RPGs

The Dragon #22, Vol 3.8

D&D Chronologically -

The image in the bottom left is by Steve Swenston. Otherwise the cover is a complete mess.

What’s new
  • Now 56 pages! Because…
  • They’ve combined The Dragon and Little Wars into one magazine
  • Sneak peek at the DMs Guide! – editorial notes it’s coming out in August at Gencon
Articles
  • The First Assassins – real historical stuff
  • Bad to Worse – Gygax reviews some amateur magazines – he completely ridicules them – maybe deserved but this kind of thing is so small minded and petty and not worthy of inclusion in the Dragon
  • And another comment by Gygax on a review of the Players Handbook in Strategy & Tactics – sigh – get over yourself Gary!
  • International DM Search – a massive list of DMs and campaigns
  • D&D – what it is and where it’s going – first in an ongoing series – finally a decent article – has interesting data about printing numbers of early D&D – talks about putting out the simplified Basic Set and mentions that newer sets will have a module instead of geomorphs. Funnily, he says he’s not interested in always coming out with new and improved editions every so often and considers AD&D will be somewhat done and final with maybe small alterations here and there. New material will come in the forms of modules etc. Also speculates that there will be computerised D&D in the future.
  • First Invitational AD&D Masters Tournament results – using a scenario called “The Quest for the Holy Grrale” (sic) which they say will be published by TSR – though as far as I can tell, they never did. A who’s who of players
  • DM’s Guide sneak peek – descriptions of magic items from the G&D modules, attack matrices, assassin, saving throw and psionic tables
  • The Nomenclature of Pole Arms – by Gygax – this was surprisingly readable and interesting!
Ads of note
  • Ad for B1 – In Search of the Unknown!

The Dragon #21, Vol 3.7

D&D Chronologically -

Cover by Paul Jaquays – bit sketchy but pretty decent

What’s new
  • An adventure! – The Hall of Mystery by Don Turnbull – I actually don’t think it’s all that great
  • There’s an error on the cover. It says Vol III No 6 but it’s actually No 7
Articles
  • The Other Humorous Side of D&D – an anecdote from a player about a really bad/ridiculous DM
  • A bunch of tables to come up with fancy titles for characters like “The Captain General, His All Triumphant Magnificance, The Duke Rogor, The Colossal, Destroyer of Evil”
  • Monty Strikes Back – just doesn’t interest me
  • Although not D&D related, it’s worth mentioning there’s an extensive article about “Rail Baron” by Gary Gygax
Design Forum
  • An article suggesting you spice up your monsters by just picking a real world creature and fancying it up – eg giant scorpion
  • An article that’s basically a rogues gallery of NPCs with interesting descriptions and motivations to add flavour to your campaign
Variants
  • Inflation in D&D – characters got too much gold? Just inflate the prices of things! Whatever floats your boat I guess
  • How To Counter Foretelling Spells – DM tricks to deal with powerful characters
  • Sensible Sorcery – how to put some limits on spell research
Reviews
  • The Silmarillion! The reviewer, T Watson, is fairly enthusiastic but with notes of caution about how dense it is.
Ads of Note
  • Ad for S1 Tomb of Horrors!

Coming in 2024: Thirteen Parsecs

The Other Side -

 You know how I have lamented how I never have found the perfect sci-fi RPG?  Well. That all might be changing.

Thirteen Parsecs

13 Parsecs

https://tinyurl.com/13psignup

Thirteen Parsecs: Adventures Beyond the Solar Frontier is the latest tabletop role-playing game project from Elf Lair Games, producers of Night Shift: Veterans of the Supernatural Wars and Wasted Lands: The Dreaming Age. It forms the third of our trilogy of core games - we've given you modern and fantasy, and now we bring sci-fi to the forefront with the same rules, completely customizable and ready for you to build exactly the type of science fiction gaming you want. As always, it's your game your way when it's Powered by O.G.R.E.S.!


I am so excited for this.  I have been dying to work on a solid sci-fi game since forever.

A bit of background, I think I have mentioned in the past that prior to switching gears to become a psychologist I had actually started out in physics, and astrophysics in particular. I got to a point in calculus where I just stopped understanding it, so I had to switch. BTW this makes my former Actuary (with degrees in math) wife laugh her ass off all the time. 

So it will be wonderful to put all this knowledge I have about astronomy, space, and science to good use.

Launch is not till later in the year, but Jason is already working out all sorts of great things. I hope to resurrect Space Truckers, get some more mileage out of Dark Star (formerly BlackStar), and more.

So please sign up and watch for more details!


#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 20

The Other Side -

 On the other side of Room 12-17 from Room 18 is another set of stairs to an ornate tomb.  This one belongs to the Vampire Queen's Majordomo, the Dwarf Fizko.

Room 20

Fizko was in charge of the household of the Vampire Queen. She rewarded his faithful service by turning him into a Death Knight.

Death Knight

Armor Class -1 [20]
Hit Dice 12+36 (90hp)*****
Attacks 2 × weapons (1d10+4) + Special
THAC0 6 [+13]
Movement 120’ (40’)
Morale 12
Alignment Chaos
XP 5,900
Number Appearing 1 (1)
Treasure Type None

The Dwarf Fizko is a supernaturally strong Death Knight.

He attacks with a great mattock +3 that he can use to hit twice per round.  He can summon 2d6 Haugbui twice per day.

As a death knight, he has the powers and spells of a 12th level anti-Paladin.  His "lay on hands" ability causes damage instead of healing.

Fizko is fanatically loyal to the Vampire Queen, whom he believes is a Goddess and he swore his oath to her.


#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 18

The Other Side -

 This giant area (Room 13) has three exits. One on each side of the room and one ahead. The first on the left is Room 18.

Room 18

This ornate tomb is found at the bottom of a flight of stairs.  The doors are locked but can be picked.

This is the tomb of Dortya, the handmaiden to the Vampire Queen. 

She is a 10 HD Vampire. She has Boots of Speed, Bracers of Defence AC +3, and a sword +2 / +3 vs. Clerics.   Her tomb has Treasure Type F x3.

Her only task is to keep people away from her queen.

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 17

The Other Side -

 This section of the larger area is the home to the graves of the Queen's Elven sacrifices.  Rising from the graves are Grave Terrors, the halfling undead. 

Room 17

Grave Terror are halfling wights.

Grave Terror

Armor Class: 5
Hit Dice: 3d8+6 (31 hp)
Movement: 90" (30")
Attacks: 1 claw or weapon (+2 to hit, 1d6+2 damage)
Special Attacks: Fear aura, Spectral Blades
Special Defenses: Immune to sleep, charm, and hold spells
Saves: As 3rd level Fighter
Morale: 12 (Fanatic)
Treasure: Nil (grave goods destroyed with their undeath)
Alignment: Chaotic Evil

These creatures were warriors among the halflings until they were cursed to undeath.  They had high Strength and Constitution scores while alive (16+ each) and were formidable fighters.

They attack with a claw or a rusty sword for 1d6+2 points of damage. They can also summon a spectral blade to attack another opponent at the same level of proficiency. 

These undead creatures have Aura of Fear that acts like the spell Fear 15' Radius.  They are immune to sleep, charm, and hold spells. They are turned as Ghouls.

[Free RPG Day 2023] Root: Hacksaw Dell Quickstart

Reviews from R'lyeh -

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—

Published by Magpie Games, Root: The Tabletop Roleplaying Game is a roleplaying game based on the award-winning Root: A Game of Woodland Might & Right board game, about conflict and power, featuring struggles between cats, birds, mice, and more. The Woodland consists of dense forest interspersed by ‘Clearings’ where its many inhabitants—dominated by foxes, mice, rabbits, and birds live, work, and trade from their villages. Birds can also be found spread out in the canopy throughout the forest. Recently, the Woodland was thrown into chaos when the ruling Eyrie Dynasties tore themselves apart in a civil war and left power vacuums throughout the Woodland. With no single governing power, the many Clearings of the Woodland have coped as best they can—or not at all, but many fell under the sway or the occupation of the forces of the Marquise de Cat, leader of an industrious empire from far away. More recently, the civil war between the Eyrie Dynasties has ended and is regroupings its forces to retake its ancestral domains, whilst other denizens of the Woodland, wanting to be free of both the Marquisate and the Eyrie Dynasties, have formed the Woodland Alliance and secretly foment for independence.

Between the Clearings and the Paths which connect them, creatures, individuals, and bands live in the dense, often dangerous forest. Amongst these are the Vagabonds—exiles, outcasts, strangers, oddities, idealists, rebels, criminals, freethinkers. They are hardened to the toughness of life in the forest, but whilst some turn to crime and banditry, others come to Clearings to trade, work, and sometimes take jobs that no other upstanding citizens of any Clearing would do—or have the skill to undertake. Of course, in Root: The Tabletop Roleplaying Game, Vagabonds are the Player Characters.

Root: The Tabletop Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. At the heart of these mechanics are Playbooks and their sets of Moves. Now, Playbooks are really Player Characters and their character sheets, and Moves are actions, skills, and knowledges, and every Playbook is a collection of Moves. Some of these Moves are generic in nature, such as ‘Persuade an NPC’ or ‘Attempt a Roguish Feat’, and every Player Character or Vagabond can attempt them. Others are particular to a Playbook, for example, ‘Silent Paws’ for a Ranger Vagabond or ‘Arsonist’ for the Scoundrel Vagabond.

To undertake an action or Move in a ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game, a character’s player rolls two six-sided dice and adds the value of an attribute such as Charm, Cunning, Finesse, Luck, or Might, or Reputation, to the result. A full success is achieved on a result of ten or more; a partial success is achieved with a cost, complication, or consequence on a result of seven, eight, or nine; and a failure is scored on a result of six or less. Essentially, this generates results of ‘yes’, ‘yes, but…’ with consequences, and ‘no’. Notably though, the Game Master does not roll in ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game.

So for example, if a Player Character wants to ‘Read a Tense Situation’, his player is rolling to have his character learn the answers to questions such as ‘What’s my best way out/in/through?’, ‘Who or what is the biggest threat?’, ‘Who or what is most vulnerable to me?’, ‘What should I be on the lookout for?’, or ‘Who is in control here?’. To make the Move, the player rolls the dice and his character’s Cunning to the result. On a result of ten or more, the player can ask three of these questions, whilst on a result of seven, eight, or nine, he only gets to ask one.

Moves particular to a Playbook can add to an attribute, such as ‘Master Thief’, which adds one to a character’s Finesse or allow another attribute to be substituted for a particular Move, for example, ‘Threatening Visage’, which enables a Player Character to use his Might instead of Charm when using open threats or naked steel on attempts to ‘Persuade an NPC’. Others are fully detailed Moves, such as ‘Grab and Smash’. When a Player Character wants to smash through some scenery to reach someone or something, his player rolls the character’s Might in a test. The Move enables the character to reach the target on a hit. However, this is not without its consequences. This can the character hurting himself and the player marking an injury, break an important part of his surroundings, or damage or leave behind a piece of gear. One a roll of 10+, the character suffers one of these consequences; on a roll of 7-9, he suffers two; and on a miss, he smashes but is left totally vulnerable on the other side.

Root: Hacksaw Dell Quickstart is the Free RPG Day 2023 from Magpie Games for Root: The Tabletop Roleplaying Game. It includes an explanation of the core rules, six pregenerated Player Characters or Vagabonds and their Playbooks, and a complete setting or Clearing for them to explore. From the overview of the game and an explanation of the characters to playing the game and its many Moves, the introduction to the Root: The Tabletop Roleplaying Game in Root: Hacksaw Dell Quickstart is well-written. It is notable that all of the Vagabonds are essentially roguish in nature, so in addition to the Basic Moves, such as ‘Figure Someone Out’, ‘Persuade an NPC’, ‘Trick an NPC’, ‘Trust Fate’, and ‘Wreck Something’, they can ‘Attempt a Roguish Feat’. This covers Acrobatics, Blindside, Counterfeit, Disable Device, Hide, Pick Lock, Pick Pocket, Sleight of Hand, and Sneak. Each of these requires an associated Feat to attempt, and each of the six pregenerated Vagabonds has one, two, or more of the Feats depending just how roguish they are. Otherwise, a Vagabond’s player rolls the ‘Trust to Fate’ Move.

The six pre-generated Vagabonds include Laeliana the Arbiter, an experienced Mole mercenary who is looking for the right battles to fight; Jexri the Champion, a Lizard who is devout follower of the Great Wyrm and defender of those who need it; Yates the Envoy, a Toad envoy who works as a diplomat for hire; Mint the Prince, a young Fox trying to live up to the reputation of her mother; Rackham the Thief, a bird thief who has returned to Hacksaw Dell to show off their expertise as a burglar; and Knohadd the Vagrant, a Possum ex-Riverfolk Company captain, who comes with plenty of baggage. All six of these Vagabonds have links to the given Clearing and its NPCs in Root: Hacksaw Dell Quickstart, and all six are complete with Natures and Drives, stats, backgrounds, Moves, Feats, and equipment. All a player has to do is decide on a couple of connections and each Playbook is ready to play.
As its title suggests, the given Clearing in Root: Hacksaw Dell Quickstart is Hacksaw Dell. Its description comes with an overarching issue and conflicts within the Clearing, important NPCs, places to go, and more. The situation in Hacksaw Dell is different to that of most Clearings. Until recently, the Marquisate operated a lumbermill in the Clearing, but this was targeted by the Woodland Alliance and burnt down, only a month ago. An Assembly of Citizens has been established to create a charter to govern the newly freed Clearing, but progress is not fast enough for some. This is includes the Woodland Alliance provocateurs who liberated the Clearing, some of whom want to repeat the action they took in liberating the Clearing and many other citizens who have found succour in the Lizard Cult. Others want to install a prince like they had in the days when the Eyrie Dynasties ruled the Clearing. These four Conflicts make up the plots to be explored and developed in the Clearing and each is fully detailed and includes notes on what happens if the vagabonds do not get involved and leave the Conflict to develop on its own. For the Game Master there is a good overview of the Clearing and notes of where to begin when running the Root: Hacksaw Dell Quickstart and getting the Vagabonds involved. There suggestions also as to how escalate the situation for each of the Vagabonds to draw them further into the ongoing events in Hacksaw Dell.

Physically, Root: Hacksaw Dell Quickstart is a fantastic looking booklet, done in full colour and printed on heavy paper stock. It is well written and the artwork, taken from or inspired by the Root: A Game of Woodland Might & Right board game, is bright and breezy, and really attractive. Even cute. Simply, just as Root: The Pellenicky Glade Quickstart was for Free RPG Day 2020, Root: The Bertram’s Cove Quickstart was for Free RPG Day 2021, and Root: Talon Hill Quickstart for Free RPG 2022, so too Root: Hacksaw Dell Quickstart is physically the most impressive of all the releases for Free RPG Day 2023.

If there is an issue with Root: Hacksaw Dell Quickstart it is that it looks busy and it looks complex—something that often besets ‘Powered by the Apocalypse’ roleplaying games. Not only do players need their Vagabond’s Playbooks, but also reference sheets for all of the game’s Basic Moves and Weapon Moves—and that is a lot of information. However, it means that a player has all of the information he needs to play his Vagabond to hand, he does not need to refer to the rules for explanations of the rules or his Vagabond’s Moves. That also means that there is some preparation required to make sure that each player has the lists of Moves his Vagabond needs. Another issue is that the relative complexity and the density of the information in Root: Hacksaw Dell Quickstart means that it is not a beginner’s game and the Game Master will need a bit of experience to run Hacksaw Dell and its conflicts.

Ultimately, the Root: Hacksaw Dell Quickstart comes with everything necessary to play and keep the attention of a playing group for probably three or four sessions, possibly more. Although it needs a careful read through and preparation by the Game Master, Root: Hacksaw Dell Quickstart is a very good introduction to the rules, the setting, and conflicts in Root: The Tabletop Roleplaying Game—and it looks damned good too. For the Game Master who is already running a Root: The Tabletop Roleplaying Game campaign, the Root: Hacksaw Dell Quickstart provides another Clearing that she can add to her campaign with the others available in the proper quick-start for the roleplaying game as well as releases for previous Free RPG Days.

Friday Fantasy: Faecal Lands

Reviews from R'lyeh -

Faecal Lands is quite possibly the dirtiest book published for use with Lamentations of the Flame Princess Weird Fantasy Roleplay. The simplest description of the book is that it details a pocket dimension for use with that roleplaying game, or indeed any Old School Renaissance-style retroclone—and this is true. Which it does. However, the very nature of that pocket dimension and what it contains is certain to make every player, every character, and every Game Master recoil in a combination of horror and disgust. And seriously, if any of them react differently, you should be worried. So be prepared to be disgusted at the content of this book and even be disgusted at this review, because such a reaction to either is perfectly understandable. If though, you have no desire to read further, whether because of the warnings given so far or because even the title hints at too much, that is also understandable. Faecal Lands is definitely not a book for everyone and it is definitely difficult to quite work out who Faecal Lands is actually for. So last warning then…

Faecal Lands, published by Lamentations of the Flame Princess, is written by the publisher and creator of The Midderlands setting and the author of the highly regarded The Staffortonshire Trading Company Works of John Williams. It details a pocket dimension where all of the worlds’ excrement and urine are dumped. This is the Faecal Lands of the title, a brown-stained, stench-laden mini-world consisting of hills and valleys of compacted excreta cut through by lakes and rivers of urine. Here swarms of Bloated Shit Flies go in search of corpses to feed on and implant eggs that will hatch into Bloated Shit Fly Maggots; the black serpentine Egg Collectors burrow in search of the eggs laid by the Bloated Shit Flies, often herded by Excrement Golems; Pisscatore, demonic angler fish hunt in the lakes, even waddling ashore to pull corpses into the lakes; Faecal Goblins, the creation of Dreadmaster Balayoch in the Flatulent Pits, conduct tunnelling and other menial tasks; and Lord Faecius, twelve feet tall, sits on his throne of compacted ordure in his tower of compacted dung from where he rules his domain as the white juice of Bloated Shit Fly eggs dribbles down his belly… The Faecal Lands are home to various other demons too, typically the excretory analogues to the demons of Dungeons & Dragons, and even a Faecal Dragon.

In addition to all of these monsters and a size character for all of them, Faecal Lands describes several locations, as well as how to travel and survive in this rancid region, suggests ways to bring the Player Characters there, lists two hundred encounters and plot hooks, and explains how the Player Characters can escape their poopy prison and gives them several means to do so. So, the question is, how do you use Faecal Lands? As written, the Player Characters find themselves in this dimensional dung heap, either through reading the wrong tome, suffering a curse, being punished by a demon, or similar things, and have to find their out of the pocket dimension. Thankfully, the Faecal Lands are small and their options limited, but exploration will discover ways through which they can make their escape—and even a potential ally!

Physically, Faecal Lands is well presented and easy to use. Especially if you like shades of brown (and yellow). The artwork cannot be described—for the most part—as anything other than grotty, but the maps are unsurprisingly decent given the identity of the author.

So the other question is, how would you even use Faecal Lands? Well, definitely not as a one-shot, probably not somewhere to take the Player Characters intentionally, and unless your players have the strongest of stomachs, not somewhere to spring on them and their characters unexpectedly. Yet there are ways of using it. The contents describe a hellish pocket dimension where demon lords banish others as a punishment and if you can have Hell in your campaign, why not Hell for the hellish and the demonic? It could exist in a campaign and maybe never be visited, just hinted at in dark tomes and whispered about in furtive conversations between demonologists, demon hunters, and demon-worshipping cultists, as one of the nastiest places imaginable, a hell for other demons. The Player Characters might hear about it, know of its existence, and so, in way, at least be slightly mentally prepared when they end up in the Faecal Lands, whether through a miscast Teleport spell, reading from the wrong book, being cursed, or being punished by demon for reneging on a deal…

Faecal Lands is an unpleasant book and undeniably and intentionally so. It is not unusable though, and the book is well done, but whether a Game Master actually would use it is another matter. It would take a strong stomach as well as a good reason to do so. Ultimately, the appeal of Faecal Lands, let alone its utility is limited, probably extremely so. As to the author, who knew he had a book, let alone a setting like this, in him? Well, now he doesn’t.

—oOo—
DISCLAIMER: The author of this review is an editor who has both edited titles for Lamentations of the Flame Princess on a freelance basis and edited titles for the author of this book on a freelance basis. He was not involved in the production of this book and his connection to both publisher and author has no bearing on the resulting review.

Kickstart Your Weekend: The MCDM RPG

The Other Side -

 Interesting one this week. I am unsure if I am calling people to support it. My purpose here is often to shed some light on a crowdfunded project you may not have seen. This one though is at $3 Million right now so it doesn't need my help.  But that is not why I am talking about this one today.

But first, the campaign.

The MCDM RPG

The MCDM RPG

https://www.backerkit.com/c/projects/mcdm-productions/mcdm-rpg?ref=theotherside

This is a new big FRPG from Matt Colville (the "MC" in the name I am guessing).  It is obviously modeled on D&D style play and it is being pitched as a D&D alternative in all but name. Back in the day we would have called this a Fantasy Heartbreaker.

The game looks slick as hell and it will certainly be a lot of fun and look good. Matt does good work on his design so I have no doubt this will be a good game.

BUT...(there is always a but) there are a few things about it that I am not quite connecting with.

If you take D&D as the middle ground and go far out on the gritty/old-school side you get another wildly successful RPG ShadowDark.  Go the same distance in the other direction and you will have MCDM RPG.  Many of the selling points about this game read like "everything ShadowDark is, we are not." For example from the project page:

MCDM isCompared to what ShadowDark say they are on their Kickstarter Project page:Shadowdark is

NOW PLEASE UNDERSTAND. I am not trying to set up a MCDM vs. ShadowDark thing here. I think both games are great and their respective successes give evidence that both games are wanted and needed. AND (more to the point) both provide that D&D-alternative to those that want it. 

I think having a good D&D-alternative is a good thing given the bookend events from Wizards/Hasbro this 2023.  

Just as I don't click well with some of the things in ShadowDark, I also don't click very well with some of the things in MCDM.  I *do* want monsters to be able to avoid spells sometimes. I *do* want there to be a chance that the PCs can fail. I do want some grit. But I also want hope. My preferred gaming experience is somewhere in the middle.

Also, reading through the material, I get the sense that the design is not 100% complete yet. That is a red flag for me these days. When NIGHT SHIFT went to Kickstarter the book was done and playtesting complete. When Wasted Lands went to Kickstarter the playtesting on the new mechanics was done, the core rules were done, and the Gazeteer was nearly complete. Both games shipped early.  My concern is this game won't ship for a while.

I have seen online people calling this a "D&D Killer" which I have my doubts about. Pathfinder is a great game but it was not a D&D killer. I have seen a lot of so-called D&D Killers over the years. I don't think this one will be either.  But it might get WotC to pay attention. Maybe.

Even if it doesn't make WotC/Hasbro take notice it will provide a new game to people who love this sort of style and help keep role-playing going for a bit longer. Who knows, maybe I'll pick it up as well one day.

Magazine Madness 27: Senet Issue 7

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—
Senet—named for the Ancient Egyptian board game, Senetis a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases.

Senet Issue 7 was published in the spring of 2022. It opens with an editorial that highlights the reach and width of board games, often to unexpected corners and fans. This includes, in this case, the late lyricist and composer, Steven Sondheim, who was a subscriber of the magazine. This quite made the editor’s week. It an aspect of the hobby that is highlighted elsewhere in the magazine, notably in the ‘Points’, the regular column of readers’ letters.

The issues gets down to its contents with ‘Behold’, its regular preview of some of the then-forthcoming board game titles. As expected, ‘Behold’ showcases its previewed titles to intriguing effect, a combination of simple write-ups with artwork and depictions of the board games. The standouts here are Don’t Go In There, a spooky exploration of a haunted house that is strong on apprehension versus the desire to delve deeper into the house and has some fantastically gothic style artwork, and Crescent Moon, an asymmetrical area-control game whose theme is the five factions and their differences of the Abbasid Caliphate.

‘Points’, the regular column of readers’ letters, covers a number of different topics. One discusses the misuse of the word ‘cull’ in terms of excising boardgames from your library, whilst another highlights the issues with the use of apps in games and their likely obsolescence, essentially making the games unplayable. There is also a lovely letter about a teenage gamer having discovered not only the joy of boardgames, but also the joy of introducing the hobby to his friends and family. The most interesting letter is from an American in Korea who was amazed to discover the cultural differences between the USA and Korea in terms of boardgame mechanics. These differences have been highlighted, at least for Call of Cthulhu, in the pages of Bayt al Azif – A magazine for Cthulhu Mythos roleplaying games, and perhaps this is a possible thread that Senet magazine could follow up in future issues. In ‘For Love of the Game’, Tristian Hall continues his designer’s journey towards the completion and publication of his Gloom of Kilforth. In previous issues he explored how the game became a vehicle for roleplaying and storytelling, used the mechanics to bring the game and its background to life, marketing options, and dealing with feedback and criticism about a game’s design, but in this issue, he writes about world-building and immersion through text and art, and how historical research can really benefit the design of a game.

Senet follows a standard format of articles and article types. One explores a theme found in board games, its history, and the games that showcase it to best effect, whilst another looks at a particular mechanic. In between there are two interviews, one with a designer, the other with an artist. The mechanical article in Senet Issue 7 is quite short and is on word games. Of course, ‘Word Play’ by Owen Duffy, begins with Scrabble—and arguably a whole article could be devoted to that game—but it quickly expands to explore more modern designs, such as Paperback and Wibbell++ (or The Ell Deck). The article also highlights five word games that can used as party games that also pull the word game away from its dry spelling contest origins. Though a little short, the article is a good overview of the format.

The artist interviewed in ‘The Pathfinder’ is with Francesca Baerald, best known for her work on Gloomhaven and Descent: Legends of the Dark, big boardgames with strong roleplaying aspects to them, as well as to roleplaying games such as Legend of the Five Rings. The article explores her background and how she became an artist before providing her space to comment upon a handful of her pieces. Not all of them are maps, but those maps do stand out, presenting rich and detailed worlds that beg to be explored. There is no pullout in this issue showcasing her artwork, but nevertheless, this is artwork that pulls the viewer into its depth and detail. The artist interviewed in the previous issue was with Miguel Coimbra, best known for illustrating the mini-civilisation-style 7 Wonders and the fantasy wargame of variable races and powers, Small World. So its seems apt that the games designer interviewed in Senet Issue 7 in ‘Wonder Man’ is with Antoine Bauza, the designer of the award-winning 7 Wonders and Hanabi. Interviewed at the same time as his new game, Oltréé, was published, the interview is far ranging, covering his gaming and publishing history, his love of co-operative games, his fascination with Japan as seen in Takenoko and Tokaïdo, and unfortunately, his frustrations and disillusionment with the hobby. This is not something that has been seen in interviews in previous issues and here it ends the interview on a downbeat tone. Nevertheless, this is an interesting interview and Antoine Bauza’s games are shown off to best effect.

The theme or genre of game showcased in Senet Issue 7 is the trading card game or ‘TCG’. Where the earlier ‘Word Play’ began at the obvious starting point of Scrabble, in ‘Trade Wars’, Alexandra Sonechkina begins with Magic: The Gathering and its history. This is quickly rushed through—no surprise given that it could have taken up the whole article, but it has its own history in the form of Generation Decks: The Unofficial History of Gaming Phenomenon Magic: The Gathering—before the article looks at some of the variations and concepts behind the format. Unfortunately, there is an emphasis in the article on the bigger games such as Magic: The Gathering and Pokémon, which is understandable, and there no real exploration of smaller trading card games bar the one, Flesh and Blood. There have been hundreds of trading card games since the publication of Magic: The Gathering and it seems so limiting to have explored some of them. Worse perhaps, is that the article does not explore in any depth variations upon the trading card game format, so that for example, Arkham Horror: The Card Game, is mentioned as a co-operative trading card game format, but it only a mention and that element of co-operation is then ignored. Overall, the article is decent enough, but there are aspects of the trading card game format that the article sadly ignores.

‘Unboxed’, Senet’s reviews includes a review of Antoine Bauza’s Oltréé, and is joined by good reviews of Cascadia, Ankh: Gods of Egypt, The Adventures of Robin Hood, and others. it is a good mix and the reviews are all useful and informative. The reviews section is rounded out with top ten list of the Senet’s ‘The Best of 2021’, which is worth comparing with the reviews that appeared in previous issues.

Rounding out Senet Issue 7 are regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For the former, Fred Cronin explores ‘Cultivating a collection’, suggesting ways to build a game library you can enjoy whilst avoiding some of the missteps he took himself. It is good advice and in a callback to the latter in ‘Points’, the readers’ letters column, in which a reader discusses the misuse of the word ‘cull’, suggests using the term ‘prune’ for removing games from your collection. For the latter, comedian and boardgames fan, John Robertson, looks at the heist game, Theives. It was a title he he was enticed by at UK Games Expo in 2018 after he handed the designer an award for it, but never got to play until after the copy he bought then he gave to his flatmate.

Physically, Senet Issue 7 is very professionally presented. It looks and feels as good as previous issues of the magazine.

As with previous issues, Senet Issue 7 offers a good mix of articles, interviews, and reviews. In places its articles feel slightly limited in their scope, but not to the point they where they needlessly detract from their content. For the boardgames fan, Senet continues to be a solid read.

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 15

The Other Side -

 This section of the larger area is the home to the graves of the Queen's Dwarven sacrifices.  Rising from the graves are Haugbui, the dwarven undead.

Room 15 

Haugbui

Armor Class 4 [15]
Hit Dice 6+6 (33hp)***
Attacks 2 × claws (1d6+4), 1 bite (1d4+4) + Ability Drain
THAC0 14 [+5]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1d8 (1d8)
Treasure Type None

Haugbui are undead dwarves of fierce warriors cursed to remain in their barrows and underground chambers. 

The attack with a claw, claw, bite routine. On a successful bite attack, they can drain blood at 1 point of Constitution per round. The get these undead unattached requires a strength ability check to pull them off.  

These creatures are very strong; Strength 20 and silver is required to hit them.

These creatures turn as Wights.


#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 14

The Other Side -

 This section of the larger area is the home to the graves of many horses. 

Room 14

There are Undead Horses and Nightmares here.

Undead Horses

Armor Class 7 [12]
Hit Dice 4 (18hp)
Attacks 2 × hoof (1d6+1)
THAC0 16 [+3]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 125
Number Appearing 1d8 (1d8)
Treasure Type None

Undead horses are skeletal remains of normal horses. They attack much as they did in life, only now they can also be turned as Wights.

Nightmares

Armor Class -4 [24]
Hit Dice 6+6 (33hp)
Attacks 1 bite (2d4), 2 × burning hooves (2d4+2); Breath smoke
THAC0 14 [+5]
Movement 150’ (50’) / Fly 360' (90')
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1 (1)
Treasure Type None

Nightmares are the steeds of night hags and other demons, black horses with flaming hoofs and mane. Their breath is a cloud of brimstone smoke, which causes any nearby opponent to attack at –2 (saving throw applies). These horrible creatures can become incorporeal and travel between the planes of existence, bearing their evil/chaotic riders.

(Section 15: Nightmare, Swords & Wizardry SRD)

--

Again, GMs choose as many as they need to challenge the PCs.

Fate Spins Along as it Should

The Other Side -

 Thanks to the magic of Withers (and a mere pittance of 100gp), my warlock Larina from my first run can now join my paladin Johan on his current run.

Larina and Johan in Baldur's Gate 3

The game is still rather fantastic and 300+ hours later, I am still discovering more. With some of the mods I added I don't think I'll be able to get Sinéad in there as well. The "half-elf" hireling is gone, replaced by Alfria.


Shrink Wrapped Orange Palace of the Silver Princess on eBay

The Other Side -

 I have discussed my fondness for the Green cover B3 Palace of the Silver Princess. It is a fun adventure and great for newbie DMs. It came to me just as I needed it. For its ability to run and more lore to Glantri, and (for me) the ability to easily code it into a computer when I was trying to D&D on my little TRS-80 Color Computer. 

I like the adventure. A lot. But not this much.

B3 on eBayhttps://www.ebay.com/itm/315023385002

Right now is it going for just a bit over $10k.  That is up $1000.00 from when I first saw it this morning.

The adventure is fun, no where near as good as the revised Green cover version. And it is certainly not with $10k except to a serious collector. 

Makes me wish I knew what dumpster they were dumped in at the time! I could pay my kids' college tuition with that. 

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 12

The Other Side -

 The hallway of Encounter Area #11 opens up to a massive room filled with stone sarcophagi.  A plaque as the PCs enter describes this as the Hall of Sacrificed Dead.

Room 12

These are the final resting places of the followers of the Vampire Queen. She sacrificed them to further her own power and appease her demonic lords.

There are 1,000 sarcophagi here, divided into groups.

  • Group 1 (Encounter Area 13): Humans (666 total)
  • Group 2 (Encounter Area 14): Horses (180 total)
  • Group 3 (Encounter Area 15): Dwarves (55 total)
  • Group 4 (Encounter Area 16): Elves (54 total)
  • Group 5 (Encounter Area 17): Halflings (45 total)

This room is guarded by the undead temple guardians, 10 Huecuva.  They will wait until the characters enter the room and attack them from all sides.

Huecuva

Armor Class: 3 [116]
Hit Dice: 2*** (9 hp)
Attacks: 2 claws or 1 weapon (1d6 x2 or 1d8), ability drain
THAC0: 18 [+2]
Movement: 90’ (30’)
Saving Throws: D11 W12 P13 B14 S15 SS14 (Cleric 2)
Morale: 12
Alignment: Chaotic
XP: 35
Number Appearing: 1 (0) (see below)
Treasure Type: C
Turn As: Wight (Type 5)

A huecuva is a Cleric who has been cursed to undeath for their faithlessness. It resembles a skeleton wrapped in old, tattered robes or rusting armor. Small points of red light can be seen in each of its empty eye sockets. A huecuva speaks and reads all the languages it knew in life.

 A huecuva is a cowardly combatant, preferring to set up traps and ambushes for potential interlopers. It will attack Clerics before anyone else. Those struck by the huecuva's claws must save vs. Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die, and rise as a zombie on the following day, under the control of the huecuva. A cure disease spell must be used to prevent death. 

Ability points lost due to a huecuva's disease return at a rate of 1 per day of complete rest. All huecuva can cast spells as a Cleric (level 1d4+1). However, these spells are always reversed.

A huecuva can only be harmed by silver or magical weapons. In addition, it takes 1d6 points of damage from the touch of a holy symbol. A huecuva can be Turned by a Cleric (as a wight), and like all undead are immune to sleep, charm, and hold spells.  

They are turned as Wights.

Monstrous Mondays: Lamassu and Shedu

The Other Side -

Lamassu We decorated our "Geek Tree" this past weekend.  Even though my kids are older now and not really "kids" anymore (my oldest is a professional and is saving for a house, and my youngest is in school and has a girlfriend), we all still like to watch the old Christmas specials like How the Grinch Stole Christmas and Rudolph the Red-Nosed Reindeer. Rudolph, in particular, is a favorite, not for itself but for how badly it has aged. There is one character in it, though, that is redeemable...well, two. Yukon Cornelius and King Moonracer.  We were talking while hanging up ornaments of starships, astromechs, and TARDISes about what sort of monster Moonracer was.  Manticore? No. Androsphinx? Maybe. Shedu? Maybe. Lammasu? Likely closer. 

This got me thinking later on while indulging in our other favorite Christmas-time indulgence, our re-watch of Game of Thrones.  I was digging around in my notes about Lammasu and Shedu for my One Man's God posts and thought I would resurrect them for today.

Lamassu and Shedu

One thing that bugged me way back when reading the Monster Manual was that many of the monsters were very similar. For example, there are Manticores (Greek), Sphinxes (Egyptian and Greek), the Lammasu, and Shedu, with these last two based on Babylonian/Sumerian/Akkadian myths. Sort of. The Lamassu and Shedu in these myths are actually two different names for the same creature. Also, the name in the Monster Manual has a different spelling ("Lammasu").

I always considered these to be related creatures. Something I would later see in the Forgotten Realms lore.  AD&D 2nd Ed made their differences a little more pronounced by making the Shedu the "psionic one."

Lamassu
Large Celestial (Outsider, Lawful)

Frequency: Rare
Number Appearing: 1-4 (2-8)
Alignment: Lawful [Lawful Good]
Movement: 120' (40') [12"]
   Fly: 240' (80') [24"']
Armor Class: 6 [13]
Hit Dice: 8d8+8**** (44 hp)
   Large: 8d10+8**** (52 hp)
To Hit AC 0: 12 (+7)
Attacks: 2 claws + Special Damage: 1d4+2 x2
Special: Magical abilities, spell use.Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: XVI (G)
XP: 2,608 (OSE) 3,040 (LL)Languages: Celestial, Common, Telepathy

Str: 16 (+2) Dex: 14 (+1) Con: 15 (+1) Int: 16 (+2) Wis: 18 (+3) Cha: 17 (+2)

Lamassu are spiritual guardians,  often in the service of a Lawful Good god or order, who spend their lives on the Material Planes guarding houses and temples. They can be found in the wild, typically warmer climes. They appear as winged lions with human faces. They are loath to attack mortals but will attack demons, undead, and evil creatures with fear or hesitation.  

The lamassu can attack with two foreclaws for 1d4+2 hp damage each on a single target. They can also employ the following spell-like powers: Protection from Evil 10' at all times, become invisible, and cast dimension door at will.  Additionally, they have the spell-casting and undead-turning ability of a Lawful Good Cleric of the 7th level.

Lamassu are typically viewed as female due to their association with the Goddess Lama. As guardian spirits, though, they are neither male nor female and both at the same time.  They are often compared to sphinxes (whom they share areas with and tolerate), manticores (whom they despise), and shedu (qv.). As spirit guardians made flesh, they are not "born" but come into being at the will of their Goddess. Though it could be argued that She is their mother.

Shedu
Large Celestial (Outsider, Lawful)

Frequency: Very Rare
Number Appearing: 2 (2-8)
Alignment: Lawful [Lawful Good]
Movement: 120' (40') [12"]
   Fly: 240' (80') [24"']
Armor Class: 4 [15]
Hit Dice: 10d8+8**** (65 hp)
   Large: 10d10+8**** (75 hp)
To Hit AC 0: 12 (+8)
Attacks: 2 hooves + Special Damage: 1d4+2 x2
Special: Magical abilities, spell use.Save: Monster 10
Morale: 12 (12)
Treasure Hoard Class: XVI (G)
XP: 3,606 (OSE) 3,800 (LL)Languages: Celestial, Common, Telepathy

Str: 16 (+2) Dex: 14 (+1) Con: 16 (+2) Int: 18 (+3) Wis: 16 (+1) Cha: 17 (+2)

Shedu are often considered to be the "male" versions of Lamassu. This comes from observations that shedu typically has thick, curly beards, and lamassu does not. Both, though, are genderless spirit creatures. Shedu have the bodies of great equines or bulls, with hooves of brass, the wings of an eagle, and the face of a human. 

Like lamassu, the sheu is loathe to attack mortals of any sort, save for the most evil. The will attacks demons and undead on sight.  They can attack with their great forehooves on a single target, each hoof getting an attack. Additionally, they have the following spell-like abilities they can use at will: Protection from Evil 10' radius, become Etheral or Astral, teleport without error.  They also can cast spells as a 9th-level magic User (wizard). 

Shedu are often found roaming the mortal planes, searching for evil to destroy and lawful good mortals to aid. They are always found in multiples of two. Sheu in their lair are often guarding a larger temple to a Lawful Good god, power, or order. Lamassu and Shedu are rarely found together unless they are working with a more powerful Lawful Good force. Even here, they are always found in multiples of two. When a Shedu is killed on the mortal planes, its spirit will return in seven days. 

Greater Shedu: There are shedu that are greater in power and size than the common Shedu.  These creatures have 14 HD, and their damage is +3 to each attack. They cast spells as a 13th-level Wizard. Greater shedu do travel and work in pairs, but they are also the only type of shedu that can be encountered alone. 


The Other OSR: Psalm IV:I

Reviews from R'lyeh -

As the world turns and dies and the prophecies of the Two-Headed Basilisk come true one after another, the coming apocalypse edges ever closer. On the last land in the Endless Sea there is no hope for those who have survived the pre-apocalyptic events to date, but for some faith in the Two-Headed Basilisk and her prophecies can blind them to all else and for others it can them away from the prophecies of the Two-Headed Basilisk seeking solace and hope in other gods, false gods. In the family of one priest of one church, both of these things have happened. When her father’s devotion to the Two-Headed Basilisk blinded him to the love she sought, jealousy took root in the daughter and impregnated her, leading to the birth of a demon son. Aghast at the two-headed monstrosity and its wailing from mouth and the heresies whispered from the other, the father’s faith was broken and cast both daughter and grandson into the earth under his church, where they fell under the influence of the vile-servant of They, the Seamstress. As the boy grew and wailed in the darkness, the Seamstress filled son and daughter with dark dreams until she became the Queen of the Darkest Chamber and he founded the Order of the Two-Headed Man. She wants her son to be worshipped as a god and he wants to take the prophecies of his demonic grandson to the people and the Order of the Two-Headed Man to supplant the Church of the Two-Headed Basilisk. Are their wishes one more heresy against the Church of the Two-Headed Basilisk or do they actually fulfil the prophecies of the Two-Headed Basilisk as was foretold?

This is the set-up for Psalm IV:I, a scenario for Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Published by Storeywood following a successful Kickstarter campaign, Psalm IV:I is a short, vile and bloody scenario that interprets ‘Psalm IV:I’ of the Two-Headed Basilisk’s prophecies, enabling the Player Characters to explore its revelations and both its ramifications and those of their actions as events in and under the church of the Two-Headed Man play out. Thus, it is designed around a specific timed event in the pre-apocalypse of Mörk Borg, although the Player Characters—and even the players—will not be aware of this. Alternatively, Psalm IV:I can simply be used as a short encounter in the Game Master’s campaign, easily slotting into that or any one of the various hexcrawl adventures published for Mörk Borg as a singular encounter of its own.
Psalm IV:I includes several hooks to get the Player Characters involved, including a local priest—the Father—beginning to flay and crucify the local townspeople, the Church of the Two-Headed Basilisk hiring them to suppress the Father’s heresy, a priest escaped from the Order of the Two-Headed Man asking them for their help, and their hearing rumours of a Two-Headed Man promising to save them. It provides a detailed background and backstory to the situation at the single church dedicated to the Order of the Two-Headed Man, including a lengthy timeline. Motivations are given for the quartet of involved in the story—the Daughter/Queen of the Darkest Chamber, her son, her Father, and the Seamstress—so that it is possible to interact with them and even side with them depending upon their actions and attitudes. Ways are suggested how such interactions might play out as are the possible effects of the Player Characters’ choices.
As a place to explore Psalm IV:I describes three distinct areas. These consist of the Courtyard with the Father’s crucified victims and the blood-trailed church; the Undercroft, the cramped crypts which have been twisted into the service of worshipping the Queen of the Darkest Chamber even as the Seamstress lurks, and ‘The Darkest Chambers’, where no light can reach or shine, and the Son wails and whispers piteously… The maps to each location are clear and Psalm IV:I adheres to the Mörk Borg format of keying maps and locations and their descriptions on the same page.
Psalm IV:I only introduces the one monster, the ‘Undead Courtier’, drawing primarily upon those in the Mörk Borg rule book. It does provide a guide for handling fear in the Undercroft, which includes exploiting the possible phobias of the Player Characters, which can be accrued either during character creation or through the result of trauma during play. There is also the means detailed to overcome the phobia as well. These phobia rules are optional though.
Physically, Psalm IV:I is a small book. It is mostly done in black with its artwork almost scratched into the pages in white or crayon-like colours. The effect is weird and creepy and adds to the gloom and sense of darkness that pervades the whole book.
Psalm IV:I is a solid scenario for Mörk Borg. The Game Master will need to make sure that she grasps the motivations of the four NPCs in the scenario, but otherwise Psalm IV:I is easy to add to a campaign, drop into a hexcrawl, or run as a one-shot, serving up a helping of spurned love and double heresy.

Pages

Subscribe to Orc.One aggregator - RPGs