larina, with brown eyes (thankyouverymuchVanMorrison) died while battling a vampire. And by dead, I mean dead-DEAD. Witches in my games do not have access to Raise Dead or Resurrection, AND they can't have those spells cast on them. So when a witch dies, she is dead. BUT she can be reincarnated.  The original Larina died, but she was reincarnated. She next appears as a precocious 6-year-old witch in my AD&D 2nd Ed Complete Netbook of Witches and Warlocks" and as an adult witch in my 3rd Edition games (same character), she also appears as a witch in my WitchCraft/Buffy games. They all share some similar memories and at age 25 they can contact their other selves. There is a multi-verse of Larinas out there now, one for every game I ever play.

This Larina is high-level (for ShadowDark), and she works with Esme and Amaranth. 

Larina Nix from Baldur's Gate 3Larina Nix

Ancestry: Human
Class: Witch 10th level (Witch Queen)
XP: 114
Alignment: Lawful 
Deity/Patron: Niceven and Baba Yaga
Background: Arcane Library
Familiar: Flying Cat ("Cotton Ball")

Str: 9
Dex: 11
Con: 11
Int: 17
Wis: 17
Cha: 18

Weapon: Broom staff, dagger
Gear: Crawler kit, 1 week of rations, 1 week of tea, cat treats (to supplement Cotton Ball's hunting), Book of Shadows, athamé.
Magic items: Bracers of Defense +1, Broom of Flying, Cloak of Night, Cingulum +3, Hat of Focus-Spellslinger 

HP: 36
AC: 15

Languages: Common, Elven, Diabolic, Celestial

Talents
Human: +2 to Charisma
1st level: Additional Tier 1 Spell
3rd level: + 1 to Occult Spellcasting rolls
5th level: Patron Favor, +1 to any die roll once per rest
7th level: Additional Patron
9th level: Learn additional Tier 5 Spell

Patron Boons: Learn 1 Tier 1 Wizard Spell, Learn 1 Additional Occult Spell

Spells
Tier 1 (4+1): Charm Person, Feel my Pain, Glamour, Häxen Talons, Mage Hand
Tier 2 (3): Call Lightning, Light as a Feather-Stiff as a Board, Blink (Ritual)
Tier 3 (3): Bestow Curse, Coven's Calling, Danse Macabre
Tier 4 (2+1): Ball Lightning, Fear, Witch's Cradle 
Tier 5 (2+1): Cry for the Nightbird, Phantasmagoria, Ward of Magic

Tier 1 Wizard: Burning Hands

One of ShadowDark's greatest features is its ability to generate characters quickly. I have about five or six different ShadowDark versions of Larina on my desk; each one was made to test something different. 

It is interesting (to me at least) that while I often picture her as wearing a cloak and hood, like on the cover of The Witch, the art I am using here has her in a witch's hat.

Yeah, I would play this version of her, but I am discovering that 10 levels feel a little limiting to me. Granted, those are the prime adventuring levels, but I have been pouring over characters from my past and remember how much really high-level play we used to do back then. 

The Witch and Larina's mini and character sheet

I certainly have some to explore with this game.

The Fearless Five vs Bargle: Basic Characters for ShadowDark

The Other Side -

 My foray into the ShadowDark RPG did not begin or end with The Witch. Last week, I was chatting online with someone about my idea for a time travel adventure called "The Keep Killing Aleena," where the premise is a bunch of high-level adventurers go back in time to try to save her life, and the results of that interference. It is not an adventure I have ever finished since few ideas in it have never jelled right for me. BUT in my research I did uncover the 3.5 Edition adventure from Dungeon Magazine #150 (2007, Paizo era) called "Kill Bargle" from Pathfinder's own Jason Bulmahn.  The idea has stuck with me for years. It would make for a great convention game. It is a low-level dungeon crawl where you need to, well, what it says on the tin, Kill Bargle.

When I ran T1 Village of Hommlet, I included Aleena, Morgan IronwolfRufus, Burne, and yes, Bargle. I did their stats in 4e Essentials, but ended up running it in 5e. In that adventure, Bargle still kills Aleena and gets away. 

I could not help but think revenge would be nice and maybe someone gathered everyone up to go get him.  

Enter the Fearless Five!

The Fearless Five...er Six

Given the "Women in Refrigerators" treatment of Aleena, I thought it might be fun to grab all the "Basic-era" heroines and send them on a quest to kill Bargle. 

Premise: Skylla, wanting something from Bargle's trove of magic (likely his spellbooks) decides that the only way to kill get it is to assemble a group of adventures who have a personal grudge against him. Knowing they will never follow her, or do what she asks, she gets the one person she knows they will follow. It's just too bad that person, Aleena, is dead.

So Skylla gets Aleena resurrected (she still has contacts in the cult underworld). She gets Morgan Ironwolf to find her, and then she gathers the Sorceress, Duchess, and Candella together to go after Bargle. Five heroines to kill one villain. Easy peasy.

While I could run an adventure like this in nearly any system, it seems fitting to me to run it with ShadowDark.

AleenaAleena

Ancestry: Human
Class: Cleric, 2nd level
XP: 20 
Alignment: Lawful
Deity/Patron: Madeera
Background: Noble

Str: 11
Dex: 14
Con: 10
Int: 10
Wis: 16
Cha: 16

HP: 9
AC: 15

Weapon: Mace
Gear: Chainmail, holy symbol, backpack, torches, 1 week of rations, wolf'sbane

Languages: Common, Elvish

Talents
Human: +1 to melee attacks
1st level: +1 to Cleric spellcasting checks

Spells
Tier 1 (3): Cure wounds, Light, Shield of faith

Aleena is a cleric. She was brought back to life by Skylla's intervention but has no memory of the time between then and when Bargle killed her. 

She feels Bargle is a threat to all that is good and lawful and he must be stopped.

Morgan IronwolfMorgan Ironwolf

Ancestry: Human
Class: Fighter, level 3
XP: 34
Alignment: Neutral 
Deity/Patron: None
Background: Soldier

Str: 16
Dex: 13
Con: 14
Int: 7
Wis: 9
Cha: 8

HP: 21
AC: 14

Weapon: Longsword
Gear: Chainmail, bow and arrows, quiver, 5 silver arrows, 50' rope, 10' pole, 6 torches, 1 week rations, 1 qt wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Strength
1st level: +2 to Constitution
3rd level: +1 to melee and ranged attacks

Morgan thinks of Aleena as a little sister who needs protecting; as such, she blames herself for Aleena getting killed. She would go after Bargle for free just to have the pleasure of killing him herself. 

The SorceressThe Sorceress

Ancestry: Human
Class: Wizard 3rd level
XP: 35
Alignment: Lawful
Deity/Patron: Ord
Background: Wizard's Apprentice

Str: 10
Dex: 14
Con: 12
Int: 18
Wis: 10
Cha: 13

HP: 10
AC: 13

Weapon: Staff
Gear: 6 torches, 1 week rations, large sack, spellbook, bag of spell components

Languages: Common, Elvish

Talents
Human: +2 to Intelligence
1st level: Advantage on one Spell: Magic Missile
3rd level: Advantage on one Spell: Burning Hands

Spells
Tier 1 (4): Magic missile, Mage armor, Light, Burning hands
Tier 2 (2): Detect thoughts, Invisible

The Sorceress knows the group is getting played by Skylla. She is friends with Morgan and wants to make sure everyone comes out of this alive. The chance to rummage through Bargle's collection of magic is an added bonus. 

DuchessDuchess

Ancestry: Human
Class: Thief, 5th level 
XP: 55
Alignment: Neutral 
Deity/Patron: None
Background: Thieves Guild

Str: 11
Dex: 16
Con: 18
Int: 12
Wis: 15
Cha: 15

HP: 17
AC: 14

Weapon: Longsword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 50' rope, 10' pole, 6 torches, 1 week rations, 5 qts wine, large sack

Languages: Common, Dwarvish

Talents
Human: +2 Charisma
1st level: +1 to melee and ranged attacks
3rd level: +2 to dexterity
5th level: +1 (+2 total) to melee and ranged attacks

And her partner in crime:

CandellaCandella

Ancestry: Human
Class: Thief, 5th level
XP: 56
Alignment: Neutral 
Deity/Patron: None
Background: Urchin

Str: 12
Dex: 17
Con: 15
Int: 15
Wis: 13
Cha: 14

HP: 14
AC: 14

Weapon: Short sword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 25' rope, 7 torches, 1 week rations, 3 qts wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Dexterity
1st level: +2 to Strength
3rd level: +1 to melee and ranged attacks
5th level: Backstab +1 dice of damage

Duchess and Candella were hired by Bargle to retrieve an item for him. He meant for them to get killed, but they ended up in jail instead. Worse, he never paid them for the item. They are in it for the money and revenge—but mostly for the money.

SkyllaSkylla

Ancestry: Human
Class: Witch, 6th level
XP: 64
Alignment: Chaotic
Deity/Patron: Baba Yaga
Background: Cultist

Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 11
Cha: 15

HP: 16
AC: 11

Weapon: Staff
Gear: 3 torches, 1-week rations, large sack, bag of spell components

Languages: Common, Diabolic

Familiars: Raven, Owl (+1 to Wisdom checks)

Talents
Human: +1 to occult spellcasting checks
1st level: +2 to Charisma
3rd level: one additional witch spell (T2)
5th level: additional familiar (special)

Patron Boon: Learn 1 Tier 1 Wizard Spell: Magic Missile 

Spells
Tier 1 (3): Charm person, Disguise self, Mage hand, 
Tier 2 (3): Call lightning, Light as feather-stiff as a board, Turn Undead (Ritual)
Tier 3 (2): Hag's Illusion (Baba Yaga), Bestow curse

Our "sixth" member of the Fearless Five is the mastermind behind all of this. Well...sort of, she is discovered rather quickly, but her intuition that these women would all do this to get back at Bargle is spot on. Have to figure out who gets the best magical loot between her and The Sorceress. 

Skylla and the Sorceress

--

I love the idea of a distaff "Usual Suspects" or "Reservoir Dogs." I really want to run this sometime. I would love to see how a witch (Skylla) and a wizard (The Sorceress) work together in an adventuring party run by someone other than me. 

And more to the point, I just want to see Bargle get curb-stomped by a bunch of women.

Companion Chronicles #6: The Serpent of Mildenhall

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—
What is the Nature of the Quest?
The Serpent of Mildenhall is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, seventeen page, 36.22 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?The Serpent of Mildenhall is set in the County of Gentian, just north of Salisbury. The location and extensive travel notes make it easy to add to a campaign.
Who should go on this Quest?
The Serpent of Mildenhall does not have any particular requirements in terms of its Player-knights as written. The skills of Folklore, Hunting, Play, Sing, and Swim are likely to be useful in resolving the scenario.
What does the Quest require?
The Serpent of Mildenhall requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.
Where will the Quest take the Knights?The Serpent of Mildenhall begins with the Player-knights travelling on the roads north of the County of Salisbury when they hear the cries of a woman. Her son has been snatched and carried away into a nearby pool by a fearsome serpent. The boy’s grandfather suggests going to the local lord and his liege for help and advice in searching for the boy. This sets up the core tensions within the scenario. The local lord, the Baron of Gentian, is barely eighteen and not yet knighted, but likely too reckless to not get himself into trouble, whilst his mother, Dowager Baroness, Joene, resents the presence of Player-knights as they likely to be based in Salisbury and there has long been a dispute between the Barony of Gentian and the County of Salisbury as to the ownership of some land between them.

The aim of the scenario is to rescue the boy before he is eaten. The scenario details several methods of achieving them, and whilst it is possible to resolve the situation peacefully, the players and their knights need to be lucky to do so. Depending upon the outcome of the scenario, the Player-knights may have helped ease tensions between Barony of Gentian and the County of Salisbury or exacerbated them. If one or more players roll very well, their knights may even end up with a very strange friend!
The Serpent of Mildenhall can be played through in a single session, two at the very most. It is easy to slip into a campaign as it begins as the Player-knights travelling on the road.
Should the Knights ride out on this Quest?The Serpent of Mildenhall is a serviceable mini- or sidequest that can be dropped into any campaign. It is easy to prepare and can also be run when a player or two is been unable to attend the next session.

The R. Michael Grenda Collection - The Characters

The Other Side -

 I am still in the process of working through my friend's collection of old D&D material.  While I have put his books on my shelves and given my current copies to my kids, I am still working through all the characters.

And he had a LOT of characters.

stacks of characters

There are some here dating all the way back to 1976. The vast majority are for AD&D 1st ed. There is a long period of post 1987 to 1989 where there are dozens and dozens of characters. And then there are a few 2nd Edition ones as well.

Among these I found versions of my characters Retsam, Death Blade, Rogue, and Phygor. But those are not as interesting to me as my nearly forgotten and abandoned SpellJammer characters. And these pale to the shear weight, number, and import of his own characters. Names I have known now since the early 1980s.

Even Yoln is here in his original form.

Yoln
Characters
Characters
Characters

Here are my problems.

What do I do with them all? And what story about them should I tell? 

Also, they have been in a house with cats, and I am deathly allergic. I can only handle them for a little bit. So my son suggested putting them in sheet protectors. That was smart. It will take me a bit to get them all in, but it has been fantastic so far.  Plus, he wants to use them as NPCs in his AD&D 1st Ed game (more on that later).

Here is what I am considering.

I am thinking about participating in The TARDIS Captain's New Year New Character challenge/fest. These are not new characters by any stretch of the imagination, but I feel the need to share them with you all. 

I just hope I can remember enough about each one to do them justice.

In addition, I am considering taking these characters and putting my spin on them. I might even post Wasted Lands or OSE or ShadowDark stats for them. I am still deciding. 

Miskatonic Monday #325: Fear Jet

Reviews from R'lyeh -

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

—oOo—
Name: Fear JetPublisher: Chaosium, Inc.
Author: Andy Miller

Setting: 1970s USA and beyond...Product: Scenario
What You Get: One-hundred-and-twenty-four page, 97.64 MB Full Colour PDF
Elevator Pitch: A flight into The King in Yellow via the liminality of Sinclair Lewis’ It Can’t Happen Here and Groundhog DayPlot Hook: When fear of flying takes you out of this world...Plot Support: Staging advice, twenty-four pre-generated Investigators, twenty-four Investigator portraits, five handouts, one map and one deck plan, fourteen NPCs, two Mythos tomes, and one Mythos monster.Production Values: Excellent
Pros# Bizarrely, fantastically detailed scenario# Can be run as a convention scenario
# Can be run over and over until some Investigators escapes...# Easy to adapt to other periods during the Age of Flight# Has extensive notes to adapt it to other eras for Call of Cthulhu# Xanthophobia# Aerophobia# Fasciphobia
Cons# Highly detailed scenario# Challenging to run as a convention scenario# Would not work half as well without the pun# What happens next?
Conclusion# Weird flight into unreality and back again. Possibly.# Enjoyably, constantly creepy, but too wearing to run again and again?# Reviews from R’lyeh Recommends

1984: Middle-earth Role Playing

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
Middle-earth Role Playing: a complete system for adventuring in J.R.R. Tolkien’s World was published in 1984 by Iron Crown Enterprises, Inc., then best known for the complex fantasy roleplaying game, Rolemaster, recently republished in a new edition as Rolemaster Unified CORE Law. Known by the abbreviation, MERP, It was intended to introduce roleplayers to the world of The Lord of the Rings and The Hobbit and the fans of The Lord of the Rings and The Hobbit to roleplaying, as was made clear in the introduction: “J. R .R. Tolkien’s Middle-earth provides an ideal setting for a fantasy role playing game. It is a reflection of our world as we perceive it, as well as a construction of mythology by a great and learned man. Middle-earth is itself undying, living in the minds of all who tread its paths. Each reader adds to it his or her own vision. It is only natural, then, to use this incredible foundation in a fantasy role playing context. In this way those close to Middle-earth can experience it in a new way, filling the gaps and discovering the mysteries that have always concerned them.”

For the next fifteen years, Iron Crown Enterprises, Inc. would support the roleplaying game with first an updated version of the core rules and then a second edition in 1986, as well as nearly one hundred supplements and supplements detailing Middle-earth. Many of these supplements are highly regarded by fans of the roleplaying game today and much in demand, reaching high prices when they come up for sale. The first edition though, is centred on a slim, if dense, one-hundred-and-four-page book which comes in a strikingly red box that also contains the sixteen-page ‘MERP Counter and Display Guidelines’ which consists of a guide to the roleplaying game’s set of full-colour counters and the fourteen maps and floorplans for the scenario in the rulebook. The maps, which depict a mix of a castle and its various buildings, a set of caves, and wilderness areas, are marked with a hex grid so that the counters can be used with them. There are also two twenty-sided dice in the box, each marked ‘0’ to ‘9’ twice.

The roleplaying game opens with a good introduction to what roleplaying is and notes that Rolemaster is available if a group wants, “…[A]n an expanded combat system, an expanded spell system, a more flexible character development system, and guidelines for a campaign game or larger scale game. These systems allow MERP to be expanded to handle higher level characters and to increase the variations and options available to the Gamemaster and the players.” In fact, Middle-earth Role Playing will only take a Player Character up to Tenth Level. Beyond that, the Game Master and here players will need to switch to Rolemaster, if they had not done so by then. Which is very likely. The introduction also includes ‘A Sample Adventure in a FRP Setting’, a complete example of play. In this, an Elven Mage, a Umli Animist, a Dwarven Warrior, and a Hobbit Scout are escorting a merchant’s caravan from Rivendell to Bree, when after deciding to make camp for the night, discover a partially ruin tower that might offer them shelter. When they move to scout it out for safety, they are ambushed by three Orcs who have been sleeping in the tower’s cellar. It is quite a detailed example of play, having the players roll dice before even the mechanics and rules of the roleplaying game have been explained. Nevertheless, it is fun and it is exciting, and it gives a good idea of what playing Middle-earth Role Playing is like: detailed, tactical, and complex. It is also something that the rules will return to again to show various aspects of the roleplaying game work. From the standpoint of a fan of Tolkien and Middle-earth, what really stands out, is the fact that there is an Elf Mage and he does cast magic, including a Shield spell and a Levitate spell. This inclusion points to the primary complaint about Middle-earth Role Playing and that is the degree of magic which the Player Characters had access to in comparison to what fans read in the novels. It is not an unfair comment or complaint, but this is a fantasy roleplaying game from 1984 and a fantasy roleplaying game from 1984 has magic in it, because after all, just like Dungeons & Dragons and also Middle-earth Role Playing, every fantasy roleplaying game from 1984 had magic and wizards in it. For the most part though, the magic in Middle-earth Role Playing lacked the flashiness of magic in Dungeons & Dragons.

Middle-earth Role Playing sets out a lot of the definitions and conventions of the roleplaying game well before a player gets anywhere near rolling any dice. This includes defining terms from both Middle-earth and the roleplaying game, describes the basics of rolling dice, and the definitions of a character. The latter consists of the mental and physical statistics, and race and culture. There are six statistics—Strength, Agility, Constitution, Intelligence, Intuition, and Presence—each rated between one and a hundred. Race and culture incudes each species’ Physical Characteristics, Culture, and Other Factors, all of which quite detailed and quite lengthy. The physical characteristics consist of Build, Colouring, Endurance, Height, Lifespan, Resistance, and Special Abilities. The Culture lists Clothing and Decoration, Fears and Inabilities, Lifestyle, Marriage Pattern, and Pattern. The Other Factors are Demeanour, Language, Prejudices, Restrictions on Professions, and Background Options. The latter indicates the number of points a player has to assign to his character’s backstory.

The Races are broken down into three categories and two separate Races. For the Dwarves, there are Dwarves and the Umli—or Half-Dwarves from the far north of Middle-earth. For the Elves, there are Silvan Elves, Sindar, and Noldor. The largest category consists of Men and encompass Beornings, Black Númenóreans, Corsairs, Dorwinrim, Dúnedain, Dunlendings, Easterlings, Haradrim, Lossoth, Rohirrim, Rural Men, Urban Men, Variags, Woodmen, and Woses. Lastly, there are Half-Elves, who must decide to live as a mortal Man or as an immortal Elf, and Hobbits. The entry for Hobbits gives three primary varieties, or tribes, of Hobbits—Harfoots, Stoors, and Fallohides—but does not distinguish between them mechanically. There are a lot of options here, including amongst the Men, many cultures who fell under the sway of either Sauron or Saruman, so they do not necessarily feel like a natural fit for a roleplaying game based on The Lord of the Rings and The Hobbit. Further, included alongside these are entries for Orcs—Common Orcs, Uruk-Hai, and Half-Orcs, and for Trolls—Normal Trolls, Olog-hai, and Half-Trolls. These are not there to be used as Player Characters, but more as background material to help the Game Master portray them, though since this is not explained until ten pages later at the start of character creation, a reader might be led to believe otherwise. (It also suggests that the Game Master might allow them as Player Characters after the events of The Lord of the Rings, during the Fourth Age.) One thing that is missing from the Race and Culture descriptions are any suggestions as to what typical names might be for each.

Beyond the various Races, the definitions include languages, Skill Ranks and Skill Bonuses, Skills, Professions, Backgrounds, Experience Points and how they earned, including Kill Points, Manoeuvre Points, Spell Points, Idea Points, Travel Points, and Miscellaneous Points. Whilst Player Character Rank runs from First to Tenth Level, Skill Ranks run from zero to twenty—and more. Each Skill Rank provides a +5 Skill Bonus up to Skill Rank Ten, but beyond that, it flattens out to grand total of +70 at Skill Rank Twenty. The lengthy list of skills is broken down into Moving And Manoeuvring, Weapon Skills, General Skills, Subterfuge Skills, Magical Skills, Miscellaneous Skills and Capabilities, and Secondary Skills. Of these, Moving And Manoeuvring accounts for a Player Character’s ability to move about the battlefield and gain the initiative, but is not trained in as one skill, but several, each one for different type of armour—no armour, soft leather, rigid leather, chain, and plate. The Magical Skills include Read Runes, Use Items, and Directed Spells.

There are six Professions. These are Warrior, Scout, Animist, Mage, Ranger, and Bard. Or in parentheses, ‘Fighter’, ‘Thief’, ‘Cleric’, ‘Magician’, ‘Tracker’, and ‘jack-of-all-trades’. Each provides bonuses in terms the Ranks a Player Character can have in particular skills, and although there is no limit on what skills a Player Character can attempt to learn, learning skills outside of his Profession is more difficult. Each of the Professions has restrictions on what spells they can learn. However, these are not restrictions in terms of Professions not being able to cast spells, except for the Animist and Mage Professions, but limits on what spell lists each Profession can draw from. Here again, we have a case of Middle-earth Role Playing of not just making available magic to specialist character types despite the source material not reflecting this, but also every Player Character, no matter their Profession, which again, the source material does not reflect. Lastly, should a player want to roleplay a character similar to one portrayed in the fiction, it lists several of them along with their Professions in Middle-earth Role Playing. Thus, Aragorn II is a Dúnedain Ranger, Elrond a Half-elf Animist, Éomer a Rohirrim Warrior, Frodo a Hobbit Scout, Galadriel a Noldor Elf Mage, Gandalf a Human Mage (but actually one of the lstari), Gimili a Dwarf Warrior, Glorfindel a Noldor Elf Bard, Legolas a Sindar Elf Warrior, and Radagast a Human Animist (but actually one of the lstari).

Background Options are a way in which a Player Character can stand out. They include Special Abilities, Special Items, Money, Hobby Skill Ranks, Statistic Increases, and Languages. A player can assign his character Background Points as he wants and from this, working with the Game Master, create a suitable background and origins for his character. There is not much in the way of advice to help either the player or the Game Master do this, but it is nevertheless a welcome feature for a roleplaying game published in 1984. Special Abilities can include empathy with a type of animal, which grants an animal companion, being very observant, having lightning reactions, and move. Special items include items that provide a bonus to a skill—examples including ‘+10 Saddle’ that gives a bonus to riding and a ‘+10 suit of armour’ that adds to the wearer’s general Defensive Bonus and a Daily Spell Item that grants spells that that be cast a few times a day without expending Power Points. The Special Items are fairly limited, but feel more in keeping with the source material than the Daily Spell Item does, as they more like well-crafted items than actual magical objects.

To create a character, a player rolls percentile for each Statistic and assigns them as he wants. Elves must assign a high result to their Presence, but each Profession has a key Statistic and this will be set at ninety. If high enough, a Statistic will provide a bonus to skills and Power Points for spellcasting. A player can choose or roll of his character’s Race and Culture, and selects skills gained during his character’s adolescence, chooses his Profession, Background Options, and apprenticeship skills. The number of Ranks in a skill, plus bonuses from a Statistic, the Profession, Race or Culture, and Special Item, all combine to give the total bonus for a skill.

Name: Crugell
Race: Wose
Height: 4’ 7”
Weight: 135 lbs.
Hair: Black
Eyes: Black
Demeanour: Quiet

STATS/BONUSES
Strength 92 Normal Bonus +10 Race Bonus +00 Total +10
Agility 57 Normal Bonus +00 Race Bonus +00 Total +00
Constitution 90 Normal Bonus +10 Race Bonus +05 Total +15
Intelligence 42 Normal Bonus +00 Race Bonus +00 Total +00
Intuition 46 Normal Bonus +00 Race Bonus +00 Total +00
Presence 34 Normal Bonus +00 Race Bonus -05 Total -05
Appearance +00 Normal Bonus +00 Race Bonus +00 Total +00

Realm: Channelling
Power Points: 2
Experience Points: 10,000.

Special: Night-vision; +25 bonus to Tracking manoeuvres; +15 bonus for Foraging; +10 Handaxe; Very Observant +10 bonus to Perception and Tracking; Animal Empathy – Weasel

LANGUAGES
Pûkael Rank 5
Westron Rank 2
SKILLS
Movement And Manoeuvre:
No Armour – Rank/Bonus: 2/+10 Total: +10
Soft Leather – Rank/Bonus: 4/+20 Total: +20
Weapon Skills:
1-H Edged – Rank/Bonus: 3/+15 Prof. Bonus +2 Stat Bonus +10 Item Bonus +10 Total: +37
Thrown – Rank/Bonus: 5/+25 Prof. Bonus +2 Total: +27
Polearms – Rank/Bonus: 2/+10 Prof. Bonus +2 Stat Bonus +10 Total: +22
General Skills:
Climb – Rank/Bonus: 3/+15 Prof. Bonus +3 Total: +18
Swim – Rank/Bonus: 3/+15 Prof. Bonus +3 Total: +18
Track – Rank/Bonus: 2/+10 Prof. Bonus +3 Special Bonus +35 Total: +48
Subterfuge Skills:
Ambush – Rank/Bonus: 3/+15 Total: +15
Stalk/Hide – Rank/Bonus: 5/+25 Prof. Bonus +2 Total: +27
Miscellaneous Skills:
Body Development – Rank/Bonus: 2/+10 Stat Bonus +10 Special Bonus +5 SP: 21
Perception – Rank/Bonus: 2/+10 Prof. Bonus +2 Special Bonus +10 Total: +22
Secondary Skills:
Wood-carving – Rank/Bonus: 5/+25 Total: +25

EQUIPMENT
Handaxe, Javelins (three), Soft Leather Armour

Character generation in Middle-earth Role Playing is not difficult, but it takes time, both to complete and actually to learn. It is helped by a decent example, but anyone new to roleplaying, the process is daunting.

Mechanically, Middle-earth Role Playing is both simple and complex. The simple is the core mechanism, that of rolling percentile dice. Most rolls will be open ended, so that if a player rolls ninety-six and above, he gets to roll again and add the result. This is a successful roll and the higher it is, the better the outcome. Conversely, if he rolls five or under, he rolls again and subtracts the new result. Then as long as he keeps rolling ninety-six and above, he keeps rolling and subtracting. The lower the total result, the worse the outcome. Either way, to this is added the total bonus of the skill that the Player Character is testing. The bonuses are Offensive Bonuses, including weapon and Directed Spell bonuses, Defensive Bonuses for shields and armour, Moving Manoeuvre Bonuses for every type of movement, and Static Manoeuvre Bonuses for actions not involving movement, or really, for just about any other skill in the game.

The complexity comes in the individual resolution for each action, invariably requiring the need for the Game Master to refer a particular table for the outcome. Make no mistake, Middle-earth Role Playing makes use of a lot tables, including sixteen for character generation and experience, and twenty-nine for attacks, critical results, fumbles and failures, manoeuvres, and more.

For a Static Manoeuvre, the Game Master can assign a Difficulty Modifier, which ranges from ‘+30’ and Routine to ‘-70’ and Absurd. The player then rolls the dice, adds Static Manoeuvre Bonuses and refer to ‘Static Maneuver Table (MT-2)’ (which is on page seventy-eight, twenty pages after the explanation of the mechanic and after several pages of tables dedicated to spellcasting and combat). There are entries for ‘General’ results, followed by results for ‘Interaction and Influence’, ‘Disarming Traps and Picking Locks’, ‘Reading Runes and Using Items’, and ‘Perception and Tracking’. Results of twenty-six and under are counted as a ‘Blunder’, ninety-one to one-hundred-and-ten a ‘Near Success’, and above that a ‘Success’, with ‘Absolute Success’ being a result of one-hundred-and-seventy-six or more. For example, Crugell is tracking a band of Orcs which has strayed into Wose territory. It is night and whilst as a Wose, Crugell has good night sight, the Game Master assigns a difficulty of Hard or ‘-10’. Crugell’s player rolls the dice, adds Crugell’s Static Manoeuvre Bonus from his Track skill, which is ‘+48’ and applies the difficulty modifier. The roll is ‘93’, not enough to trigger another roll, but still good, nonetheless. To this, the player adds the Static Manoeuvre Bonus and deducts the modifier. The result is a total of ‘131’, which on the ‘Static Maneuver Table (MT-2)’ gives, “SUCCESS: You gain all of the information on the topic that required the perception roll.” The Game Master states that Crugell has found the track left behind by the Orcs and is following them.Combat lies at the heart of Middle-earth Role Playing and is the most complex part of the game. The sequence of action in a round consists of preparing or spell, missile and thrown weapon attacks—including missile parrying and missile weapon reloading, Movement Manoeuvres, melee attacks and parries, movement, and Static Manoeuvres. The actions are conducted in order of Movement and Manoeuvre Bonus, with an attack consisting of a standard open-ended dice roll, modified by the attacker Offensive Bonus, minus the defender’s parry modifier—also subtracted from the defender’s Offensive Bonus, with the result being determined by consulting the table for the weapon type used and cross-referencing the modified roll with the armour worn by the defender. The outcome ranges from one to one-hundred-and-fifty, as opposed to the possible one-hundred-and-seventy-six or more on the ‘Static Maneuver Table (MT-2)’, and includes various types of fumble to the number of hits inflicted and beyond that critical results, which inflict hits and an extra, severe effect. A critical result requires a further roll on the critical result table, such as the ‘Crush Critical Table (CT-1)’ or ‘Puncture Critical Table (CT-3)’ tables. There are also critical result tables for spell attack effects that involve heat, cold, electricity, and impact.For example, Crugell and the other Wose he is with, have caught up with the Orcs who strayed onto their lands. After the opening ambush, the Orcs have turned and are charging at their attackers. The Game Master gives Crugell and his companions one more round before the Orcs reach them. Crugell has his handaxe in one hand and a javelin in another, which he decides to throw at the Orc who is charging towards him. Crugell has an Offensive Bonus with his Thrown skill of ‘+27’. He waits until the Orc is within 30” of him so that there is no negative modifier for range and throws the javelin. The Orc, wearing chain armour, has a Defensive Bonus of ‘+30’. It is deducted from Crugell’s Attack Bonus, reducing it to ‘-03’. The situation is not good for the Wose, but he is lucky as his player rolls ‘97’. This means that he can roll again. The second roll is ‘56’. So, the grand result is ‘97+56+27-30’ or ‘150’, which is the maximum roll on the ‘Missile Weapons Attack Table (AT-4)’. Comparing that to the chain armour worn by the Orc, the result is ‘25E’, which means that the Orc suffers 25 Hits and Crugell’s player receives a ‘+20’ bonus to the roll on the ‘Puncture Critical Table (CT-3)’ table. He rolls ‘29’, adds the bonus and the entry for ‘49’ reads “Strike alongside of chest. 1 hit per round. Stunned 1 round.” As the Orc is staggered by the impact of the javelin, Crugell readies to launch a charge that will take advantage of his opponent’s current status.Magic in Middle-earth Role Playing is divided into two broad types. ‘Essence’, utilised by Mages and Bards draws from the power of the world itself, whilst ‘Channelling’, cast by Animists and Rangers, draws from the power of the Valar. Spells are organised into six categories: Essence Open Lists, Mage Lists, Bard Lists, Channelling Open Lists, Animist Lists, and Ranger Lists. Individual lists—of which there are forty-eight in Middle-earth Role Playing! Each list contains ten spells, for a grand total of four-hundred-and-eighty spells… There are spell lists for ‘Physical Enhancement’, ‘Unbarring Ways’ for unlocking things, ‘Ice Law’, ‘Wind Law’, ‘Controlling Songs’, ‘Path Mastery’ for paths and routes, ‘Organ Ways’ and ‘Bone/Muscle Ways’ for healing, and so on. The range of spells is impressive and actually some of do feel appropriate to the setting. For example, ‘Plant Mastery’ with its Plant Lore, Instant herbal Cures, Herb Mastery, are suitably low key, but not all spells and not all spell lists.

Casting a spell is simply a matter of the caster having enough Power Points and the player making a successful skill roll, typically the Directed Spell skill. It only takes a round, but a Player Character can spend up to four rounds beforehand to gain a casting bonus. The resolution is the same as Static Manoeuvre, but instead of consulting the ‘Static Maneuver Table MT-2’ for the outcome, the player refers to the ‘Base Attack Table (AT-9)’ to determine if the spell succeeds or fails. This is even in a non-combat situation. For spells cast in combat there is also the ‘Ball Spells Attack Table (AT-8)’ and ‘Bolt Spells Attack Table (AT-9)’.

In addition, magical items like spell adders enable a caster to cast extra spells and spell multipliers increase the number of Power Points a caster has access to. Magic items, such as Rune Paper, Potions, and Daily Spell Items, can contain spells as well, and it is not only possible to find such items during play, but even buy them! Several such items are listed, for example, Staff of Firebolts, Wand of Shock Bolts, and Dagger with Daily II (twice per day) Levitate Spell. These are incredibly expensive in the game, costing hundreds of Gold Pieces, when in comparison, a Player Character starts play with only two Gold Pieces (and needs to devote points from his Background options to gain more). Nevertheless, it begs the question, is there meant to be a magical item economy in Middle-earth?

All of which, again, runs counter to what is depicted in both The Lord of the Rings and The Hobbit. Middle-earth as a setting in both is not one where magic is common, and yet the Player Characters have ready access to it in one form or another. Worse, Middle-earth Role Playing tells the reader right at the start of the section on ‘Magic and Spells’ that, “Middle-earth had unique ties to the Undying Lands which created a potential for the appearance and use of significant power (magic). Such power manifested itself on a massive scale in the First Age, and to a lesser, but significant degree in the Second Age. By the time of the late Third Age, it was quite subtle - except in the cases of Dragons, the Balrog, Saruman, and (of course) Sauron, This low-key approach to the utilization of great power was a factor relating to the nature of those possessing the gift.” Further, “Men and Hobbits were not great friends of spells and often were unaware of their usage outside of fairy tales and legends. This created an atmosphere where magical occurrences were rarely seen and often became merged or confused with natural events.” It goes on to explain that, “One of the primary reasons for this subtle and secret use of magic and spells is the presence of Sauron in Mordor.” since the use of magic will likely attract his attention. Lastly, the designers compound this by advising, “When constructing the setting for a fantasy role playing game based upon Middle-earth, a Gamemaster must take great care to show restraint regarding the use of magic. Magic-users are relatively rare, although most folk had some “magic” in them, and open displays of power are still rarer.”

For decades, Middle-earth Role Playing has been regarded as a roleplaying game based on Middle-earth in which there was too much magic, in which the Player Characters had access to too much magic. Yet despite the designers warning the Game Master of the dangers of having too much magic in the game, they ignore their own advice and give it to her anyway. It makes no sense.

In terms of Middle-earth as a setting, Middle-earth Role Playing treats it in broad strokes, talking about types of locations and areas and hazards that might be encountered rather than specifics. There is some details about religion in general and the Valar, and each of entries for the numerous Races and Cultures include details of their common religious practices. Where it is specific is in the descriptions of the various creatures and monsters that the Player characters might encounter. The includes Balrogs, Dragons, and Nazgûl as well as Great Eagles and Ents. The former really are as nasty and as fearsome as you would expect, fierce challenges even for higher Level Player Characters. It only touches very briefly upon when the Game Master should set her Middle-earth Role Playing campaign, suggesting that the Second Age and Third Age when Sauron is trying to defeat the Free Peoples does not give her as much freedom as setting her campaign in the Fourth Age. For play in the Second Age and Third Age, it suggests that the Game Master consult Iron Crown Enterprise’s own Campaign and Adventure Guidebook to Middle-earth.

One aspect of the setting of Middle-earth that Middle-earth Role Playing does not explore is the horror of Sauron and the dark influence of the Shadow. There is mention of how fearsome the Nazgûl and Balrogs are, but no discussion of the forces of darkness which pervade the Second and Third Ages of Tolkien’s Middle-earth.

In terms of a specific setting and what a group plays, Middle-earth Role Playing devotes the last few pages of the rulebook to ‘A Sample Game Environment’. It divides its play environs into three areas—a civilised area, a countryside area, and adventure sites. The civilised area is the ‘Inn at the Last Bridge’, located just off the Great East Road leading from the Elven haven of Rivendell to the settled western lands and the town of Bree, with the Trollshaws to the north. The Trollshaws form the countryside area for the scenario, subject to roaming Hill-trolls from the Ettenmoors and Orc patrols from Angmar. The adventure sites consist of ‘A Hill-Troll Lair’ and Herubar Gûlar, a ‘Ruined Castle’. The adventure is set in TA 1640, centuries before the events of The Lord of the Rings and The Hobbit. The inn is run by the Grumm family, and it is the disappearance of the family’s son that forms the plot hook for the scenario. The Innkeeper offers a reasonably substantial reward for his son’s safe return—a whole two gold pieces—and investigating his disappearance leads the Player Characters out into the Trollshaws and a deadly encounter with some trolls hiding out in their caves. Other rumours lead to the ruined castle, once the ‘Dwelling of the Lord of High Sorcery’, which hides secrets and monsters and treasures. This is a challenging adventure as the Trolls and Orcs and other enemies are tough opponents, but the rewards are potentially high given some of the treasures to be found in the castle. This is not a bad scenario, but neither is it a good one. It is perfectly playable, but barring the encounter with the trolls does not feel particularly Tolkienesque. Nevertheless, this is a scenario that has been played by thousands of players because it was the first scenario for Middle-earth Role Playing and the one included with every edition of the roleplaying game.

Physically, Middle-earth Role Playing is well-written and presented. The maps are nice and clear and book is not difficult to read, even though it packs a lot into its hundred or so pages. It could have been better organised. Many of the various sections feel out of place, with there often being several pages between the rules for an action and the table that the Game Master needs to refer to determine its outcome. Consequently, it takes a long time to get to the point where the player can begin to understand how the game is played.

—oOo— 

Although Jonathan Sutherland reviewed several supplements for Middle-earth Role Playing in ‘Open Box’ in White Dwarf Issue 50 (February 1984), it would not be until White Dwarf Issue 58 (October 1984) that he reviewed the core rules. Of A Campaign and Adventure Guidebook for Middle-earth, Angmar: Land of the Witch King, Angmar: Land of the Witch King, The Court of Ardor in Southern Middle Earth, Umbar: Haven of the Corsairs, Northern Mirkwood: The Wood-Elves Realm, and Southern Mirkwood: Haunt of the Necromancer, he collectively said, “In conclusion I would recommend this series, it's not necessary to get them all as they stand up as scenarios on their own, but it would be fun to see all the expanded maps fitted together when all the series is finally released, and play a mammoth campaign spanning the entirety of Middle Earth using the wealth of detail available. My only reservation regarding the system is the price, but when you look at a comparable product both in price and in subject, it’s not bad.” Of the core rules, he was more positive, stating that, “In conclusion, MERP is a well conceived, reasonably well written system. I can’t say it’s easy and ideal for beginners but I can honestly recommend that you try it. MERP gets my vote as best new RPG this year; in fact I’ve not been so impressed since I first read Call of Cthulhu. The system is also geared to readily accept other Rolemaster spinoffs and recommends them often. For an important game, the price is just right – very god value!” (For reference, Middle-earth Role Playing cost £6.95 in 1984). Lastly, he gave Middle-earth Role Playing an overall score of nine out of ten. 

White Dwarf would return to Middle-earth Role Playing the following year in White Dwarf Issue 66 (June 1985), by which time publisher Games Workshop had its edition of the roleplaying game. In ‘The Road Goes Ever On: Inside Middle Earth Role-Playing’, Graham Staplehurst stated that, “Iron Crown has done superb development work on areas that Tolkien neglected or left unspecified.” in reference to the many supplements released by the publisher. Of the mechanics, he said, “The combat system can be rather bloody, which is no bad thing. AD&D players will probably come to grief the first time they meet orcs, as these are the real thing!” Yet as with other reviewers and commentators, he had reservations about the magic system in Middle-earth Role Playing. “The only facet of the MERP system I would quarrel with is the magic system. In Tolkien’s world, magic was a very rare thing when one considers it in the form of lightning bolt and fireball. Magic was present, but as a subtle and inherent quality of many things and people.”, noting the lack of offensive spellcasting seen in the fiction and then only by the extremely powerful, such as Gandalf. Staplehurst pointed out that, “The MERP system gives these sorts of powers to almost anyone after the acquisition of relatively few experience points; for me, it upsets the flavor of the game and its authenticity.” Despite this, his conclusion was positive: “MERP can be used to recreate the great adventures of which Tolkien wrote: going with Frodo or Bilbo or Beren into the lair of evil and trying to escape alive, and it can go some way to fulfilling the desires of people who want to know more about Tolkien’s world.”

Andy Blakeman reviewed Middle-earth Role Playing in ‘Game Reviews’ in Imagine No. 22 (January 1985)—notably in an issue dedicated to the works of Michael Moorcock!—and began by making clear the links that roleplayers have between such a work of fiction like that of Tolkien’s The Lord of the Rings and the feeling that they seek to create in play, and consequently, it was inevitable that the roleplaying hobby and Tolkien’s creation would be brought together. Then, when such a convergence took place, it was important to ensure that all those involved were best suited to the project. His iniatial comments were positive: “Iron Crown Enterprises’ Middle earth Role Playing is this marriage; by its links with Tolkien, it cannot fail to attract many new ganers to the obby; and I am rerasonably sure that these newcomers will not be disappointed.” However, he was not impressed by the order of the layout, but did praise the source material in terms of the linguistics and the detailing of the various Races and Cultures. He was found that the rules were “…[A]n operative deterrent to hack-and-slay gaming.”, but “Where they they fall donw is in mode of play. Rules are supposed to be hidden… In real life there are ‘rules’ — the laws of physics and chemistry and so on — which regulates our actions; but we tend not to be conscious of the rules governing it all. We act, and witness the results. And so it should be in role-playing. In Lord of the Rings, magics is a deeply mysterious phenomenon; yet in MERP the atmosphere is destroyed through the players’ contact with the rules. The results of actions are faithfully recreated but the wonderment which surrounds the magic is lost. This is not a fault peculiar to MERP, however, and it is something a competent GM could overcome…”

William A. Barton provided more of an overview of the core rules and numerous supplements for it than an actual review of Middle-earth Role Playing in ‘I.C.E.’s Middle-earth Modules’ in Space Game Number 73 (March/April 1985). He identified several problems, such as, “Missing from the MERP rules is any in-depth description of the history or geography of Middle-earth, though the sample adventure in the rulebook provides at least a small section of the land in which to start a campaign — the Trollshaws.”, though added that the setting was so well known that information included should be enough to be starting with, before highlighting the poor organisation and the nature of the Rolemaster mechanics in Middle-earth Role Playing. With the latter, he said, “I wonder, also, about the appropriateness of some of the Rolemaster mechanics in the Middle-earth context — the spells in particular. Is this an accurate portrayal of magic in Tolkien’s realm? Of course, the laws of magic were never spelled out (no pun intended) in Lord of the Rings, and the MERP magic system works adequately, so this isn’t a major stumbling block.” Ultimately though, he was positive, concluding with, “If you haven’t yet taken a trip to Middle-earth via the Iron Crown, I recommend you remedy the situation as soon as possible.” 

Jonathan Tweet reviewed Middle-earth Role Playing in ‘Game Reviews’ in Different Worlds Issue 46 (May/June 1987). He began with, “The game rules, derived from ICE’s popular Rolemaster series, are well thought out and detailed. Unfortunately, the setting and the game rules mesh poorly, facing players with a choice between faithfulness to Tolkien’s genius and fully using the game mechanics.” Although he found that the roleplaying game nicely brought Middle-earth to roleplaying, and the rules to be detailed and appealing, he said in awarding the roleplaying game just three stars out of four, “What keeps MERP from being a four-star game is that the beautiful setting and intricate game rules do not match. Fantasy games have been heavily influenced by the example of Dungeons &  Dragons. Typically, an adventuring group comprising several races and classes  wanders around a fantasy world blasting monsters with big spells and winning lots of magic items, and when someone gets killed they dish out some money and get the character back to life. MERP was designed to be played this way. As a  gamemaster, one would have to be willing to rise above the designer’s expectations to capture the true flavor of Middle-Earth. Monster-trashing and dungeon-looting are available in any homemade world, but Middle-Earth should inspire players to causes more noble than self-aggrandizement.” His criticisms continued with the treatment of magic in Middle-earth Role Playing, adding, “More ill-fitting is the prevalence of magic. The idea of spells being as common-place as the game would have it is a sad concession to role-playing tradition and it cheapens Middle-Earth.” 

The popularity of Tolkien and Middle-earth, and the fact that it was the only roleplaying game based on the author’s creation is likely why Middle-earth Role Playing was placed at number eleven of ‘Arcane Presents the Top 50 Roleplaying Games 1996’ which appeared in Arcane #14 (December 1996). Editor Paul Pettengale said, “The popularity of the books, we would suggest, explains why the game based on Tolkien’s world is so popular. The system is overly complicated (being based on the complex Rolemaster system - see number 15), and it suffers from the problem of timing. For example, at which time do you set your campaign? Set it before The Lord of the Rings and everyone knows what’s going to happen, set it after The Lord of the Rings and you’ve got to make a whole load of stuff up. Still, the supplements are all good, if you get off on bucketfuls of detail and polished prose. Not for everyone, sure, but die-hard Tolkien fans should check it out.” 

—oOo—

Middle-earth Role Playing: a complete system for adventuring in J.R.R. Tolkien’s World was published in 1984 and it shows. Even though it uses a streamlined version of the Rolemaster rules, it possesses a complexity and a level of detail that was prevalent at the time—and in addition, the book encouraged the Game Master and her players to migrate to the even more complex Rolemaster for yet more detail and more options. Further, as a roleplaying game based on Tolkien’s Middle-earth, it does not feel like the Middle-earth depicted in The Lord of the Rings or The Hobbit. It is obviously set in Middle-earth with its Hobbits and different types of Elf, its selection of monsters, a scenario set in the Trollshaws, and so on, but the prevalence of magic, whether it is the possible access to magic for all Player Characters, the inclusion of the Mage as a Profession, or the preponderance of magical items runs counter to the world where magic is rare and where and when it occurs, feels special. The problem is that in terms of design Middle-earth Role Playing takes its cue not from Middle-earth, The Lord of the Rings, or The Hobbit, but from other roleplaying games and obviously, on other fantasy roleplaying games. Thus, like Dungeons & Dragons, it has to have Player Characters who are capable of learning magic and casting spells, it has to have plenty of magical items and artefacts for the Player Characters to find and wield, and so on.

Yet for all that Middle-earth Role Playing includes that makes it feel unlike a roleplaying game based on Tolkien’s writings, it still feels like a roleplaying game based on and in Middle-earth because it still has many of the elements taken from the setting. So, the options in terms of Races and Cultures that the players can role play, the monsters that their characters will face, and nods at least to the setting in the included scenario. With the inclusion of magic, what Middle-earth Role Playing really feels like is a high fantasy version of Middle-earth, rather than the low fantasy version we are used to reading about in the fiction and seeing more recently on the screen.

Further, Middle-earth Role Playing is not a bad roleplaying game per se. For all of its complexities, it is a coherent and complete design. It very much requires better organisation to be more coherent and easier to learn, though even if it had that, it is not a roleplaying game suitable for anyone new to the hobby. A fan of Tolkien and Middle-earth coming to Middle-earth Role Playing as his first roleplaying game would at the very least be daunted by the learning curve necessary to learn play it, if not outright confounded and confused.

Middle-earth Role Playing is not without a certain charm, borne of nostalgia more than anything else since it allowed us to visit and roleplay in the world of Middle-earth for the very first time. As a design Middle-earth Role Playing: a complete system for adventuring in J.R.R. Tolkien’s World is coherent and sound, if poorly organised, and is more a roleplaying game which models Middle-earth using the framework of what a roleplaying game should be like, rather than what Middle-earth should be like.

—oOo—
For Dave Paterson because he loves it so.

The Other OSR: Vast Grimm

Reviews from R'lyeh -

The universe will not end with a bang, but a gnawing. A gnawing in your brain. A gnawing in the asteroid in which you make grimy, ramshackle home. A gnawing in the remnants of planets. A gnawing in the universe. A gnawing that will grow and grow until the parasites erupt. Erupt and unleash as Würms. Würms that will infect others and spread the gnawing. Würms that grow and grow and erupt from planets shattering them into pieces, to grow and grow and become the Grimm. There have been Würms and Grimm everywhere in the universe for centuries, where once they were only in one place. The Primordial Mausoleum of THEY. It was the Six, the Disciples of Fatuma, who following the prophecies put down in the Book of Fatuma, who made a pilgrimage to the Primordial Mausoleum of THEY and deployed the Power of Tributes to decrypt the Mystical Lock sealing the Mausoleum. It was then that the First Prophecy of Fatuma came to pass. They drew in the stale air of the Mausoleum, becoming one with the THEY and breathing out the parasites. The Six scattered, bringing the word and the infection of THEY to every corner of the ’verse. Almost seven centuries have passed and the survivors cling to life, looking out for any signs of THEY or hiding it inside them in the hope that it never erupt and spread… The Earth is gone. Shattered into large pieces. There are places and planets where the remnants of Mankind survive, squabbling over resources and power, fearing the parasitical infectious word of THEY, but not without hope. There are whispers over the Netwürk of a means to escape the end of this universe by entering another, one entirely free of THEY. The Scientifics call it the Gate of Infinite Stars. Yet time is running out. The First Prophecy of Fatuma came to pass and so has every other Prophecy of Fatuma since. Except the last Seven Torments. Will the last Seven Torments come to pass and allow the Würms and the Grimm to consume the ’verse and with it, the last of Mankind? Or will the lucky few find their way to the Gate of Infinite Stars and at last be free of the Würms and the Grimm in a better, brighter future? That is, of course, if everyone fleeing through the Gate of Infinite Stars is free of the gnawing…

Welcome to the dark, grim future of Vast Grimm. Published by Infinite Black, it is a pre-apocalypse Science Fiction roleplaying game compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Not only compatible in terms of mechanics, but also in tone and structure, with little more than a handful of prophecies standing in the way of the Player Characters’ continued survival in the face of uncaring, dying world, in this case, universe. Where it differs though, is offering that hope, that chance of finding the Gate of Infinite Stars and escaping one dread future for another better one. The last Seven Torments are not set in stone though. The Game Master rolls a die, the size collectively chosen by the whole, at the start of each day. If the result is a one, then a Torment comes to pass, randomly determined from the thirty-six given. They are all eschatologically grim, such as “And a pocket will form in the darkness of space. Anything that goes near will be swallowed by its emptiness, and in 11 days the empty will have wallowed no less than 7 planets.” or “Tears of blood will flow from all who have sired children. One hour wept for each seed that has sprouted and taken root.”
A Player Character in Vast Grimm is defined by four abilities—Agility, Presence, Strength, and Toughness. Of the four, Presence is the odd one out. It is not just used for Charisma checks, but also for perception checks, ranged attacks, and wielding Neuromancy. The four abilities range in value from -3 to +3, these being equal to ability modifiers found in Dungeons & Dragons and other retroclones. He will also have a Class of which Vast Grimm offers eight. Each provides equipment, arms and armour, ability modifiers, possible past life events and skills particular to that Class. The eight include the MAnchiNe, a twisted fusion of flesh and machine who fought in the trenches with the Legions; the Soul Survivor, a wretch driven to survive no matter what the cost; the Lost Techno Maniac, who would prefer to be studying the Tributes in order to fully understand Neuromancy; the Twisted Biochemist who has become infected with the Würms in the course of his attempt to find a cure for the infection, and who yet may find that or succumb to the Grimm and self-pity; the Treacherous Merc, a bastard who thinks only of himself and will use violence to prove it; the Emobot’s mechanical mind and body means it is immune to infection, but its soul means it is not immune to the loss of people it cares about to the Grimm; the Devout is a blindly faithful Disciple of Fatuma who works to do all he can to bring about the prophecies of THEY; and the Harvester literally harvests Würms from the bodies of the dead in return for handsome bounties. To create a character, a player rolls for his Abilities, selects a Class, rolls for the details of that Class, and then for his character’s Misspent Youth, Battle Scars, Irritating Idiosyncrasies, and Starting Equipment.
KratarTwisted BiochemistAddicted to Science: Always top of the class, your peers and teachers hated you.Misspent Youth: DistractedIrritating Idiosyncrasies: StarDust junkie. If there’s dust around, it’s going into your oxygen tank.Battle Scars: Missing middle fingers, flipped off the wrong person.Agility +0 Presence +2 Strength -1 Toughness +1Hit Points: 6Armour: Thin grade Carbon Fiber (-d2 damage)Weapon: Inoculation Dart Gun (range 20’, holds 8 doses)Equipment: Portable nanotech/chemical laboratory, today’s creations (two doses of Nanite Dance Party and two doses of Ass Blastin), 50 creditsFavours: Two
Mechanically, Vast Grimm is simple. To have his character undertake an action, a player rolls a twenty-sided die, modifies the result by one of his character’s Abilities, and attempts to beat a Difficulty Rating, typically twelve, but it can be higher or lower depending on the situation. Vast Grimm is also player-facing, meaning that the player always rolls whereas the Game Master does not. So, a player will roll for his character to hit in melee using his Strength and his Agility to avoid being hit. Armour is represented by a die value, from -d2 for light armour to -d6 for heavy armour, representing the amount of damage it stops. Medium and heavy armour each add a modifier to any Agility action by the character, including defending himself. This is pleasingly simple and offers a character some tactical choice—just when is it better to avoid taking the blows or avoid taking the damage?

Combat is potentially deadly. If a Player Character has his Hit Points reduced to zero, he is broken. As a result, he may be unconscious for a few rounds, lose a limb or eye and in the process also Ability points, haemorrhage and bleed to death, or possibly die! If his Hit Points are reduced to less than zero, he is definitely dead!
In addition, characters have access to Favours, of which a Player Character typically has one or two a day. They can be used to deal maximum damage on an attack, reroll any die—not just that player’s, lower the damage die rolled against a character, to neutralise a critical success or fumble, or to lower the Difficulty Rating on a test.

Instead of magic or the scrolls of Mörk Borg, what Vast Grimm gives are Tributes. These take advantage of the Neuromantic energy released at the same time as the Grimm when THEY opened the Primordial Mausoleum of THEY. This Neuromantic energy can be captured and stored on data chips called Tributes. They can be found on data chips or randomly downloaded from the Netwürk. A Tribute can be used by any Player Character. All it requires is a successful Presence Test and the expenditure of Neuromancy Points, which are derived from a Player Character’s Presence Ability. The effects are random, although some have been hacked so that work in a way that was not intended, such as “You’ve Been Spaced: One random creature within 30’ of the Tribute has the air around it sucked away for d6 rounds losing d4 damage each round.”, or still encrypted, clean and clear as intended as in, “Hive Mind Speak: To one of The Grimm, ask questions. For 3 rounds it will answer truthfully before the würm inside of them explodes.” Some twenty example Tributes are given. However, failure to activate a Tribute has its consequences. A simple failure results in the loss of Hit Points and dizziness for an hour. Worse are the results for a critical and a fumble result. Then the player has to roll on the Cataclysmic Condemnations table! (This is actually suggested as being optional, but where would be the fun in that?)

Exploring remains of the known universe, perhaps looking for the Gate of Infinite Stars, is fraught with danger. Vast Grimm both details six of these locations, whilst leaving plenty of space for the Game Master to create her own, like the ‘Waste Barges of Khallar’, the dumping ground for the universe’s trash where it builds and builds into mountains of filth and waste, protected by Shit King Saule’s rat-like army of trash people, and the Marauder’s Cryosfear, home to space raiders who have anchored their ships to the ice planet with multiple ships connected to form havens, and the threats that the Player Characters might face. The worst of these are the six parasitic Würms, which have a chance to infect anyone who comes in close contact with The Grimm. Each of the six—the Flesh Würm, the Blood Würm, the Brain Würm, the Heart Würm, the Gut Würm, and the Spinal Würm—is connected to one of the THEY and the Grimm god they each worship. Each parasite induces both pain and pleasure in the infected as it grows and grows, and has its own set of tables for the various effects, until at some point it gains total control over the character who their player must then give to the Game Master. A new character is then needed…
Other threats include random spaceships, rotten Earth Animal Mutations, Astro Zombies, Big Würms, and more, for a nasty selection of things that are almost, but not quite as bad as the Grimm. Oddly, the advice given in the back of Vast Grimm is more for the player than the Game Master, which probably would have been better placed towards the beginning of the book rather than after the entries for the monsters. The roleplaying game comes to a close with a beginning adventure, ‘DEATH aboard the CONUNDRUM: An Introductory Adventure for Vast Grimm’. The Netwürk is abuzz with rumours of an artefact, needed to operate the Gate of Infinite Stars, located aboard a spaceship, and it happens that the Player Characters are nearby. Unfortunately, so is a band of space raiders and then everyone is on their way to ransack the ship and take possession of the artefact. It is a solid ‘dungeon in space’ style adventure with lots of creeping about in the dark and dealing the people and other things already aboard… lastly, there are tables of adventure sparks, encounters, and so on, to spur the Game Master’s imagination.

Unfortunately, beyond randomly determining where the Gate of Infinite Stars might be located, Vast Grimm is short on advice for the Game Master and playing it beyond the single scenario included. Thus, there is no discussion of campaign or long-term play. In so far as the Player Characters will hopefully find the Gate of Infinite Stars and use it before the end of this universe. Then of course, what happens next... Even though it would have been useful, the experienced Game Master will probably have no issue with this, but the Game Master with less experience may struggle to develop a campaign around the nihilistically grim horror of Vast Grimm.

Physically, Vast Grimm shares a lot of its production values with Mörk Borg. Both embrace the Artpunk aesthetic with its use of vibrant, often neon colours and heavy typefaces. It looks amazing, a swirling riot of colour that wants to reach out and infect everything, but it has to be said, it is not always the easiest of books to read.

Vast Grimm could be seen as Mörk Borg in space and that would not be an unfair assessment. However, Vast Grimm scales up the eschatological horror of Mörk Borg’s pre-apocalypse to cosmic levels and scales it down to make it horribly, infectiously personal with the plague of the Würms contaminating and breeding within every aspect of the universe, including, possibly, probably, the Player Characters. Then it offers hope, an objective, in the form of the Gate of Infinite Stars, for the players and their characters to aim for, though sadly it does not develop this aspect of the setting. This objective, though, is just enough to balance out the dread—even ever so slightly—as a glimmer of comfort and hope, and that actually makes Vast Grimm not quite as, well, grim. Overall, Vast Grimm is a eschatologically nasty Science Fiction horror game made all the more enjoyable because there is hope.

Quick-Start Saturday: Fallout

Reviews from R'lyeh -

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 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.

—oOo—

What is it?
The Fallout: The Roleplaying Game – Quickstart Guide is the quick-start for Fallout: The Roleplaying Game, the post-apocalyptic roleplaying game based on the computer game, Fallout 4, developed by Bethesda Game Studios. It is set in the year 2287, two centuries after a nuclear holocaust that ended a war between the United States and China, in the remains of New England, including Boston, an area called ‘The Commonwealth’.

It is a sixty-four-page, 119.56 MB full colour PDF.

The quick-start is very nicely illustrated with artwork taken from the computer game that captures the retrofuturism of the Fallout 4 setting. The rules are clearly explained and are a moderately complex version of the 2d20 System.

How long will it take to play?
The Fallout: The Roleplaying Game – Quickstart Guide and its adventure, ‘Machine Frequency’, is designed to be played through in one session, two at most.

What else do you need to play?
The Fallout: The Roleplaying Game – Quickstart Guide requires at least two twenty-sided dice per player, four six-sided dice, and tokens to keep track of Action Points.

Who do you play?
The six Player Characters in the Fallout: The Roleplaying Game – Quickstart Guide consist of a Vault Dweller skilled in computers, a charismatic Survivor with gambling debts, a Ghoul who fears mental degeneration, a Super Mutant bibliophile with long history, a Brotherhood Initiate with medical training, and a Mister Handy with personality problems.
How is a Player Character defined?
A Player Character in the Fallout: The Roleplaying Game – Quickstart Guide—and thus the Fallout: The Roleplaying Game—will look more familiar to anyone who has played Fallout 4 than anyone who has played a 2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are rated between four and ten and will be familiar to anyone who has played Fallout 4. He will ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. Tag skills improve a Player Character’s chances of a critical success. Each twenty-sided die rolled for a Tag skill that gives a result equal to or under the skill rank is a critical success, counting as two successes rather than one.
One noticeable difference between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. This reflects the nature of the computer game. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. He does have a biography and a list of gear as well.
How do the mechanics work?
Mechanically, the Fallout: The Roleplaying Game – Quickstart Guide—and thus the Fallout: The Roleplaying Game – Quickstart Guide—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a lock pick when opening a safe.
Successes generated above the Difficulty Value are turned into Action Points. Action Points are a shared resource and a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Overseer, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.
With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice.
The Overseer—as the Game Master is known—has her own supply of Action Points to use with her NPCs.
How does combat work?Combat in the Fallout: The Roleplaying Game – Quickstart Guide is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.

Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit. Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.
Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured.
What do you play?
‘Machine Frequency’ assumes that the Player Characters are travelling when they encounter Scribe Galen Portno, an elderly member of the Brotherhood of Steel. he operates a listening post and recently monitored a distress call from a Brotherhood Vertibird which crashed. He is awaiting reinforcements, but asks the Player Characters to go to the rescue of the downed crew. They have a chance to conduct some scavenging before reach the Vertibird where they find it being attacked by robots. Further clues will lead them to the controller of the robots as well as provide opportunities to explore and scavenge.
‘Machine Frequency’ is a good mix of exploration, scavenging, and combat. Players who have played Fallout 4 will feel right at home.
Is there anything missing?
No. The Fallout: The Roleplaying Game – Quickstart Guide includes everything that the Overseer and six players need to play through it.
Is it easy to prepare?
The core rules presented in the Fallout: The Roleplaying Game – Quickstart Guide are not too difficult to prepare. A Overseer who already run a 2d20 System roleplaying game will need to adjust for the extra complexities and details of the system used in Fallout: The Roleplaying Game, but will otherwise have no problem with this.
Is it worth it?
Yes. The rules and the scenario presented in allout: The Roleplaying Game – Quickstart Guide really do feel like you are playing a tabletop version of Fallout 4. It is grim and gritty, with a little bit of knowing humour. Fans of both the computer game, the post apocalypse genre, and the Fallout television series will enjoy the chance to play this.
Where can you get it?
The Fallout: The Roleplaying Game – Quickstart Guide is available to download here.

Friday Fantasy: The 13th Skull

Reviews from R'lyeh -

Dungeon Crawl Classics #71: The 13th Skull begins in grim, if slightly bonkers fashion. The Player Characters are present at a public execution. The thirteenth Duke Magnussen has condemned a man to death for the prophecies he has made across the city, calling for the death of the duke’s daughter lest the city be beset by a great disaster. As father and daughter watch the condemned man and his executioner climb the scaffolding, both hooded, one by a burlap sack, the other by a black leather executioner’s hood, and the executioner’s axe falls upon the neck of the condemned, everything seems to go wrong. The decapitated head has the face of the Duke himself and the executioner pulls off his hood to reveal a grinning silver skull. As the grinning metallic visage turns to face the Duke, a great winged lizard flaps down out of the sky to snatch up the Duke’s daughter, before the Silver Skulled executioner leaps on its back and leaps into the sky, heading for the Duke’s mountaintop keep. The city is in uproar and the Duke is determined to get his daughter back and will pay any souls brave enough to do so handsomely for it. The Silver Skull and its beast of burden was last seen entering a mountain cave said to be connected to Duke Magnussen XIII’s family crypts, which is why the brave Player Characters find themselves standing before a stout oak door, ready to venture into the Magnussen mausoleum, rescue the Duke’s daughter, and in the process, discover some dark family secrets.

This is as much set-up as there is for Dungeon Crawl Classics #71: The 13th Skull, the fifth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed by Joseph Goodman for a group of six to ten Fourth Level Player Characters, it is an important scenario for four reasons. One is that it is the fifth scenario to be written for the Dungeon Crawl Classics Roleplaying Game and the fourth to be written for Player Characters who are not Zero level, and the fourth is that it is the first scenario for Fourth Level Player Characters. It is a short affair, designed to be played in a single session or so, so it can be used as a convention scenario. Alternatively, it can be played in a more leisurely fashion and be played through in two sessions rather than the single session. Either way, it is nasty, deadly affair. The eponymous scenario though, is not the only content in The 13th Skull. There is also a second scenario, ‘The Balance Blade’, designed for Second Level Player Characters and a companion piece, ‘Seven Strange Skulls’, both by Daniel J. Bishop.

The Player Characters have the opportunity to learn a rumour or two before they enter the crypts, which can either given out at the start of the adventure or roleplayed for if running the scenario as part of a campaign. The rumours revolve around suggestions that the first Duke Magnussen made a pact with something—though nobody knows what—and that family is somehow connected to the Silver Skull. Once inside the crypts, the scenario proceeds in rather linear fashion. There is really only one direction and that is down. After a dark and deadly encounter with lurking shadows that are a pleasingly creepy twist upon the classic Dungeons & Dragons version of the monsters, the Player Characters will descend to the main stage for the scenario where most of the action will take place.

The grand set piece for ‘The 13th Skull’ is an enormous cave, split in two by a river that flows out of the mountain via a waterfall and which contains both ‘The Stinking Pit of Hell’, a literal hellhole, and a fifty-foot-wide column whose base has been worn thin by the rushing waters, atop which is a magical circle containing the resting place of the Silver Skull. On either side of the river there is a circle of skulls, a pile of corpses, and access to a room containing a book containing pages that will transport the reader to different planes of existence. There is a sense of momentum to the scenario as the Player Characters explore the cave and move from one encounter to another, ultimately to attempt two tasks. One is to defeat and destroy the Silver Skull, and since this takes place atop a column in the middle of the river with a pit to Hell also in the middle of the river, if the Player Characters defeat it, they really are lined up to throw it off the top and into Hellhole, more or less, below. The other is find the Duke’s daughter and rescue her. This is incredibly difficult to achieve—and intentionally so. The Barbed Devil holding her ready for sacrifice has an area attack likely to kill given that she is Zero Level NPC. To that end, there is advice and playtest reports throughout The 13th Skull and what they make clear is the difficulty of saving the daughter and that few of the playtest groups succeeded. If their characters do manage to save the daughter, then they and their players should definitely feel a sense of achievement and their characters will be rewarded by the Duke. If not, he will castigate them for their failure and they will be dismissed without any reward, bar the fantastical magical items that they might have found below the crypts. Ultimately, ‘The 13th Skull’ feels more like a convention or tournament scenario, although in the case of the latter, a table of possible scores would have been useful.

The second scenario in The 13th Skull is ‘The Balance Blade’. It is designed for Second Level Player Characters and is again intended to be played in a single four-hour session. It has particular requirements in the form of a Wizard Player Character with a patron, and a mix of Alignments in the party, as well as index cards and coloured stickers to use in the adventure. In addition, a Thief is an absolute must. The adventure is littered with traps that will kill—or effectively kill—a Player Character if a Saving Throw is failed.

The set-up is that the wizard’s patron asks to retrieve a weapon called The Balance Blade from The Tomb of the Last Colossus, the resting place of the last of a race of cosmic colossi. The scenario is even more linear than ‘The 13th Skull’ and it only works as a convention scenario, as the last two encounters in the scenario are designed to trigger inter-party conflict. The penultimate scene is one which will be viewed differently depending upon the Alignment of the Player Characters. Lawful Player Characters will see a lonely woman sitting on a bed, Neutral Player Characters will see a lonely woman sitting on a bed with a child, and Chaotic Player Characters will see a succubus sitting on a bed with a strange spider-like creature—and none of this will change. The illusion will be maintained until the woman/woman and child/succubus and strange spider-like creature are dead. So, if a Chaotic Player Character attacks the succubus and strange spider-like creature, the Neutral Player Character will see the Chaotic Player Character attacking a woman and child, and the Lawful Player Character will see the Chaotic Player Character (and possibly the Neutral Player Character as well) attacking the woman, but will never, ever see the child. It is a challenging scene to run, one that really is designed to mess around with the perceptions of the characters and their players.

The last scene and thus the scenario ends with betrayal upon the part of the Wizard’s patron and then upon the part of the Wizard as he turns on the other Player Characters. The Wizard and his player have no choice in this and the scenario will end in the Wizard’s death no matter what his player decides to do. His player may well have some fun with his Wizard battling his fellow Player Characters, wielding the powerful blade of the title and the extra power granted to him by his patron, a la Elric and Stormbringer. For the other players and their characters, it is a distinctly underwhelming climax and an underwhelming scenario as a whole. As with the first scenario, there are some remarks about the playtest results and they are probably more interesting then the scenario itself.

The third and final entry in The 13th Skull is not another scenario, but an article vaguely connected to the eponymous scenario. ‘Seven Strange Skulls’ describes seven weird and magical skulls, two of them with their tables that use the thirty-sided die beloved of Dungeon Crawl Classics. The Crystal Skull of the Alien Juggernaut is the skull of a gigantic creature from another world that gives off a glow and a bonus to spellcasting, but has a chance of exploding when it gives this bonus. Grandmother’s Skull is the skull of a matrilineal ancestor which grants various spell effects to the wearer if sacrifices are made to it in the household shrine it also requires. Of course, the spirit in the skull will have demands of her own which a player and his character will find out if the former rolls a one! The Living Skull of the Emerald Enchanter is a weirdly legged skull with a nasty poisonous bite created in conjunction with the Emerald Enchanter, so would be an entertaining callback for any Judge who has run and player who has roleplayed Dungeon Crawl Classics #69: The Emerald Enchanter. Overall, these skulls are entertaining and fun to add to any game.

Physically, The 13th Skull is a very nicely done book. The maps are good—for both adventures—and the artwork is excellent.
Despite the additions of ‘The Balance Blade’ and ‘Seven Strange Skulls’, The 13th Skull is not a satisfying anthology of scenarios for the Dungeon Crawl Classics Roleplaying Game. Both scenarios are effectively convention or even tournament scenarios, but not presented as such, because otherwise, they are difficult to use in campaign play. ‘The 13th Skull’ is the better of the two scenarios because it is easier to use, it is linear, but not to the point of a railroad, and it has room for player and character agency. ‘The Balance Blade’ has none of these in comparison. Whereas, in comparison, ‘Seven Strange Skulls’ is actually fun and entertaining. Ultimately, The 13th Skull is the first poor release for the Dungeon Crawl Classics Roleplaying Game. If The 13th Skull was presented as a pair of tournament scenarios and supported as such, that would have been more truthful and made the scenarios easier to use.

The Refrigerator for DC Heroes

The Other Side -

The DC Heroes Role-Playing Game 40th Anniversary Kickstarter is still going strong, and new stretch goals are added all the time. I am quite excited for this one to be honest.

While I have a lot of heroes I would love to add, more than a few villains also need my attention. And given how this particular villain got his real-world start, it seems fitting to stat him up now.

The Refrigerator

Dr. Andreas Gelé, The Refrigerator

You can read the history of this misanthrope here, but he began as a nod to the "Women in Refrigerators" trope as detailed by Gail Simone. 

History of The Refrigerator

Dr. Andreas Gelé was born to wealth and privilege but never to love.  His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress.  From his father he gained his intellect and from his mother he learned lessons in cruelty.

As his mother aged she became more and more cruel.  In his mind's eye, he still saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates, where she was young, beautiful, and happy. Frozen in time.  Gelé began working on a process to keep the beautiful women young forever.  He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy.  But he never could talk to or relate to them, having grown up socially stunted.  So Gelé embarked on a plan so he could have his desires met.

His first experiments in cryonics were failures. Animals would not return to life after being frozen, and even when he perfected the process, they still had tissue damage, finally, through a combination of fluids and gases at supercooled temperatures.  He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak. He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.

All his research, though, has depleted his fortunes, so he robs banks to fund more research and to keep more of his "beauties" on ice. He still has trouble talking to and relating to women, but he finds it much more manageable after he has frozen them. 

Creepy little bastard, huh.

Dr. Andreas Gelé, The RefrigeratorThe Refrigerator

Dexterity: 2  Strength:2 Body: 3
Intelligence: 6
Will: 4
Mind: 5
Influence: 2
Aura: 3
Spirit: 4

Initiative: 10
Hero Points: 100

Current Body: 3
Current Mind: 5
Current Spirit: 4

Alter Ego: Dr. Andreas Gelé
Occupation: Former Medical Faculty
Marital Status: Single
Known Relatives: None
Group Affiliations: None
Base of Operations: Gotham City
Motivation: Twisted Obsession
Wealth: 6
Height: 5'6"
Weight: 125 lbs
Eyes: Blue
Hair: White

Skills
Gadgetry 6
Medicine 5
Weapon (Freeze Ray) 5

Powers
Freeze Ray (Gadget)
- Ice Control 6
- Ice Production 6
Thermal Goggles (Gadget)
- Thermal Vision 6

Advantages
Connoisseur [5], Gadget Freeze Ray, Rich Family [15], Scholar: Cryonics [10], Medicine [10]

Drawbacks
Guilt [25], Irrational Attraction [25], Mistrust (women) [50]

Equipment
Freeze Ray

--

I am sure my numbers are off here. But it is a start.

Since I am expecting something of a DC Heroes renaissance, here are a couple of sites I really enjoy. 

The Mayfair Games DC Heroes RPG online Character Database

Hundreds of characters for the MEGS DC Heroes game. Heavy on the DC characters, but a few others.

Writeups.org

Lots of characters for both DC Heroes (MEGS) and DC Adventures (M&M 3).


Friday Filler: Sea Salt & Paper

Reviews from R'lyeh -

Imagine if you will, that instead of filling your aquarium with fish and crabs and sharks and penguins and boats and mermaids and light houses, you did exactly that, but the fish and crabs and sharks and penguins and boats and mermaids and light houses, were made out of Origami? This is almost, but not quite the theme to Sea Salt & Paper, a beautiful little card game in which every card is illustrated with Origami in delightfully soft pastel colours and uses its own set of folded paper icons to ensure that the game is accessible for any language and also colour blindness. It makes for a strikingly attractive game and although play at first looks simple, there is enough strategy and choice to keep the game being brought back to the table again and again. Published by Bombyx and Pandasaurus GamesSea Salt & Paper is designed for two to four players, aged eight and over, and combines hand management, open drafting, pushing your luck, and set collection in a lovely little game. Although it did not win, it was on 2023 Spiel des Jahres Recommended list and like Scout before it, this is a little card game which is highly portable and easy to play at the coffee shop as it is at home.

Game set-up is simple. The deck is shuffled and two cards are drawn. These are placed face up to form two separate discard piles. None of the players begin the game with cards in their hand. On his turn, a player can either take a card from either discard pile or draw two from the deck, keep one, and place the other in the discard pile of his choice. He can play ‘Duo’ cards to trigger their effects and if the cards in his hand are work seven points or more, he can trigger the end of the round. In this way, game play is as simple as the set-up. What the cards do though, is where Sea Salt & Paper gets interesting.

Sea Salt & Paper consists of four card types: ‘Duo’ cards, ‘Collector’ cards, ‘Point Multiplier’ cards, and ‘Mermaid’ cards. ‘Duo’ cards are played together as pairs to enable a player to do a particular action. Thus, two ‘Crab’ Duo cards let a player go through one of the two discard piles, select a card, and add it to his hand; two ‘Boat’ Duo cards let a player have a second turn; two ‘Fish’ Duo cards let a player take the top card off the deck; and a combination of the ‘Shark’ and the ‘Swimmer’ enables him to steal a card from another player. A player can play as many ‘Duo’ cards he wants in his turn and is able to. Further, ‘Duo’ card combinations are worth a victory point for the pair, being played on the table.

‘Collector’ cards are the ‘Shell’, Octopus’, ‘Penguin’, and ‘Sailor’ cards. The more a player has of these in his hand, the more points he will score for each particular type of ‘Collector’ card. The ‘Point Multiplier’ cards score points for the other types of card and their icons in the game. ‘The Lighthouse’ scores points for the number of ‘Boat’ Duo cards a player has, whilst ‘The Shoal of Fish’ does the same for the number of ‘Fish’ Duo cards in a player’s hand. The other two ‘Point Multiplier’ cards are ‘The Penguin Colony’ and ‘The Captain’.

Lastly, the ‘Mermaid’ cards score a Victory Point for each of the cards of the single, most common colour in a player’s hand or on the table. Only one ‘Mermaid’ card is applied per colour, so a player might score three Victory Point s because he has a ‘Mermaid’ card and three cards in light pink, but he had two cards in light green and a ‘Mermaid’ card, he would score two Victory Points for those.

From initially having no cards in their hands, players draw cards and begin to build their hands of cards, looking for pairs of ‘Duo’ cards to play and give them an advantage, collecting sets of the ‘Shell’, Octopus’, ‘Penguin’, and ‘Sailor’ cards in conjunction with the ‘Point Multiplier’ cards. Throughout, each player is keeping track of his score. Victory Points will come from the ‘Duo’ cards played and from the ‘Collector’ cards and ‘Point Multiplier’ cards, which will remain hidden in their respective hands. When a player has accrued a score of seven or more Victory Points, he can call an end to the round. This is done in one of two ways. One is to simply call ‘Stop’ and the round will end and the players will add up their total Victory Points for the round. The other is to call out, ‘Last Chance’. This is done when a player thinks he has accrued more Victory Points than the other players and thus will win the round. In this case, the round does not end immediately, but every other player—that is, the one who did not declare, ‘Last Chance’—gets one more turn in an effort to get more Victory Points and potentially outscore the player who brought the round to a close.

Effectively, the player who shouted, ‘Last Chance’ is making a bet that he has outscored the other players. If he has, he scores Victory Points based for cards he has played and also a bonus for the most cards of a single colour he has, whilst the other players only score points for the bonus for the most cards of a single colour they have. However, if he loses, the player who shouted, ‘Last Chance’ only receives bonus for the most cards of a single colour he has, whilst the other players score Victory Points for the cards they played and the cards in their hands as normal.

Play continues like this over multiple rounds until one player has scored a combined total of between thirty and forty points, the target varying according to the number of players. The first player to do so wins the game. The other way to win the game is to have and place all four ‘Mermaid’ cards in the game on the table. When a player does this, he automatically wins the game. This rarely happens, so everyone will likely be amazed when it does.

There are really two issues with Sea Salt & Paper, but they are minor. One is that the card quality could have been slightly better and sturdier. The other is that the game is not that easy to learn because it has multiple icons on the different cards and it is a case the players needing to learn what the multiple different cards do.

Physically, Sea Salt & Paper is beautifully presented game. The artwork is a delight and the design on the cards is clear and simple. Notably, it is designed to be language independent and through the use of icons also suitable for any player who is colour blind. The rules are neatly explained in a small foldout sheet. There are reference cards for the rules and the colours—including their own icons for the colour blind—to make it easier to learn.

looks simple and its mechanisms are simple. However, there are some subtle choices to the play of the game and they really start with the dual discard piles. The players can see what is on the top of the two discard piles, so they can see what is drawn from each pile and going into everyone’s hands. This can give them some indication of what each player might doing, such as looking for particular ‘Duo’ cards or creating a set of ‘Collector’ cards. When a player has a ‘Duo’ card in his hand, playing it at the right time can really give him an advantage. For example, using the ‘Shark’ and ‘Swimmer’ ‘Duo’ card combination to steal a card from another player in the hope of grabbing the one the targeted player has just drawn which you need or two ‘Crab’ Duo cards to go through a discard pile looking for that card you know is there, but which has since been covered up by discarded cards… Which can be all the more satisfying if a player has drawn two cards from the top of the deck and they are both useful, but of course, one of them has to be discarded. Of course, drawing from the top of the deck keeps a player’s objectives a secret from his rivals.

So, there are some pleasing little nuances to Sea Salt & Paper, which combined with the multiple means of scoring, means that the game can be enjoyed by casual players and experienced players alike. Once the players have grasped what all of the icons mean and do in the game, Sea Salt & Paper plays fairly quickly.

Sea Salt & Paper is a lovely looking game that plays as good as it looks and its looks are good enough to attract players of any experience to play it.

The Witch for ShadowDark - Amaranth Lilis

The Other Side -

 Yesterday, I talked about my "Can I play it as a witch" character, Esme Valethorne for my Witch Book of Shadows supplement for ShadowDark. Today, I want to share my "played as a witch with no preconceived notions" character, Amaranth Lilis. And since she was "new" I made her a tiefling. 

Amaranth Lilis

I say "new" in quotes because she was/is a character I have had in mind for a bit now; she was just never given form. Like Esme, she also had a Baldur's Gate 3 counterpart, but unlike Esme, she, so far, only lives on paper in ShadowDark.

Amaranth Lilis

So, who is she? "Amaranth" comes from the Nightwish song and because her skin is the same color as the flower of the same name. "Lilis" is not just a nod to Lilith, her "mother" and Patron, but also to Sophia Lillis who played Doric, the tiefling druid in Dungeons & Dragons: Honor Among Thieves.

Outside of that...I knew nothing about her. In my mind, she was in this demonic pact, but it wasn't so much a pact as it was a, well, family obligation.  The rest I just ran with.

Amaranth LilisAmaranth Lilis

Ancestry: Tiefling
Class: Witch 4th level (Apprentice)
XP: 20 (need 50 for 5th level)
Alignment: Neutral 
Deity/Patron: Lilith
Background: Born with a Caul (sensitive to certain occult workings)
Familiar: Raven ("Lucifer")

Str: 8
Dex: 11
Con: 12
Int: 17
Wis: 15
Cha: 10

HP: 10
AC: 11

Languages: Common, Diabolic

Talents
+1 to Spellcasting checks (tiefling)
1st level: +2 to Charisma
3rd level: Patron Favor, +1 to any die roll once per rest

Patron Boon: Learn 1 extra Tier 1 wizard Spell: Burning Hands

Spells
Tier 1 (3): Feel my Pain, Glamour, Häxen Talons
Tier 2 (2): Light as a Feather-Stiff as a Board, Scorching Ray

The one thing I wanted to do most with Amaranth is have her be a "Good Witch."  She is essentially a "good girl" with some minor demonic tendencies. I modeled her behavior a lot on "Anita" from Keith Roberts' book of the same name

Her raven, Lucifer, is a joke, but it is also a nod to a familiar another character of mine had years and years ago.

I am pretty happy with how she turned out and want to see more of her adventures. Her low(er) Wisdom lets me get her into trouble, and her background, "Born with a Caul," is a great excuse to make those misadventures be based on something "she sensed" or "she felt." Lots of fun potential there. 

I have a lot more characters I could do for The Witch - Book of Shadows, but I think you are getting the idea here. 

 

The Witch for ShadowDark - Esme Valethorne

The Other Side -

My new The Witch - Book of Shadows for ShadowDark features a couple of new iconic characters/NPCs: Larina Nix, Amaranth Lilis, and Esme Valethorne. They are not just NPCs or names in the book; they were my playtest characters for the witch rules. 

Now, all of you know Larina, so there is little need to post her first. But I do want to talk about Amaranth and Esme. Since Esme was the first, I will go with her.

Esme Valethorne

Esme Valethorne

Esme is a wizard, but I played her like a witch to first see if it could be done. Very much like I did with Marissia (magic-user), Luna (cleric), and Cara (illusionist) back in the earliest days of my D&D days and when I was first working on my witch class. 

Esme was first brought to life, not in ShadowDark but in Blue Rose. I was playing in a Blue Rose RPG over the summer and Esme was one of my NPCs. She was originally designed to be a foil for the PCs, a local magical expert, but over time I began to invest more into the character. That game ended and I ported her over to ShadowDark and ran her as a wizard learning about witchcraft. 

And of course. I also tried her out in Baldur's Gate 3, also as a wizard. I will likely give her a go in AD&D 1st Edition now, too.

I initially based her appearance and personality on Stacy London, but she (as characters often do) grew away from that.  

Esme is a "by the book" ShadowDark character. 

Esme ValethorneEsme Valethorne

Ancestry: Human
Class: Wizard 5th level (Warden)
XP: 30 (need 60 for 6th level)
Alignment: Neutral 
Deity: Ord
Background: Acolyte

Str: 8
Dex: 11
Con: 12
Int: 17
Wis: 15
Cha: 10

Languages: Common, Sylvan

Talents: +2 to Int stat, +1 to wizard spellcasting rolls. Additional wizard spell, Tier 1 (Charm Person) 
3rd level: Advantage on Spell (Charm Person)
5th level: Additional wizard spell, Tier 3 (Lightning Bolt)

Spells
Tier 1 (4+1): Burning Hands, Charm Person, Detect Magic, Light, Magic Missile
Tier 2 (2): Hold Person, Misty Step
Tier 3 (1+1): Dispel Magic, Lightning Bolt

I like this character. And I had a lot of fun playing her in Blue Rose and ShadowDark. But she wasn't "witchy" enough for me. There is a LOT you can do with ShadowDark, but in the end I did decide I wanted a proper witch.

Still. I am not done with Esme just yet. 

New Release: The Witch - Book of Shadows for ShadowDark

The Other Side -

 New release Tuesday. Earlier this year, I started a ShadowDark Witch book, and now today it is available to buy.

The Witch - Book of Shadows

The Witch Book of Shadows for ShadowDark

https://legacy.drivethrurpg.com/product/502244/The-Witch--Book-of-Shadows

The Witch Book of Shadows

Witches have long been a part of Fantasy, from fairy tales to fiction to RPGs. Now, you can bring the witch class to your ShadowDark games. 

Included here is the Witch Class.

  • Six new ancestries
  • New occult backgrounds
  • Basic, Expert, and Advanced witch talents that grow as you level up.
  • Thirteen Witch Patrons, from Baba Yaga to Xthluhu the Horror of the Deep! Each with boons and spells.
  • 160+ new occult spells for ShadowDark, including special Patron Spells and Ritual Magic spells.
  • 60+ Witch-related monsters for your ShadowDark adventures
  • 40 new magic items.
  • 124 pages

Compatible with ShadowDark and other ShadowDark products.

Art by Javier Charro, Tamas Baranya, Joe J. Calkins, Luigi Castellani, Dean Spencer, and James Thompson.

--

This is my first big project using Affinity Publisher 2, and I am very pleased with how it turned out. I am sure some improvements could be made in my process, but all in all I am very happy with it.

The Witch Print on Demand
The Witch Print on Demand
The Witch Print on Demand
The Witch Print on Demand
The Witch Print on Demand
The Witch Print on Demand

I bought that cover art from Javier Charro a while back, and I have been dying to use it somewhere. This seemed like a perfect fit for me.

Order your Print on Demand copy now to get it in time for Christmas.

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