RPGs

Featured Artist: Chris Achilléos

The Other Side -

Chris Achilléos in 2013It has not been a good week.  In addition to Anne Rice and Mike Nesmith, we also lost British Cypriot painter Chris Achilléos.  He was 74.

Achilléos' book Sirens was one of the first art books I ever bought.  I think my brother (who is an artist) still has it.  I'd later go on to pick up his Beauty and the Beast and Medusa books. 

I loved his art from Heavy Metal (and sometimes White Dwarf) magazine as well as the British covers of the Richard Kirk Raven novels.  But it was his art of Taarna of the Heavy Metal movie poster that most people know him.

Links

TaarnaTaarna

Chris Achilleos 01
Chris Achilleos 02
Chris Achilleos "Tanith"Tanith
Chris Achilleos
Chris Achilleos "Elric"Elric

Let's not forget his Raven covers for the British publisher Corgi.

 Swordmistress of Chaos Swordmistress of Chaos
 Swordmistress of Chaos Swordmistress of Chaos

Corgi Books

Miskatonic Monday #90: Secret Santa

Reviews from R'lyeh -

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


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Secret SantaPublisher: Chaosium, Inc.
Author: Thomas Newman

Setting: Jazz Age Devon

Product: Scenario
What You Get: Fifty-eight page, 25.75 MB Full Colour PDF
Elevator Pitch: Coal for Christmas! How naughty were you?Plot Hook: A black tie soirée becomes a loathsome lockdown!

Plot Support: Twenty NPCs, eleven good handouts, two plain maps, and six pre-generated Investigators.
Production Values: Good.
Pros
# Second Albion’s Ruin title# Locked room monster hunt# Linear plot
# Self-contained scenario# Good artwork
# Excellent handouts# Can be run as a Christmas-themed convention scenario# Can be run as a Christmas-themed one-shot

Cons
# Linear plot# Too many NPCs# Needs an edit# Locked room monster hunt
# Locked room solution hunt
Conclusion
# Self-contained, linear scenario# Locked room monster hunt# Christmas-themed one-shot or convention scenario# Excellent artwork and handouts

Monstrous Monday: Children of Darkness

The Other Side -

Author and world creator Anne Rice died this past weekend at the age of 80. 

Anne Rice, Queen of Darkness

Rice's writing, whether her books on vampires, witches, mummies, or erotic fairytales, had a huge effect on horror writing, modern media vampires, and not least of all, games. 

I recently watched the 2017 "World of Darkness" documentary where Vampire the Masquerade creator talked about how he tried to avoid everything Anne Rice when he was writing, only to watch all the movies and read the books that influenced her. 

There was certainly something in the air around then.  World of Darkness / Vampire the Masquerade came out in 1991, with development starting in the late 80s (on the way to Gen Con according to the documentary).  Back in 1985-86, I read "The Vampire Lestat."  I actually read it before I read "Interview with A Vampire" so my opinion of Lestat was a bit higher than my friends that read the books in the proper order.  "Lost Boys" came out in 1987.  All of this led to some interesting discussions at the game table on the nature of vampires.  

Once again I am going back to my original "Red Book" and I pulled the stats on an old favorite, the Children of Darkness, updated to my new Basic Bestiary stat block.  Though spoiler alert, you have seen a variation on these with the Children of Twilight.

Photo by cottonbro from PexelsVamire, Children of Darkness
Medium Undead (Corporeal)
Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Chaotic Neutral]
Movement: 180' (60') [18"]
  Run 360' (160') [36"]
Armor Class: 2 [17]
Hit Dice: 10d8+20*** (65 hp)
To Hit AC 0: 6 (+13)
Attacks: 2 fists or by weapon
Damage: 1d6+5 x2, or weapon+5
Special: Constitution drain, immune to mind-affecting spells such as sleep, hold, and charm, plus additional powers
Save: Monster 10
Turn As: Type 12 (Lich)
Morale: 11 (12)
Treasure Hoard Class: XX [C]
XP: 3,000 (OSE) 3,100 (LL)

Str: 22 (+5) Dex: 18 (+3) Con: 16 (+2) Int: 16 (+2) Wis: 13 (+1) Cha: 20 (+4)

Few undead creatures are as powerful as the vampire and none are as successful as hunters as the vampire.  The Children of Darkness are among the most powerful of the vampires.  The transformation to the undead causes the Children of Darkness to become the perfect predator. Their physical form becomes perfect; imperfections disappear, they become stronger, can see and hear better, and naturally, can smell blood.  These vampires only prey on humans and as such only humans become Children of Darkness. 

The Children of Darkness share many of the same strengths and weaknesses as the common vampire. They are strong (they have strength scores of 22), undead, immune to mind-affecting spells such as sleep, hold, and charm. They are also immune to having their minds read.  However, unlike other types of vampires, they can enter dwellings, holy ground and are not harmed by holy items like symbols of holy water.   Additionally, they cannot turn into bats, wolves, or mist. They do not need to rest in coffins, but many do since it is a good guarantee that they will lie undisturbed.  Like all vampires, Children of Darkness are damaged by and can be destroyed by sunlight.   They take 2d6 hp of damage per round exposed to sunlight.   These vampires are turned by Clerics as Liches or Type 12 Undead. 

These vampires can attack with their fists causing 1d6+5 points of damage per hit or attack with a weapon with a +5 to damage.  Additionally, these vampires can have a special power.  These powers can include, Charm, Levitation, Pyrotechnics, Telekinesis, or Telepathy.  Typically these vampires gain their first power soon after becoming a vampire and an additional power for every 100 years of age.   Children of Darkness over 1,000 years old are believed to be able to fly or even immunity to sunlight.

Magical weapons can harm them and if they are reduced to below 0 hp they do not die, must retreat where they will heal at the rate of 1 hp per day.  Damage above this 0 hp threshold is regenerated at the rate of 1 hp per round.  Vampires can "heal" hp on an eight-for-one basis for any hp they drain from constitution points (1 con point = 8 hp). 

The deadliest attack is their Constitution Drain.  Once they latch onto a victim they drain them of blood via a bite.  This bite drains the victim of two (2) points of constitution per round, with most humans drained to zero in five rounds. A human drained to below 0 constitution points will die. A drained human will not return as a vampire unless the Child of Darkness also gives them some of their own blood.  They can only do this if the human is at 0 points of constitution, no more, no less.

Children of Darkness will band together in small groups for protection. Many will share the same sire or will even be "orphans", Children whose sire has abandoned them.  They have a complex set of laws they must abide by which includes not turning children into vampires, (though feeding on them seems to be ok) not creating too many of their own kind (which is difficult to start with), and not killing their own sires.  Some even take this as far as not killing others of their kind. 

The Children of Darkness see themselves as superior to all other types of vampires.  They view other vampires as mutations or aberrations.  Their own rules prohibiting them from killing other vampires do not apply to other vampire types. They often refer to all these other types as "Children of the Devil."

Every hundred years or so a Child of Darkness feels the need for a deeper sleep. They will find a secluded location away from the sun where they will sleep for a decade or more.  Sometimes very old vampires will fall into this death-like state and forget to awaken. 

--

About twice as much text as my late 80s version.  For this stat block, there is now a "Turned As" listing.  This is something I'll introduce in Basic Bestiary II: Undead (currently 220 entries, but only 140 are complete).  "Named" undead will get a chance to make a saving throw but I will detail all of that and my alternate rules for Undead Level Drain in the book.

BBII Cleric Turning

Miskatonic Monday #89: Border Town

Reviews from R'lyeh -

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


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Border TownPublisher: Chaosium, Inc.
Author: Michael Bertolini

Setting: Jazz Age Idaho

Product: Scenario Outline
What You Get: Ten page, 337.85 KB Full Colour PDF
Elevator Pitch: “Sometimes, you’re closer to the border than you think...”Plot Hook: “The mystery isn’t how you got here, it’s how you get out.”

Plot Support: One NPC and five pre-generated Investigators.

Production Values: Plain.
Pros
# Self-contained outline# Begins en media res
# Huge scope for Keeper input
# Easy to relocate to other times and places

Cons
# Asks for skill rolls the pre-generated Investigators lack# Pre-generated Investigators more modern than Jazz Age# NPCs undeveloped
# Leaves it up to the Keeper to add the horror and the monsters
# Requires the Keeper to develop and write the middle of the scenario
Conclusion
# An escape room with effectively one key# Underwritten plot and villain motivations
# Overwhelmingly underdeveloped# Requires the Keeper to develop and write the scenario’s middle
Nothing to customise, everything to write

1980: X1 The Isle of Dread

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. 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—
In 1981, Basic Dungeons & Dragons moved out of the dungeon and up a Level. X1 The Isle of Dread was the first wilderness adventure for Basic Dungeons & Dragons, published the year before, and so focused on exploration across a wider geographical area—though not too wide—and discovering individual locations within that area. It was available separately, but was also packaged as the standard module for the Dungeons & Dragons Expert Set, which in addition to being designed to cover character Levels between three and seven, also focused on rules for wilderness travel, exploration, and encounters. If, due to their inclusion in the Basic Dungeons & Dragons boxed set, B1 In Search of the Unknown and B2 Keep on the Borderlands were a Dungeon Master and her players’ first experience of delving into dungeons and cave complexes, then X1 The Isle of Dread would be their first journey to a far off place in Dungeon & Dragons and their first taste of a world outside of the rock and stone walls underground…
X1 The Isle of Dread is designed for a large party of Player Characters, roughly between six and ten, who should be between Third and Sixth Level, averaging thirty Levels between them. The spur for their involvement in X1 The Isle of Dread will be the discovery of a sheaf of scrolls which are revealed to be letters and map describing an expedition by the pirate and explorer, Rory Barbarosa, to the Thanegioth Archipelago, a thousand-mile sea voyage south of the main continent. He relates how he and his crew reached one island with a small peninsula at its south western tip with access between the peninsula and the rest of the island to the north blacked by a massive stone wall. Standing before the wall is the village of Tanoroa, whose inhabitants stand guard on the wall against incursions and attacks from the creatures on what they call the ‘Isle of Dread’ to the north. Friendly and open to the possibility of trade, the inhabitants told Barbarosa that the wall was built by the gods who also built an ancient city in the Isle of Dread’s central highlands and that the inland city was rumoured to hold unimaginable treasures, including a great black pearl of ‘the gods’! Unfortunately storms and attacks by tribes of cannibals meant that Barbarosa was unable to explore the island fully and was planning an expedition when he died. Now of course, it is up to the Player Characters to hire a ship, set sail for the far islands, and explore them themselves, and perhaps make the discoveries that Rory Barbarosa was never able to!
Rather than leaving it there, X1 The Isle of Dread also includes several suggestions as to how the Player Characters might get involved rather than simply discovering Barbarosa’s letters and then get them to the island. These include being hired by a merchant to investigate and explore the island, purchasing an old ship and hoping that it can get them to the Thanegioth Archipelago, having a Player Character inherit a ship, or simply letting them borrow the money to purchase the ship. Whatever the option, the Player Characters set sail and make the week or more long journey south with the Dungeon Master rolling for encounters on the Ocean Sea Encounter Tables in the Dungeons & Dragons Expert Set and rolling for weather.
Landing on the island, most likely at the village of Tanoroa, the Player Characters will find the inhabitants friendly and helpful. Their society is an interesting mix of the South Seas and the Caribbean, each village being led by a matriarch who is advised by a male war chief and a Zombie Master, who raises the ‘Walking Ancestors’ as labourers and sometimes warriors. Whilst the villagers are welcoming and open to trade, they will not join the Player Characters on any expedition north of the wall, which means that unless they have brought hirelings with them, the Player Characters are very much of their own. Overall, the village of Tanoroa has a slightly creepy feel to it, what with the zombie work force and the question of just what the giant wall is protecting the village from. However, unless the Player Characters commit some faux pas, Tanoroa should serve as a safe base of operations from which they can mount their expeditions.
Beyond the wall itself is the ‘Isle of Dread’, a mix of jungle, low lying coastal swamps and swampy lakes, marked by mountains and the occasional volcano. Some twenty-four locations on and around the island, including the village of Tanorora, are described. They include sharks basking off beautiful beaches, camps of pirates, a deranged ankylosaurus (!), a sea dragon, and more. There are caves infested with troglodytes, rock baboons, ogres, and even a green dragon. Notably, all of these cave encounters use either one of the two cave maps provided, though the Dungeon Master would be free to design her own. There are encounters with new monsters too, such as the nomadic Rakasta, anthropomorphic felines which ride sabre-tooth tigers; the Phanaton, monkey-raccoon-like creatures which dwell in tree villages and can glide from tree to tree; and the Aranea, a large, pony-sized species of intelligent spider, capable of using magic. Some of the marked encounters are not pre-written, but left up to the Dungeon Master to roll on the three Wilderness Wandering Monster tables included with the scenario, this in addition to rolls she will be making regularly on the tables as the Player Characters explore the island.
Eventually, the Player Characters will reach the ancient city where the black pearl can be found. This is on an island—Taboo Island—in the middle of a lake in the crater of a hopefully extinct volcano which stands at the centre of a thirty-mile-wide plateau, some three thousand feet high. The plateau is so high it has its own climate—temperate rather than tropical of the rest of the Isle of Dread—and thus its own wandering monster table, which includes mastodons, pterodactyls, sabre-tooth tigers, and occasional tremor. Having gotten atop the plateau, it will take an eight-hour climb to get over the lip of the volcano on and descend to its base. Here the Player Characters will eventually be welcomed by villagers who live on the lakeshore and who are being attacked by head-hunters. In fact, they will be so welcoming that in return, they will want the Player Characters to deal with the rogue tribespeople.
Taboo Island turns out not to be so much an island, as a temple complex partially occupied by the head-hunters with the lower levels. This actually the nearest that X1 The Isle of Dread comes to including an actual dungeon. The highly detailed complex has three quite detailed and very different levels. The temple itself is ruin, occupied by the cannibals, whilst the second level is partially flooded and infested with traps, and the third consists of a cavern filled with steam and super-hot mud pools and the true villains of the scenario, the Kopru, evil amphibious, fluke-tailed humanoids with the ability to charm others into serving them. This is their first appearance in Dungeons & Dragons, as well as in X1 The Isle of Dread, and the Player Characters’ encounter with them is going to be made all the more challenging by the hot, hot steamy environment and the ability to charm of the Kopru top charm the Player Characters into doing their bidding.
Rounding out X1 The Isle of Dread is half a dozen suggestions for further play on the Isle of Dread, including destroying a Zombie Master in Tanaroa after the village has been attacked by undead creatures, mapping the island, hunting for dinosaurs and harvesting their parts, exterminating the pirates, capturing animals and creatures to bring them back to the mainland, and searching for sunken treasure. These are all fun ideas and could easily be developed by the Dungeon Master. Lastly, there are stats for typical NPCs and write-ups of all of the new monsters given in X1 The Isle of Dread of which there are a lot.
In terms of advice for the Dungeon Master, as a training scenario for running a wilderness scenario, X1 The Isle of Dread is perhaps underwhelming, especially in comparison to the earlier, B1 In Search of the Unknown, which was specifically designed to help the novice Dungeon Master populate and design her first dungeon. Nevertheless, despite being short, the advice is to the point that, “The DM should be careful to give the player characters a reasonable chance for survival. The emphasis is on ‘reasonable.’ Try to be impartial and fair, but give the party the benefit of the doubt in conditions of extreme danger. However, sometimes the players insist on taking unreasonable risks; charging a tyrannosaur bare-handed, for example. If bravery turns to foolhardiness, the DM should make it clear that the characters will die unless the players act more intelligently.” What this makes clear to the Dungeon Master is that the environment of the Isle of the Dread is dangerous, potentially deadly to the Player Characters, especially given that some of the creatures—particularly the dinosaurs—they will encounter will have a high number of Hit Dice and lots of Hit Points. This is further emphasised with, “When describing monster encounters, the DM should rely not only on sight – there are four other senses – smell, sound, taste, and feelings of hot, cold, wet and so forth!” Further, the Dungeon Master should use this as, “…[A] good way to “signal” a party that an encounter may be too difficult for them to handle.” and lastly, “The DM should also try to avoid letting unplanned wandering monsters disrupt the balance of the adventure.”
Further, in addition to X1 The Isle of Dread being the first wilderness adventure for Basic Dungeons & Dragons and subsequently Expert Dungeons & Dragons, the module is interesting because it introduced the lands of the ‘Known World’, what would become Mystara, with a large map of an area identified as the ‘Continent’. Smaller maps of Karameikos and its wider environs would later be included in the Dungeons & Dragons Expert Set, but here there is a full and large-scale map of the Continent accompanied by thumbnail descriptions of its sixteen or so countries and regions and a pronunciation guide for each of their names. Many of these go on to be more fully detailed with a series of setting supplements for Advanced Dungeons & Dragons, Second Edition, but even here the descriptions capture the odd mix of cultures and geographies mashed together. Many of the cultures are based on Earth cultures, including Huns, Mongols, Icelanders, medieval Italy, Byzantium, and more, all alongside the fantasy elements of Dwarven and Elven kingdoms, magocracies, and Halfling shires. Further, these are all mixed and pushed together, so famously, the Vikings of the Nordic Soderfjord Jarls sit immediately to the north of the Arabic Emirate of Ylarum, a giant desert. Of course, it feels unrealistic, even nonsensical, but perhaps taken in the context of the Pulp sensibilities of X1 The Isle of Dread, that lack of realism will not be so much of an issue and can even be a feature.
Physically, X1 The Isle of Dread is really very well presented. The maps are excellent, whether wilderness or other location—and there are a lot of them. The map of Continent and its relationship to the Thanegioth Archipelago, as well as that of the Isle of Dread itself, are fantastic. The module is also well written and solidly supported with the new monsters, a rather plain handout of Barbarosa’s letter, and the outline of the Isle of Dread he mapped before he died.
—oOo— X1 The Isle of Dread was reviewed in The Space Gamer Number 38 (April 1981) by Aaron Allston. He laid out the groundwork for his capsule review with, “An introductory scenario must, first and foremost, be an enjoyable adventure. It must also provide a “working model,” so that beginning DMs can see how to construct and organize an adventure. And it must be easily read, that the novice referee not become lost and confused with travelling from Crypt 1 to Village 3.” He made clear that, “This adventure goes a long way towards accomplishing those goals. The scenario itself, set on an island whose simple human culture bears tinges of Polynesian and Amerind societies, is relatively tame, but provides some tense moments. Enough variable situations are presented to keep the whole thing from becoming static. More important, in this instance, is the module’s organization as a prototype. It does well here, too; almost all the maps can be removed and the appropriate text descriptions are clearly keyed to the proper maps. This scenario cannot be played cold, which is also a necessary experience for a novice DM; it must first by read through and assessed.” However, he was not wholly positive, adding, “No real problems evidence themselves. As noted, this adventure will not appeal to experienced players; there is a certain lack of color or sweep to the whole thing.” before concluding that the module was, “Recommended to beginners only – but it says so on the cover.”
Anders Swenson reviewed X1 The Isle of Dread in Different Worlds Issue 12 (July 1981). He liked the, “…[C]oncept, design, and execution of this dungeon module. There have been only a few campaign/adventure books among the scores of products published for the hobby, but this is one of the best yet available. The map is flexible in that many sorts of adventures could be worked into the terrain as it is shown. There are many different types and patterns of landforms depicted. Many of the encounters specified for the Isle of Dread could be dropped intact onto other parts of the map.”
More recently, X1 The Isle of Dread was included in ‘The 30 Greatest D&D Adventures of All Time’ in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004). The founder of GREYtalk, the World of GREYHAWK discussion list, Gary Holian, described it as, “The first true module to introduce players to a ‘wider world’ beyond the castle, forest, and cave, Dread tore them from their medieval moorings and sent them careening across the waves to collide with a prehistoric lost world.” Mike Mearls, Co-Lead Designer for Dungeons & Dragons, Fifth Edition, asked, “Who doesn’t like hopping on a longship and sailing for days across the open sea to battle dinosaurs, pirates, cannibals, and the horrid kopru? It’s hard to believe that all that material is crammed into 32 pages.”
—oOo—
X1 The Isle of Dread is a great set of tools to run a hex crawl wilderness campaign. With its new monsters and distance from the civilisations of the Continent, the Dungeon Master has the scope to just not run a very different kind of adventure, but also scope to develop areas of her own. After all, there are whole other islands in the Thanegioth Archipelago which are left devoid of detail in the module. Plus with its mix of Zombie Masters, dinosaurs, pirates, and strange mind-controlling amphibians, it has a lush, Pulp sensibility, taking in King Kong, The Lost World by Sir Arthur Conan-Doyle, and H.P. Lovecraft. And yet…
In so many places, X1 The Isle of Dread feels flat. To start with, whilst the hook of great treasure is enough to get the Player Characters to the Thanegioth Archipelago, it does not feel enough to quite keep them going. For example, there are no hooks or NPCs with motivations to be found at the village of Tanoroa, although the suggestions for further adventures on the Isle of Dread do suggest one. In addition, although there is a great wall across the narrow isthmus connecting the peninsula to the Isle of Dread, there is no mention of quite what the wall is guarding against. Given the Pulp sensibilities of the adventure and the wall’s obvious nod to King Kong, its very existence is begging for a night-time attack against it to be staged by some great beast. Then there is Taboo Island, barely described bar the old temple, which as dungeon complex is open to expansion, but incredibly difficult to traverse from one level to the next such that the Player Characters may never discover the true secrets of the island. The fact that the Player Characters may never discover the true secrets of the island is the ultimate problem with X1 The Isle of Dread.
X1 The Isle of Dread does not really explain what the true secrets of the Isle of Dread are until two thirds of the way through the module. This is that the Kopru once controlled a great empire which spanned the whole of the Thanegioth Archipelago, thriving in the islands’ hot geysers and mud springs and enslaving native human population with their mind-controlling powers. The temple on Taboo Island was where they were worshipped as gods, but eventually they were overthrown. This is why the villagers on the peninsula fear the Isle of Dread, but cannot say why. Yet there is no sign of the Kopru on the Isle of Dread or any of the encounters on the island, until the Player Characters descend into the temple on Taboo Island—no ruins or hints, or even indications that Koru have charmed anyone on the island and so might be in their service. Literally, the Kopru are simply locked away until the Player Characters arrive and that is a huge, missed opportunity in terms of storytelling to the point where even if the Player Characters do encounter them, they may not realise the true nature of the Kopru and their secrets.
Ultimately, X1 The Isle of Dread needs the Dungeon Master to really work at it to drop some hints and develop some hooks which will draw her players and their characters into wanting to explore more, and it fails to really help the Dungeon Master do that when it really should. However, as a first wilderness module, X1 The Isle of Dread is a fantastically pulpy, fun hex-crawl, rife with potential for some great adventures and stories.

[Free RPG Day 2021] The Heart of Dako & Zara Harlowe

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been 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. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—

For Free RPG Day 2021, Hit Point Press released not one, but two things. However, the publisher, best known for its Humblewood anthropomorphic setting for Dungeons & Dragons, Fifth Edition, actually put the two things in the one booklet and gave them a cover each, much like a Doubleday cover. So look at the one cover, turn the book over and upside down, and you have the other. Both contributions are for Dungeons & Dragons, Fifth Edition, but each provides the Dungeon Master with something different, one is more generic than other, whilst that other is setting specific. T provides an NPC designed to be dropped into almost any fantasy setting and a new Humblewood adventure.

The BIG BADS series presents a range of booklets, each detailing a villainous NPC which the Dungeon Master can drop into her campaign at short notice. The idea is that they be used when the Player Characters have wandered away from the centre of the action or the plot, and the Dungeon Master does not have anything ready for such an eventuality. Each entry comes complete with a description of the villainous NPC, his tactics and traits (Ideal, Bond, and Flaw), his allies, some background, and some adventure hooks. In the case of The Heart of Dako & Zara Harlowe release for Free RPG Day 2021, the ‘BIG BAD’ is Zara Harlowe, who can be inserted into major town or city which has a city guard and a single thieves’ guild dominating the criminal underworld. Zara Harlowe is the chief of the watch or city guard, and has managed to wage a major campaign against organised crime, breaking up gangs and intimidation rackets, foiling heists just in the nick of time, and filled the nearby gaols with innumerable crooks. However, one major criminal, the local Thieves’ Guild Guildmaster, known as Nix, eludes her, and it continues to frustrate the chief of the guard. Except, of course, it does nothing of the sort, for the simple reason that Zara Harlowe and Nix are one of the same. Zara Harlowe has long been corrupt, and her growing ties to the local criminal underworld put her in a position, eventually, to eliminate all of the local competition and install someone else on charge. Namely, herself—or rather Nix. By day, she commands the city guard to crack down on crime, invariably directing them away from her activities by night as the city’s crime boss. It is all a case of one big misdirection—through double agents, bureaucracy, ruthlessness, and disguise.
The Heart of Dako & Zara Harlowe also details her two allies in the know, both as evil as she is, one a Dragonborn shapechanger and wereboar, the other a Half-Elf Necromancer! There are good notes on roleplay on each of these villains, but especially Zara Harlowe, as well as details of what might be found should the trio be encounter at the Guard Station or the Thieves’ Guild Headquarters. Neither is mapped, which is pity, but the Dungeon Master should be able to find or draw something. Should the Dungeon Master want to use Zara Harlowe and her compatriots, the mini-supplement comes three adventure hooks, one a closed room mystery, one a heist in the city where Zara commands the guard, and the last a rambling letter which hints at the truth of her activities. All three will need no little development upon the part of the Dungeon Master, but they represent a good start. Lastly, there are the stats for each of the three NPCs, each given their own page and all accompanied by decent illustrations. In terms of Challenge Rating, all together they have a rating of ten or eleven, depending upon the situation, so the Dungeon Master will need to adjust according or choose when to run these NPCs.
The BIG BADS section of The Heart of Dako & Zara Harlowe runs to just twelve or so pages of content, but provides the background and stats necessary for the Dungeon Master to run this villainess and her allies with relative ease. She will need to make adjustments and development the content a little to fit her campaign or scenario, but no more than usual.
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The other half of The Heart of Dako & Zara Harlowe is ‘The Heart of Dako’. This is a scenario for the Humblewood campaign setting in which you play anthropomorphic Birdfolk and other woodland creatures. It does not take place in the Humblewood region though, but in the Tanglewilds, a vast jungle far south of the Humblewood on the western continent of Wesden. Here Tanglewilds Guides are stationed at the guide outpost of Wayfare, from where they can be hired to lead expeditions through the jungles of Sania’s Paradise. The four pre-generated Player Characters, all of Fifth Level, are Tanglewilds Guides. They include Zenja Brightfeather, a Seeta Luma (or Parrot) Druid, a Sun Eluran (big cat) Cleric, a Sandscale Tilia (lizard or gecko) Rogue, and an Arma Hedge (armadillo?) Ranger. All four are given two pages each containing all of the necessary stats, features, and traits, plus an explanation of each character’s role, backstory, and equipment. These are all easy to read and understand, and thus far from difficult to ready to play.
‘The Heart of Dako’ opens with the four Player Character Tanglewilds Guides being hired by the Companions of the Blue Rose, a stalwart company of adventurers, to lead them on their way to the coastal city of Espinorra, where a ship awaits to ferry them to their northern homelands. They boast of great find, a precious magical relic they believe to be the fabled Heart of Dako, which they took from the Temple of Naba, and plan to take home with them. Thus they want to get home without any fuss or difficulty. Not long after they set out, the Player Characters and their employers are disturbed in their journey. It might be that they see a strange, apocalyptic vision, be suddenly warned by Companion of the Blue Rose about the Heart of Dako his companions are carrying, or they recall or hear a story about the dreadful outcome should the Heart of Dako be removed from the Temple of Naba. Essentially, the Dungeon Master is free to use these as necessary to persuade the Player Characters that taking the Heart of Dako from the Temple of Naba was not a good idea, each serving as a hook for the adventure proper. Making this decision though will come after the scenario’s opening scene when the Player Characters have an opportunity to interreact with the Companions of the Blue Rose, learn of some of the dangers they faced in finding and plundering the Temple of Naba, and more. This is no mere exposition, but essential in completing the adventure, because the Player Characters will not only have to retrace the steps of the Companions of the Blue Rose, but do so with hot on their heels after stealing the Heart of Dako!
‘The Heart of Dako’ perhaps suggests a nod towards Joseph Conrad’s Heart of Darkness, but the scenario is more Indiana Jones—right down to one of the NPCs exclaiming, “ It belongs in a museum!”, than exploring the nature of European colonialism! After a race across a rope bridge, the Player Characters enter the Temple of Naba and must navigate the various traps and puzzles located in its various chambers. These include the classic spike traps and walls closing in trap, all before the Companions of the Blue Rose confront again and hopefully, the Player Characters can save the day.
In addition to the scenario, ‘The Heart of Dako’, the first appendix gives full stats for all four members of the Companions of the Blue Rose, as well as other NPCs and a handful of jungle monsters. The second appendix describes the Wilderness Explorer, a new Background, and the third, details the actual Heart of Dako.
‘The Heart of Dako’ is a short and linear and presumes that the Player Characters will do the right thing in returning the artefact to the temple. If not, the scenario ends badly… In fact, the scenario feels all too short and could have done with interaction and opportunities for roleplay as it does emphasise exploration, puzzles, and combat rather than roleplaying. This does not mean that there are no opportunities, but they feel sparse in comparison. The adventure itself can be completed in a single session or so, certainly no more than two sessions. The players are provided with some decent characters to roleplay, and the Dungeon Master likewise has a good selection of NPCs to portray. The Companions of the Blue Rose will need careful study as they are the equal of the Player Characters and just as detailed and capable.
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Physically, The Heart of Dako & Zara Harlowe decently presented. The artwork is decent enough in ‘Zara Harlowe’, but fully painted in ‘The Heart of Dako’, and full of lush colours that help bring the various characters (Player Characters and NPCs) to life and the jungle too. A fair bit of the artwork gets used more than once, but it is really good artwork. Otherwise, the writing is good, though perhaps a better explanation of the scenario’s plot could have been included at the beginning.
Of the two pieces of content in The Heart of Dako & Zara Harlowe, ‘Zara Harlowe’ is undoubtedly the more useful, being generic in nature and easily transposed to any setting. Being more specific in its setting, ‘The Heart of Dako’ is less useful to the Dungeon Master unless she wants to run a jungle-set scenario and/or run an anthropomorphic scenario, and less useful to the Humblewood Dungeon Master it takes place far away from the core setting. That said, ‘The Heart of Dako’ is a preview of Humeblewood 2, which opens up the southern tropical continent for the Humblewood setting. As a preview though, it still feels all too short and perhaps wondering if ‘Zara Harlowe’ had been omitted, there might have been room for a bit more adventure and bit more of the Humeblewood 2 to be showcased. Plus, as an adventure for Fifth Level Player Characters, ‘The Heart of Dako’ is not necessarily going to be useful to run when Humeblewood 2 is released.
Overall, The Heart of Dako & Zara Harlowe as a combination does not quite work. The latter is more useful than the former, but detracts from the former which feels as if it could have done with a bit more adventure as a result. Both are available separately on the Hit Point Press website.

A Narrative Mecha Quick-Start

Reviews from R'lyeh -

The Salvage Union Beta Quick-Start Guide is an introduction to the new mecha roleplaying game from Leyline Press, best known for its post-apocalypse, post-BREXIT roleplaying game, Shadow of Mogg. Traditionally mecha roleplaying games and mecha games in general are very technical and tactical, of which BattleTech and its roleplaying game, MechWarrior, are perhaps the best known. Not so Salvage Union, which forgoes the tactical and the technical elements of the game play typically found in the genre, in favour of more narrative play. There are different mech types and different weapons and pieces of equipment, as well as different types of mech Pilots in Salvage Union—and in the Salvage Union Beta Quick-Start Guide, but there are no points of armour to scour off in a firefight and keep track off and there is not a detailed resolution system, or even an initiative mechanic! The Salvage Union Beta Quick-Start Guide comes with six Pilots and their mechs, the core mechanics, advice for the Mediator—as the Game Master is known, rules for scrap and salvage, and a sample scenario. All of this in a digest-sided booklet, nearly ninety pages long.

Salvage Union and the Salvage Union Beta Quick-Start Guide takes place on a colony world in the far future which has been heavily scarred by the effects of global warming, deforestation, pollution, nuclear fallout, and several conflicts. The luckiest and the wealthiest live in Corporate Arcologies—each one run by a different corporation, but most are Wastelanders, living in scattered settlements or in the case of a relative few, as members of self-sufficient communities living in gigantic mechs called Union Crawlers. From these roam bands known as Salvage Unions, made up of workers, salvagers, Pilots, and free spirits, each Piloting their scrap-built or former corporate mech, in search of scrap and salvage to keep their machines and the Union Crawler running, and even upgrade their machines. To some the Salvage Unions are folk heroes, to the corporations they are greedy opportunists and recalcitrant rebels, part of the growing Resistance against the corporations taking control of the planet. In Salvage Union and the Salvage Union Beta Quick-Start Guide, the Player Characters are part of one such Salvage Union.

At the core of Salvage Union is a Pilot and his Mech. Each Pilot has a Profile, three Stats, three pieces of equipment, and three Abilities. The Profile includes a callsign, background, ideal, flaw, keepsake, and motto, whilst the three Stats are Health, Ability Points, and Stress. Health is how much physical damage a mech Pilot can suffer, Ability Points are expended on Abilities, and Stress is how much mental damage he can take, which can be generated via a player Pushing his Pilot, using certain Abilities and items of equipment. Health, Ability Points, and Stress are the same for each of the six pre-generated Pilot in the Salvage Union Beta Quick-Start Guide. For example, the Engineer archetype has the Callsign of Twitch, the Freelancer Background, her Ideal is Pragmatism and her Flaw is Judgemental, her Keepsake is a Red Toy Car, and her Motto is ‘Call me, or screw it up yourself’. Her three pieces of equipment are Riveting Gun, which when the safety is switched off, can inflict damage, a Wrench that can be used as a melee weapon, and a Portable Arc Welder. Her three Abilities are ‘If I cut this wire…’, ‘Field Repair’, and ‘Talk Shop’. ‘If I cut this wire…’ allows her to pinpoint a System or Module on a Mech and disable it. This can be done in person and requires her player to expend two Action Points, or aboard her Mech with a Welding Laser, in which case it costs two Energy Points to use. Similarly, ‘Field Repair’, which enables her to repair a damaged Module or System, and costs either two Action Points or two Energy Points depending whether she is conducting the repairs in person or in her Mech. Lastly, ‘Talk Shop’ just costs one Action Point to use and means she can engage in conversations other Mechanics, Salvagers, workers, and the like, and they will share information with her.

A Mech has several Systems, its hardware and weapons, and Modules, its software, electronic warfare systems, and the like, as well as three ratings for its Spec—Structure Points, Energy Points, and Heat Capacity. Structure Points are how much damage it can take, Energy Points are expended to power a Mech’s Systems and Modules, and Heat Capacity is how much Heat it can generate before a Reactor Overload Check is required and the Mech either shuts down, loses Systems or Modules, or simply blows up! For example, the Engineer’s Mech is a Type 43 ‘Magpie’, a Medium Class worker Mech developed by the Stefanus Corporation. It features Hot Swap Universal Mounts for easy change of Systems and Modules, and its Systems include a Rigging Arm, Locomotion System, and Welding Laser, which when at Engaged range, can be used a weapon. Other Systems include ‘Repair’, allowing the Pilot to repair a Mech or Structure for two Structure Points—even in combat, and ‘Mass Field Repair’, an out-of-combat which enables the Pilot to repair up to ten Structure Points across any number of Mechs. Both ‘Repair’ and ‘Mass Field Repair’ cost two Energy Points to use. The Type 43 ‘Magpie’ also has a Mini Mortar, an Emergency Hatch, and a Transport Hold. Its Modules include a Comms Module and an EM Shield Projector, which can be projected around itself or another Mech and provides protection against lasers and ballistics. It costs two Energy Points to use and requires a roll on its own table to determine its effectiveness.

There are six pre-generated Pilots and their Mechs in the Salvage Union Beta Quick-Start Guide. They include Hauler, who can intimidate her enemies or make a deal with them and her Mk8 ‘Atlas’, a heavy supply Mech which can also lay a minefield; Scout, a tracker and sniper, whose agile ‘TC40’ Gopher can track and survey targets; Soldier Pilots a GCC21 ‘Brawler’, a combat Mech; Hacker, whose MCS-1337 ‘Mantis’ Mech is designed for stealth and hacking into enemy Mechs; Engineer and her Type 43 ‘Magpie’ repair Mech; and Salvager with his BG-288 ‘Jackhammer’, a sturdy mining Mech intended to survey deep underground, excavate rock, and survive a cave-in! Together, these six are all different and they nicely showcase the range of characters and Mechs possible in Salvage Union.

Mechanically, the Salvage Union Beta Quick-Start Guide and thus, Salvage Union, is built around a small set of tables, upon which a player will roll a twenty-sided die. There are no bonuses applied to the roll, but simply an outcome. On a one, the Player Character suffers a ‘Cascade Failure’, meaning that not only has he failed, but has done so spectacularly, or something else has gone wrong. A result of a two to five means a simple ‘Failure’, whilst that of six to ten, means the Player Character has succeeded, but with a consequence. A roll of eleven to nineteen is a ‘Success’ and means that he has succeeded without any penalties, and a roll of a twenty means he has ‘Nailed it’ and succeeded beyond his expectations.

A Pilot can push both himself and his Mech. Pushing his Mech generates Heat and too much can result in a roll on the Reactor Overload Table to see what happens, but it also allows a player to re-roll any check involved with his Pilot’s Mech. Venting Heat is possible, but requires the Mech to be completely shutdown for ten minutes and is therefore vulnerable. If a Pilot pushes himself, he generates Stress and can result in a roll needing to be made on the Stress Overload Table. Similarly, resting for ten minutes will get rid of all of a Pilot’s Stress.
Other tables cover Critical Damage to a Mech and Critical Injury to a Pilot, and there are Modules and Systems which have their own tables, but Salvage Union is not much more complex than this. This is because it is actually a resource management roleplaying game—not a complex one, but a resource management roleplaying game nonetheless, with players keeping track of Energy Points and Action Points for their Mechs and Pilots respectively, and deciding where and when to use them. Although both Stress and Heat can be reduced during play, Action Points and Energy Points cannot, Pilots and Mechs needing to speed a week back in their Union Crawler to recover both. This shifts play in Salvage Union to more of a narrative structure, with even combat initiative being handled narratively rather than via random dice rolls, and makes knowing when to use a System, Module, or Action much more important. Similarly, knowing when to Push a Pilot or a Mech for that all important reroll is also important, and is effectively the nearest thing to a skill system that Salvage Union has.

The Salvage Union Beta Quick-Start Guide also includes rules for salvaging and what can be done with salvage, whether that is paying for Downtime aboard the Union Crawler, making repairs to Mechs, or even building new Modules and Systems and upgrading a Mech. There is good advice for the Mediator too, especially on game structure and handling consequences—especially since this is a quick-start. The Mediator is also provided with sample enemy Mechs, a glossary of terms, and several table of salvage. With a bit of care, the Mediator could even design a few Mechs of her own to field against those of the Player Character Pilots.

Lastly in the Salvage Union Beta Quick-Start Guide, there is a short scenario. This is ‘The Downing Of The Atychos’ and sees the Player Characters tracking down a corporation air transport ship which has crashed. It belongs to Evantis Industries, which manufactures experimental heavy mechs and weaponry, and that means potentially good salvage. Unfortunately, the transport has crashed in the city ruins of Hope Falls, thought to be home to outlaws, and there are going to be rival Salvage Unions interested. The Pilots will need to fight and possibly negotiate their way across the area and conduct a survey in order to locate the downed transport, facing some interesting threats and situations along the way. Several fun NPCs are provided too, as well as some different Mechs. It is a decently done adventure which should take a couple of sessions to play, but could easily be developed by the Mediator to run a mini-campaign if the players and their Pilots wanted to explore the area further and scour it empty of salvage.

Physically, the Salvage Union Beta Quick-Start Guide is a decently presented digest-sized book, whose cover is reminiscent of a Haynes manual. Inside, the artwork varies in style, from fully painted vistas to line art drawings of the Mechs with cartoon-like illustrations of the pre-generated Pilots in-between. The layout is clean and tidy, and the quick-start is easy to read through.

The Salvage Union Beta Quick-Start Guide does an excellent job of introducing Salvage Union and how it is played. It not only comes with everything necessary to play its scenario, but a bit extra with which the Mediator can expand play beyond the scope of the scenario, providing a broader look at the core game. Some adjustment is necessary in terms of play since although this is a Mecha-style game, as it emphasises narrative play rather than tactical, for both the roleplaying and the Mech combat. Overall, the Salvage Union Beta Quick-Start Guide is an impressive introduction to Mecha-style games and settings, but without resorting to a lot of stats and wargames style play.

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Salvage Union is currently being funded via Kickstarter.

[Free RPG Day 2021] Talisman Adventures – Quick Start Guide: Curse of the Rat Queen

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been 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. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is the introduction to the Talisman Adventures Fantasy Roleplaying Game. Published by Pegasus Press, this is actually the roleplaying adaptation of Talisman: The Magical Quest Game, the classic fantasy board game originally published by Games Workshop in 1983. Like the board game, the Talisman Adventures Fantasy Roleplaying Game and thus Talisman Adventures – Quick Start Guide: Curse of the Rat Queen takes place in the in the Realm, a land of deadly creatures and ancient dragons and wondrous magic and fell curses, born in ages past after the Great Wizard cleansed the land of its many threats. Yet the Great Wizard did not stay, leaving behind the Crown of Command, talismans of great power, and perturbed peoples. Without the presence of the Great Wizard, vile monsters and other evil servants of Oblivion have begun to regain their power across the Realm, and now it is up to Heroes to step up and make a name for themselves.

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with everything necessary to play. This includes an explanation of the setting, the core mechanics—including combat and spellcasting, four pre-generated Player Characters, and a short three-act scenario. To play, each player, including the Game Master, will need four six-sided dice, one of which must be a different colour to the others. This die of a different is the Kismet Die. Each player will also need five or six tokens, whilst the Game Master will also need five or six of her own, but of a different colour. These represent tokens Fate—Light Fate for the Player Characters, but Dark Fate for the Game Master.

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen quickly leaps into an explanation of the mechanics—the 3D6 Adventures System—and how tests work. However, to understand how they work, both Game Master and her players need to know what makes up a Player Character. Each Player Character has two Attributes, Strength and Craft. The former represents a character’s physical capability, and has three Aspects—Brawn, Agility, and Mettle, whilst the latter represents a character’s mental capability, and also has three Aspects—Insight, Wits, and Resolve. For the pre-generated Player Characters provided with the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen, both Attributes and Aspects range between one and five. A Player Character can also have Skills, for example, Decipher, Entertain, Melee, or Psychic, and some Skills can have Specialisations, such as Mystic for Spellcasting, Axe for Melee, or Forest for Survival.

When a Player Character wants to undertake an action, his player rolls three six-sided dice, one of which must be a different colour, and thus the Kismet die, hoping to beat a given Difficulty, for example, an Average Difficulty might be eleven. If the Player Character has an appropriate Skill, then an associated Attribute or Aspect can be added to the total. More than the one Attribute or Aspect can be associated with the Skill, for example, Entertain Skill is associated with Wits, Insight, and Agility. Obviously, Agility for physical performances such as dancing or juggling, Insight for singing and playing a musical instrument, and Wits for reciting a saga or performing in a play. Further, if the Player Character has a Focus for the Skill, the player receives a flat +2 bonus to the roll. The outcome of the roll generates a Degree of Success. If the combined result—including the dice roll plus appropriate Attribute, Aspect, and Focus—is equal to, or greater than the Difficulty, then that is a Standard Success. If doubles are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is a Great Success. If triples are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is an Extraordinary Success.

A result is less than the Difficulty, then the Player Character has failed. In combat this means that not only has the Player Character failed to strike his opponent, that opponent has struck back and inflicted full damage. A Standard Success means that the Player Character has succeeded in the Test, but at a cost or with a complication. This then, is a classic, ‘Yes, but…’ result. In combat, this means that a Player Character has managed to attack an opponent, but said opponent strikes back and inflicts half damage. A Great Success means that the Player Character has succeeded without any beneficial or detrimental effect. This is complete success. An Extraordinary Success means that the Player Character has succeeded and done so with great effect. In combat, that might be to inflict extra damage or another effect. This is a classic ‘Yes and…’ result.

Further, if a one is rolled on the Kismet Die, the Game Master gains one Dark Fate, whilst if a six is rolled, the Player Character gains one Light Fate. Rolling a one on the Kismet Die, can also trigger the Special Ability for an NPC or Enemy, whilst rolling a six can trigger a Player Character’s Special Ability. Light Fate points can be spent to add a bonus six-sided die to a Test, reroll a single die after a Test roll has been made, activate a Special Ability or an item’s Special Quality, and to avoid dying following a failed death test. The Game Master can spend Dark Fate to increase an Enemy, activate an Enemy’s Special Ability, activate effects in special areas, and activate an item’s curse effects. Both the Player Characters and the Game Master have a limited supply of their respective Fate, but more is generated throughout play.

Combat in Talisman Adventures is player facing, with each player making a Test with a Difficulty equal to the Threat of the Enemy faced by his Player Character. What this means is that the Player Characters act first and the Degrees of Success their players generate determine exactly how the Enemy react. So if an attack fails, the Opponent will attack, inflicting full damage or a Special Attack, whilst with a Success, the Player Character inflicts full damage, but suffers half damage from his Opponent in return. Only with a Great Success will full damage be inflicted without any comeback, whilst an Extraordinary Success does that and more. Numerous options are given for what that ‘more’ might be, depending whether the Player Character’s action is a Melee or Ranged Attack, a Psychic Attack, a Spell being cast, and so on… Once the Player Characters have acted, any Enemy who have not been engaged in combat, are free to act. In this case, any Player Character attacked must make a Defence Test, again against the Enemy’s Threat, and again, the Degree of Success determines the outcome, even to potentially stopping the attack and riposting with half damage on an Extraordinary Success.

Armour in Talisman Adventures is ablative, but can be repaired between encounters. However, armour always suffers a single permanent point of damage in combat which requires repair with a full set of tools. What this means is that the effectiveness of armour degrades over the course of an adventure, from encounter to encounter. When armour has been rendered useless in an encounter, any further damage is inflicted as Wounds. Successive Wounds also inflict increasing penalties to Tests and if a Player Characters suffers too many Wounds, his player must begin making Death Tests—or die!

The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with four pre-generated Player Characters. They include a brawny, axe-wielding Troll Warrior; an unarmed and unarmoured Dwarf Priest who can heal and bless, plus banish spirits; an Elf Scout, good with a bow and moving in the forest; and a Ghoul Assassin (!) who is incredibly sneaky and can even turn a dead Enemy temporarily against his former companions. In general, the Player Characters are clearly laid out and easy to read, though players should note that the Dwarf Priest has no armour and the Ghoul Assassin has the Soul Drinker Special Ability, but not the Psychic Assault Special Ability necessary to initiate a psychic attack.

The adventure, ‘Curse of the Rat Queen’, in the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen runs to ten pages. A three-act affair, it sees the Player Characters travelling to the village of Jellico which requires their help. After the cliché of a barroom brawl to get the players used to the dice mechanics, the village elders summon the Player Characters and explain the problem besetting the village. It has been beset by a plague of rats, and naturally, the elders hired a Pied Piper and his tunes drew all of the rats out of the village. However, now they are returning, and the elders cannot not find the piper, so they want the Player Characters to find him, get their money back, and hopefully put an end to the rat menace. This will take them out of the village and into the surrounding wilderness to the Whispering Woods where the piper led the rats… Even if the start is a cliché, ‘Curse of the Rat Queen’ is a decent adventure, supported with good advice and optional content that the Game Master can add if she wants to. It adds a couple of rules of play along the way, so the Game Master will need to the adventure through thoroughly as part of the preparation. The adventure is not necessarily straightforward, but should be fun to play and adds several extra monsters which the Game Master could use to expand upon the adventure. Overall, a decent adventure which should provide two or so sessions’ worth of play.

Physically, the is decently presented. The artwork varies a little in quality, but the writing is clear and easy to understand. The Game Master will need to conduct a careful read through as it does leap straight into the rules and there are extra rules explained later in the scenario. This does mean that The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is not quite suited to the novice Game Master as intended, but anyone with a little experience will pick the rules up fairly quickly. Also, the phrasing of the Degrees of Success feels slightly odd in that a Standard success is one with an element of failure. Adjust to that—and of course, the player facing mechanics which do make the Game Master’s task much easier, and Talisman Adventures serves up a mix of the traditional and the slightly lesser than traditional fantasy. Overall, the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is a solid introduction to Talisman Adventures combined with fairly simple mechanics and a fun adventure.

Kickstart Your Weekend: Vaesen RPG – Mythic Britain & Ireland

The Other Side -

There are few things I love more than Creepy Folk horror and one of those things is creepy Gothic Horror.  I was quite pleased to see that Free League Publishing of Sweden was doing a horror Mythic Britain and Ireland, you know it has my attention.

Vaesen RPG – Mythic Britain & Ireland

Vaesen RPG – Mythic Britain & Ireland

https://www.kickstarter.com/projects/1192053011/vaesen-rpg-mythic-britain-and-ireland?ref=theotherside

I picked up Vaesen based on solid recommendations while I was at Gen Con this past year.  The game is gorgeous, but I have yet to play it.  But this?  This looks like it was tailor-made for me.

Once again the art looks amazing and the game itself?  Well, I am hooked and already thinking of a game I could run with it.  

Check it out and throw them a Krona or two.

NotTSR sues Wizards of the Coast

The Other Side -

Kinda busy with work and other projects this week, so this will be a fast one.  

File under, "Gods, Not these Idiots Again?"

So the New, New TSR, also 3SR, or TSR3, or NotTSR by me, have decided in their infinite wisdom to sue Wizards of the Coast.


Yup.

Wizards of the Coast/Hasbro (the makers of Magic: The Gathering and Dungeons & Dragons) is being sued by TSR (the makers of well...nothing actually).

You can read the filed suit here: 

Now that is the text of the suit and details exactly what is being asked of the courts. This is a copyright and trademark dispute.

The copyright one is completely bogus as Wizards owns (and has all the receipts) of the copyright to all of TSR, Inc.'s former copyrights.  This has been repeated multiple times by Ryan Dancey, the Wizards of the Coast employee charged with investigating and authorizing the purchase of TSR, Inc. (and the spearhead of the OGL), by Shannon Appelcline the RPG historian who has covered the history of D&D/TSR, and most recently by Benjamin Riggs who writing a book to cover the purchase of TSR, Inc. by Wizards of the Coast. 

Reading through this document this is about NotTSR wanting to have free and clear use of the old logos that Wizards had owned but the trademark licenses elapsed.  Currently, it looks like the use of the "Man in the Moon" logo has cancelation pending

Given the language in the NotTSR's IndieGoGo's page (which I am not linking and will get to in a bit) makes the claim that Wizards of the Coast are "bullying" them to give up the logos and maybe even the name. This is what I thought they had done anyway back in July with the whole "WonderFilleD" name.

While the text of the actual suit says one thing, their IndieGoGo page says something else.

The crowdfunding effort on IndieGoGo makes it sound like they are taking on WotC to reclaim D&D and get them to remove the disclaimers on older products (including ones produced and published by WotC themselves).

delusional nonsense

There is a whole lot of nonsense here to unpack.  Where to start?

TSR, Inc. is not New TSR.

There is a lot of conflating of the two (well there were three) TSRs.  LaNasa here is trying to make a connection between the TSR that dissolved in the 1990s to the new "company" he created.   That conflation is something he has been doing for the last few months.  I am wondering if he is actually starting to believe this himself. 

IndieGoGo and not GoFundMe

Then there is the issue of IndieGoGo vs. GoFundMe.  GFM is the go-to platform for things like this. So why IGG? I think it is because there are few consumer protections against fraud that GFM was specifically designed for. IGG is great, but this is not what it was meant for.

The Suit vs. What the fundraiser page says

The suit covers a trademark dispute.  The IGG pages leads you to believe that they are also going after Wizards to get the language on the DirveThruRPG/DMSGuild pages changed.

Extra delusional

Keep in mind that NotTSR has no legal leg to stand on here. WotC owns those products lock, stock, and barrel. They can do whatever they want to their own products.

I said it 18 months ago, and I revisited it 6 months ago, but those disclaimers are not coming down. It doesn't matter what the older, tiny subset of fans, many who also claim never to buy the products, want.  If anything it increased the sales.  Do you honestly think Oriental Adventures was going to go to Mithril seller on its content alone?

NotTSR and LaNasa do not have that sort of power. Not even if their Fundraiser ran at its current levels for the next 10,000 years. 

Libel and Slander?

Good thing that this wasn't in the actual suit.  This is a perfect example of someone not knowing what the legal terms Libel and Slander actually mean. I would even argue that LaNasa has MADE money since those disclaimers went up.  Also, WotC can also show that no harm has been caused to their own livelihood since they went up.   This is the weakest of all his claims. 

So what is the point of all of this?

Simple. I have talked to a lot of people that are part of the RPG industry and the overwhelming consensus is that is nothing more than a cheap cash grab.  It is a grift to get money from the old-school gaming crowd. 

LaNasa is promising the return of "old TSR" but not only is Old TSR gone, it is gone forever. The copyrights and IP are held by a multi Billion dollar company (Fortune 500 rank #494).  The principles and the creatives are all for the most part dead. The ones that are still alive have nothing but contempt for this cash grab.  Don't forget that "good old TSR" was not always so good. Gygax tried to screw Arneson of money he was owed (it was Wizards of the Coast that made Dave Arneson was paid finally, not TSR), it was TSR that fired Gygax from his own company, and it was TSR that threatened to sue anyone that so much as talked about D&D online back in the early 90s.   The whole "Make TSR Great Again" is a smokescreen for a blatant cash grab and to hide the fact they still have no products out.


I said what I said

Edited to Add: Here is a brilliant takedown of the complaint by a lawyer who does this stuff all the time.

Mail Call: Chris Perkins' "Advanced Dungeons & Dragons 3rd Edition"

The Other Side -

Been a busy time at work, so just a fast one today.

Some time ago I grabbed something called "Advanced Dungeons & Dragons 3rd Edition" from the web.  It has been sitting in my "to be sorted" folder for ages.  I was in the process of digging up some other material for a project when I happened upon them.   The layout was nice and clean and the covers were nearly print-ready.  So I spent some time a few nights ago tweaking it and slapped the whole thing on Lulu.

Here is what I got.

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed.
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. MM
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. MM
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. DMG
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. DMG
Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. Covers

Frankly, I am pretty happy with it. 

I went a re-looked up what this game was/is and it turns out it was done by Chris Perkins.  The game is a very nice blend of AD&D 1st and 2nd Editions with mechanics from D&D 3rd Edition and inspiration from Castles & Crusades.  The overall effect is not unlike D&D 5th Edition, but more of a 1st Edition feel.

The art is all copied from published classic D&D sources, so there is no way this thing is legal to sell. I am sure if cleaned up it could be released under the OGL, but it is so close to Castles & Crusades and D&D 5th edition there is no need to do so save as an entertaining experiment.

Perkins used to have a website for it, http://www.adnd3egame.com/cnc.htm but it is long since gone. There are details about it at RPG Geek and Boardgame Geek.  I have no idea where it is hosted anymore.  I found a new site for it here: https://scruffygrognard.wordpress.com/2010/02/02/add-3rd-edition/Note: Perkins is now working on a BX3e.

It is a completely playable game and has a lot of nice features.  It reads like a D&D "Greatest hits" album.  It is just missing some "kits" or "subclasses" to make it more like 5e.  

The question of course is why play this when I have all the other versions of *D&D?  Well, the simple answer is that it looks like fun.  IT might be neat to play this "what if" version.  It is also interesting to see which design choices Perkins went with. Like why 20th century D&D style saving throws and not say 3rd/4th Edition ones or 5th Edition/Castles & Crusades ones?  How does the skill system work (feels like a mix of AD&D 1st ed and D&D 3rd ed)?  There are Bard and Monk classes, how do they compare to their 1st and 3rd ed counterparts?  Plus there is a section on Psionics. So there is a lot to explore here.

Besides the books are damn attractive.  The layout like I said is clean and simple, but it appeals to me.

Now that I found his site again I am curious to see if there will be more updates on it. His BX3e project also looks very interesting.

Monstrous Monday: Demon Prince Orcus fo AD&D 2nd Edition

The Other Side -

Going back a bit to do some more level setting and based on a conversation I had last week with a friend.  He was looking for some stats for Orcus for 2nd Edition AD&D.  I have stats for all versions of AD&D/D&D for him, but none for 2nd Ed.  I had always felt that Orcus was dead throughout all of 2nd Edition (thanks to The Throne of Bloodstone) but the events of Dead Gods brought him back. 

I did have some older AD&D 2nd Ed stats I had created in something I call the "Red Book."  The notes are largely cribbed from 1st Edition sources. 

To rebuild this I am going to also look to other sources like Swords & Wizardry and Pathfinder.  

Orcus for AD&D 2nd Ed

Orcus, Demon Prince of the Undead

Climate/Terrain:  The Abyss
Frequency:  Unique
Organization:  Solitary
Activity Cycle:  Any
Diet:  Carnivore
Intelligence:  Supra-genius (20)
Treasure:  P, S, T, U
Alignment:  Chaotic evil
No. Appearing:  1 (Unique)
Armor Class:  -6
Movement:  18, Fl 36 (B)
Hit Dice:  25 (130 hp)
THAC0:  7
No. of Attacks:  3 (see below)
Damage/Attack:  1d10+3/1d10+3/2d4 + special
Special Attacks:  Fear, spell-like powers, summon and command undead, Wand of Orcus
Special Defenses:  +3 or better weapons to hit
Magic Resistance:  85%
Size:  L (15' tall)
Morale:  Fearless (19-20)
XP Value:  36,000

Orcus is the Prince of the Undead, and it said that he alone created the first undead that walked the worlds.

Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.

Appearance:  Orcus is a grossly fat demon lord, some 15 feet tall.  His huge grey body is covered with coarse goatish hair.  His head is goat-like, although his horns are similar to those of a ram.  His great legs are also goat-like but his arms are humanoid.  Vast bat wings sprout from his back, but these are usually tucked out of sight when he is not in flight.   His long, snaky tail is tipped his a poisonous head.

Combat: It is probable that this creature is one of the most powerful and strongest of all demons. If he so much as slaps with his open hand the blow causes 1-4 hit points of damage. His terrible fists can deliver blows of 3-13 hit points. If he uses a weapon he strikes with a bonus of +6 to hit and +8 on damage. Additionally, his tail has a virulent poison sting (-4 on all saving throws against its poison), and his tail strikes with a 15 dexterity which does 2-8 hit points each time it hits.

Orcus prefers to fight using his wand. (see below)

Orcus radiates a 60-foot-radius aura of fear (as the spell). A creature in the area must succeed on a saving throw vs. Spell or be affected as though by a fear spell (caster level 30th). A creature that successfully saves cannot be affected again by Orcus’s fear aura for one day. 

Orcus can, at will, use any one of the following powers: 

Orcus can command or banish undead as a 15th-level cleric, controlling up to 150 HD worth of undead at one time. He casts spells as a 15th level cleric and 12th level magic-user, and can use the following magical abilities at will: animate dead, charm monster, darkness, dispel magic, ESP, fear, feeblemind (1/day), lightning bolt (12 die), speak with dead (as 20th level cleric), symbol (any) and wall of fire.

Additionally, he has an 80% chance of gating in any demon of type I-V (but only a 50% chance of gating a type VI or VI and will never call upon another prince). 

Orcus furthermore is able to summon the undead, for he is their prince. If random calling is desired by the referee the following is suggested:

  • 4-48 Skeletons
  • 4-32 Zombies
  • 4-24 Shadows
  • 2-8 Vampires

Habitat/Society: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.

He has a following of human worshippers as well; warlocks, death masters, necromancers, and evil priests.

Ecology: Orcus controls several levels of the Abyss he claims as his own including the 113th and 333rd layers.  When not at war with the forces of good and life he wars with all the other demon princes for control of all the Abyss.  Orcus' goal is to see all life extinguished and death reigns supreme. 

Wand of Orcus

Wand of Orcus: Mighty Orcus wields a huge black skull-tipped rod that functions as a +3 heavy mace. It slays any living creature it touches if the target fails a saving throw. Orcus can shut this ability off so as to allow his wand to pass into the Material Plane, usually into the hands of one of his servants. Further, the Wand has the following magical powers: 3/day—animate dead, darkness and fear; 2/day—unholy word.

--

Might need to tweak it some for my own uses, but this looks like it works well enough.  These stats are not perfect by any stretch, but they feel pretty close. 

I reject the fan theory that so many have adopted that Orcus was once human.  Though this does fit in with the Mystara/BECMI Immortals Set version of Orcus. Though THAT Orcus also has 39 HD and 620 HP.  

I prefer my own where he is a remnant of a former god. He has memories of God-like power, but nothing else.  After all according to Milton Orcus was in Hell when the Devils first arrived.

In any case, I do see that Orcus became more powerful after the events of Dead Gods. Maybe also explaining why he went from being "immensely fat and covered in grey hair" to the red demon of 21st century D&D. 

Links

[Free RPG Day 2021] Victoriana: Going Underground

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been 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. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
—oOo—

Cubicle7 Entertainment Ltd. offered two titles for Free RPG Day 2021. One is Reap and Sow, a scenario and quick-start for Warhammer Age of Sigmar Soulbound. The other is Going Underground, an adventure for the forthcoming version of Victoriana, the roleplaying game of intrigue, sorcery, and steam for Dungeons & Dragons, Fifth Edition. This is the roleplaying game of gothic fantasy magic and steampunk engineering set at the height of the reign of Queen Victoria and the British Empire. Magic is commonplace and even powers many of the new technological advances, such as the clockwork automata and prosthetic limbs, the latter often replacing those lost through industrial accidents or war. However, there is tension between maintaining the old ways of magic and embracing the optimism which comes with the new technology and the speed of change. The world of Victorianais also inhabited by different species too. The Duine are much like Humanity, but there are also Púca—humans with animal traits; Muirlochs—nocturnal Humans with batlike ears and an affinity for technology; Khald—short, stout, and stubborn professionals known for their craftsmanship; Gruagach—tall, muscled, and honestly direct of opinion; and Elderen—elegant psychics said to have connections to the fae. There are numerous sources of magic too. These include the Aluminat faith which the Luminous Host and works to keep Humanity from becoming embroiled in the dangers of Entropy—which is thought to have lead to the apocalyptic magical event known as the Great Cataclysm in the past; the Thaumturge’s Guild which has legitimised and industrialised magic; Animism is drawn from the Otherworld which is home to the fae and harnesses the quintessence of nature to create talismans; and Maleficium is dark magic—necromancy and diabolism—taught by the Pallid Ones, fallen Archons. Magic is also another source of tension since it was once the sole purview of the nobility, but this is no longer the case as it has been industrialised and democratised. 

Victoriana: Going Underground is a preview of the forthcoming new edition of Victoriana, effectively the fourth edition, which is designed for use with Dungeons & Dragons, Fifth Edition. It moves the setting on two decades from just after the Crimean War to the Queen’s Golden Jubilee in 1877. After a solid introduction which explains the setting, it quickly throws both players and Game Master into the adventure itself, ‘Going Underground’. Designed for four players—the quick-start includes four pre-generated Player Characters—it is a short, direct, and linear adventure. They include Adelaide Finch, a Muirloch Sleuth, Theodore Gatesly, a Noble Gruagach Confidante, Sam Urmacher, a Púca gadgeteer, and Charalata Rathmore, an Elderen Animist. Each of the four comes with a full colour portrait and a clearly presented set of stats and abilities. All four are attending the opening and inaugural running of the deepest and newest underground train line built and run by the City & South London Subway. As detailed in the opening explanation for the players and their characters, Adelaide Finch has learned that someone is planning to sabotage the opening of the line, Theodore Gatesly used his connections to get the quartet tickets to the event, Sam Urmacher is along to investigate and write an article for periodical about trains, and Charalata Rathmore may help soothe the proletariat’s objections to the newly dug line.

The adventure itself is direct. The Player Characters alight from their carriage, descend into the London Underground, interact with the other guests and the staff, before boarding the train, and making the journey from Cannon Street to Stockwell and back (the alternate history of Victoriana means that the two are connected via the same line, when at the time they would have completely separate, unconnected lines). On the way something strange happens and it appears to be pulling the train through a portal. The question is, what caused this, and how do the Player Characters and everyone aboard the tube train get back? Throughout there are moments when the adventure puts each of the Player Characters in the spotlight, mostly to learn new information rather than act, and it is not until the strange event occurs that they really have the chance to do anything and be more proactive. Up until this point it does feel as if the Player Characters are in the background of the adventure, often reacting to the sometimes-clichéd actions and utterances of the NPCs. Once the train is thrown into the portal, the Player Characters have more opportunities to act—mostly combat and making repairs, but definitely more than the initial parts of the adventure.

Mechanically, there are relatively few changes between Victoriana and Dungeons & Dragons, Fifth Edition—at least in Victoriana: Going Underground. The most notable is the list changes to various skills, of which the Social Class skill, with its specialisations of Noble, Bourgeoisie, and Proletariat, figure prominently in the play of the scenario. The other is the addition of Quintessence, which is used to power spells, special abilities, and devices. This replaces the traditional Vancian spell slots of Dungeons & Dragons with what is in effect, a spell point system.

Physically, Victoriana: Going Underground is decently presented and written, with decent artwork—especially those of the Player Characters. It is a pity that none of the NPCs are illustrated.

Victoriana: Going Underground is short and direct and playable in a single session. As an example adventure, it is not that engaging, often relying upon clichés for its presentation of its NPCs and having a tightly plotted script. The latter though, is primarily due to the length of the scenario—a little over six pages in a fourteen-page booklet—and the fact that it is set in a tube train! Nevertheless, there are opportunities for the Player Characters to interact with the NPCs, shine a little, and the scenario does go out of its way to spotlight each of the four pre-generated Player Characters, and there is also scope for players to roleplay as well. However, as an introduction to the new edition of Victoriana, the scenario in Victoriana: Going Underground is too limited and too linear—certainly to stand on its own as a memorable adventure. As the opening chapter or prequel to a fuller, deeper, and proper scenario, Victoriana: Going Underground is serviceable enough, but not much more.

Hexagonal Horror

Reviews from R'lyeh -

Best Left Buried is a fantasy horror roleplaying game in which characters venture into the crypts and caves below the earth in search of secrets and treasures and there face unnameable monsters, weird environments, eldritch magic, and more… Whilst deep underground, they will be under constant stress, face fears hitherto unknown, and the likelihood is that they will return from the depths physically and mentally scarred, the strangeness they have seen and the wounds they have suffered separating them from those not so foolish as to descend into the dark. Published by Soul Muppet Publishing, one of the more accessible versions of the roleplaying game is Best Left Buried: The ZiniEdition or A Doom to Speak – The Crypt Collection 1: Rules because it presents  its contents in discrete, self-contained chapters or ‘Zinis’. This includes an anthology too of fifteen mini-dungeons and mini-locales reduced to the ‘Zini’ format, just four pages per entry, many of which can be found in this A Doom To Speak Megabundle.

Released at DragonMeet 2021, A Garden Most Foul: A rot-choked fever-nightmare adventure for Best Left Buriedis the newest zini, another four-page pamphlet scenario. This takes the Player Characters into the Garden of the Demon Postulix, deep in the wilderness, part of an expedition led by Lord Amador Gregory to discover the Tree of Life and its miraculous fruit. It begins with the Player Characters, having been told that the Demon Postulix grants eternal life, standing at the entrance to a low tunnel which runs through the high hedge of thick thorns surrounding the garden. The inside consists of a mini-hexcrawl of a single hex containing seven smaller hexes. The terrain under foot and the general conditions is mostly foul—as the title promises—ranging from thick, boot-sucking mud to fields of jagged boulders which almost seem to want to bite passers-by. In between are landscapes which resemble acres of rolling slabs of muscle and fat, copses of trees from which hang strange pods, a fungus infested cave, abscesses containing hives of rotten insects, and freshly tilled fields sown with fragments of bone…

A Garden Most Foul is a relatively light mini-adventure and there is a sparseness to it—no surprise given its length. Nevertheless, it possesses a weird and disturbing atmosphere, which comes of its disparately themed hexes being mashed up against each other. The location is also sparsely populated, with just the one NPC, two singular monsters, and the one monster type. There is room too for the Game Master to expand the fungus infested cave, perhaps connecting it into any one of the fungal-themed and Mushroom Men populated adventures written for the Old School Renaissance. There are moments too when the Cryptdiggers will find themselves being hunted, likely leading to clash between a great abomination and the unwholesome beast it rides. The story though suffers from a paucity of plot and what there is perhaps a little too obvious. Plus the personalities involved are underwritten. On the plus side, this does mean that there is plenty of scope in the zini for the Game Master to expand and develop A Garden Most Foul where necessary, whether that is expanding the plot or adding an NPC or two—with there being room aplenty for both.

Physically, A Garden Most Foul is also fairly unpossessing. The only illustration is on the front cover and is that of the two singular monsters—an abomination and the beast it rides. It nicely captures the utterly unwholesome nature of both. The zini is well written and easy to grasp, so that the Game Master could prepare with very minimal preparation.

A Garden Most Foul is short, weird, and self-contained. All features which make it easy to run, with very little preparation time—though perhaps in terms of plot and personalities, if the Game Master has some time, then she should develop both. The minimal preparation time and the self-contained nature means that for Best Left Buried, it is incredibly easy to pick up and get to the table. It also means that it is easily dropped into any distant wilderness location and it can be just as easily adapted to the fantasy roleplaying game of the Game Master’s choice, especially ones which embrace the weird and the horrifying—for example, Warhammer Fantasy Roleplay or Shadow of the Demon Lord. Simple and sparse, A Garden Most Foul: A rot-choked fever-nightmare adventure for Best Left Buried is ready to fill in a space when the Game Master needs it, or waiting for development to bring out little more personality and plot.

Bearfaced Horror

Reviews from R'lyeh -

For fans of Vaesen – Nordic Horror Roleplaying, the roleplaying game of investigative folklore horror set in nineteenth century Scandinavia, based on Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans, there is just the one supplement supporting it—for the moment. However, for Vaesen and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, but ultimately provide something which the Game Master can bring to the table and engage her players with. Such is the case with Unbearable.

Unbearable is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with lots of Mats and puppies, plus a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign.

In Vasen, the Player Chaarcters are members of the Society, which is based in Castle Gyllencreutz in the city of Upsala and which is dedicated to the study and understanding of the vaesen. Thus its members look for opportunities to investigative signs of Vaesen activity and so at the start of Unbearable, they find an interesting article in an issue of Fortean Times. This is a report about Alsen, described as the unluckiest village in Sweden, having recently been beset by a rash of inexplicable events. These include bear attacks, mystery fires, and disappearances to the point that it has gained a certain notoriety amongst tourists looking for a different sort of attraction. Notably though, the journalist for the Fortean Times who was reporting on the village has also gone missing. For the members of the Society, the question is, what exactly going on in Alsen and where is the missing journalist?

Unbearable is a classic ‘village in peril’ scenario and as such brings together some of its classic clichés. Thus we have a gossipy innkeeper’s wife who leaves him to do all the work, a drunken priest who is losing his faith and does not understand what is going on, and a useless mayoral figure, and nature itself which seems to be attacking anyone and everyone in Alsen, let alone the village itself. However, just because the scenario has an almost identikit structure, it does not mean that it is either a bad scenario or a poorly put together scenario. In fact, it is really quite an enjoyable scenario, with the Player Characters having to sort through or interact with the clichés in order to get to the truth of the matter—and the Game Master hamming up the old standards for she is worth! However, there is more to Unbearable than that, and diligent investigation will reward the Player Characters with a wealth of clues as to just not what is going on, but also how to stop it. This includes a great scene involving one or more Player Characters having to work the smithy at midnight under very ghostly light and all of them getting to the home of the local bear trapper who happens to have set all his traps out roundabout. All this is against a background of growing strangeness—fungus blooming the wooden foundations of buildings, bear attacks, wooden objects throughout the village sprouting leaves, the local vicar going off in a drunken fury, and more.

Ultimately, the Player Characters will have a showdown with the supernatural cause of the problems and deaths in Alsen, hopefully having gained an advantage or two from their enquiries in the village. The primary one presented in Unbearable is physical, and although options are discussed, the emphasis is firmly on the physical resolution. The options discussed cover more peaceful means of solving the scenario, but they are not explored in terms of game play, and that is a shame. The reasoning here is that the inhabitants of Alsen are going to want an end to the situation in the village and direct confrontation is the obvious means of achieving that, and it is a perfectly understandable motivation. However, players being players, they may not necessarily want to resort to a combative resolution, and so a more detailed discussion of the other options would have been useful for the Game Master.

Physically, Unbearable is cleanly laid out and easy to read. It comes with maps of Alsen and the surround area, as well as floor plans of the inn and the article from the Fortean Times as a handout. Both maps and handout are decently done. Also well done are the thumbnail portraits for the scenario’s eleven NPCs, such that it is a pity that the PDF does not come with a sheet with their names and portraits to show to the players. The artwork is also very nicely done and chosen.

There is a lot to recommend Unbearable. It is nicely presented,  accessible, and self-contained scenario with a decent nature versus man plot and plenty of NPCs to interact with and clues to find. It is also easy to move to another location—though that location should have bears!—and easy to add to an ongoing campaign. Unfortunately, the lack of detail for other options for resolving the situation in Alsen means that it cannot be described as unbearably good. Which is disappointing, because if it did support those options it would have been worthy of that terrible pun. Nevertheless, Unbearable is solid scenario, offering a good mix of investigation and action.

Dee's Occult Half-Dozen

Reviews from R'lyeh -

The Dee Sanction Adventures: A True & Faithful Transcription of Matters Concerning Lost Books, Strange Sorceries, Befouled Poppets, Accusations of Witchcraft, and Assorted HELLSCAPES is an anthology of adventures for The Dee Sanction, the roleplaying game of ‘Covert Enochian Intelligence’ in which the Player Characters—or Agents of Dee—are drawn into adventures in magick and politics across supernatural Tudor Europe. It collects a half-dozen adventures released as PDF titles for the original Kickstarter and subsequently funded by a second Kickstarter campaign for a print edition. All of these scenarios are set during the reign of Elizabeth I, beginning in the year 1570, when Pope Pius V excommunicates her for her heresy and her persecution of the Catholics In England and the Catholic conspiracies against her seem to run rampant. All six can be run in more or less any order, or alternatively, run as a six-part campaign. The Dee Sanction Adventures starts with advice to that end, but nevertheless, it does require some effort upon the part of the Game Master to make the connections and links between them and so have them form a whole campaign.

The anthology—and potentially the campaign—opens with ‘Window of the Soul’ and the agents out on the town for an evening’s entertainment in the drinking holes, brothels, and bear-baiting pits of Southwark. However, their revelries are interrupted when they come upon a cart driver, his wife, and their child under assault by a group of ruffians, hellbent on doing them harm. This could be a simple robbery, but they detect something arcane about the attackers. Are they cursed? Bewitched? Or something else? Clues lead them into the comings and doings of Southwark and ultimately to the highest echelons the conspiracy against good Queen Bess. This is solid start to the anthology with a strange piece of investigation and incidences of mania which seem to affect the Londoners and the Player Characters.

It is followed by ‘The Gong Scourer’s Baby’ in which Doctor Dee—or Mister Garland—asks his Agents to investigate the birth of a Miracle Baby to a Gong Farmer in Southwark. With both the Queen and Doctor Dee away for her health, the Agents make the strange discovery that there is something more to the baby than mere miracle. Tracking down the source of the child will take them along the Thames and into a maze of industry and perhaps hints as to a conspiracy against Her Majesty. ‘The Gong Scourer’s Baby’ requires some input upon the part of the Game Master to set up and a bit more complex, with multiple options to choose from and timeline which the Player Characters will initially be unaware of.

The set-up to the third scenario harks back to the Player Characters’ own recruitment working as Agents for Doctor Dee. ‘In Fertile Soil’ takes the Agents out of London to investigate a possible Witch—accused of witchcraft and murder, and perhaps recruit her as a fellow member of the Sanction (and if not that, then help administer justice). The village of Soulgrave is a hotbed of gossip, and hides plenty of secrets, all under the eye of a puritanical parson. There is potential here for one or two creepy encounters out in the woods, and for Game Master an intriguing nod to future history and perhaps a roleplaying game like the FLAMES OF FREEDOM Grim & Perilous RPG.

A larger, more obvious monstrous threat has been harrowing travellers passing through Waltham Forest and so represents a potential threat to one of the Queen’s favourite hunting grounds, which means it requires urgent investigation upon the part of the Agents. After all, who would want to arouse the ire of the Queen? In ‘In The Monk’s Cowl’, the Agents are again sent out of London, this time to the market town of Waltham Abbey where they discover strange activities around the ruins of the abbey. This is perhaps the most complex investigation in the anthology, mixed in with some Hammer Horror, with no quite clear path to finding a solution to the problem and potential for disaster.

The Harrowing of Harlow Hall’ is a bit of an oddity in The Dee Sanction Adventures. It is a single location of adventure, set within the grounds and rooms of Harlow Hall, the home to one of the few individuals to have earned his freedom from the Dee Sanction. Thus it feels much more like a dungeon than any other adventure. It is also a much darker adventure in terms of its tone and content, and so does come with a warning for its horrifying content. It feels initially little like Hammer Horror film, but ramps up the nastiness as the Agents explore the house. ‘The Harrowing of Harlow Hall’ comes fifth in the anthology, but could easily be shifted to earlier or later if The Dee Sanction Adventures are being run as a campaign. However, its darker, perhaps even apocalyptically oppressive atmosphere means it is better suited for later in the campaign, and even perhaps as the climax to such a campaign.

Lastly, the feel of the dungeon continues in ‘Ex Libris’, which takes place in Deptford village where Doctor Dee sends the Agents to recover a copy of The Book of Dead Names. However, as they investigate the house and its cellars, the Agents discover that they are not the only ones after the book. This sets up a direct confrontation with the cultists and adds an element of time to the scenario as the Agents and their adversaries race to find the book. Plus, depending upon when the Game Master runs the scenario, it can lead into further adventures if the Agents fail to obtain the book—which is a serious possibility.

Physically, The Dee Adventures is a short, full colour digest book. The anthology is well written and benefits from some decent handouts and maps. The artwork is variable in quality, at best decent rather than outstanding. All of the adventures are quite short and should take no more than two or three sessions to play through—some much shorter than that.

The Dee Sanction Adventures: A True & Faithful Transcription of Matters Concerning Lost Books, Strange Sorceries, Befouled Poppets, Accusations of Witchcraft, and Assorted HELLSCAPES delivers on all that its title states. This is a solid and diverse collection of adventures that will see the Agents of Dee facing a variety of threats and dangers, whether used separately, together as a campaign, or woven into the Game Master’s own campaign.

Alimentary Now

Reviews from R'lyeh -

There is no dungeon as queasy, bilious, or tumorous than Genial Jack Vol. 2. It also throws in swollen tongued pestiferous thrushspawn, toxically affectionate amoeboids, a true vampire squid, and Dog-Nymph Skulla, the Swallowed Sea-Devil, along with Gutreavers, Tapeworm swarms, shivers of Septic Sharks, lost and swallowed cities, wrecks aplenty, and more—all in the longest, most linear dungeon possible and all in the strangest location possible. The location is ‘Genial Jack’, the Godwhale, a levianthine Blue Whale which for centuries has been home to the teeming town of Jackburg built across his thick skin and in his stomachs and deep into his intestines, much of it made up of the ships he has swallowed and those that have sailed into his maw and permanently moored inside of him. Jackburg is home to peoples and islands that the whale—the ‘Genial Jack’ of the title—has swallowed, from the Draugr to the Fomorians, and today it serves as a roaming free port, from which merchants sell the strange and exotic goods they have acquired in distant lands as well as the ambergris constantly formed deep in his gut. Yet beyond—or rather behind—the public spaces of Jackburg, lie ancient wonders of swollen cities and partially digested Jackburgs past, the Ambergris Consortia and its tight control of perhaps the most precious substance found within the Godwhale, Gutreavers ready to attack vessels travelling deep into Genial Jack—plundering cargo and enslaving passengers and crew, and a refuge for its outcasts, such as criminals who have fled the reach of the Whaleguard and Jacksblood-Addicts who find a way to slice at the intestinal walls and feed their addiction to the whale’s blood. All this whilst the Gutgardeners, combining druidic magic and ancient technoscience, labour to keep Genial Jack’s digestive microbiome as healthy as they can. Essentially, in presenting the ‘Entrails’, Genial Jack Vol. 2explores the Godwhale’s outback and hinterland... 

Genial Jack Vol. 2, published by Lost Pages, continues the description of the Godwhale begun in Genial Jack Vol. I, a serialised setting of nautical weirdness and whimsy written for use with Dungeons & Dragons, Fifth Edition, but with an Old School Renaissance sensibility and tone combined with elements of steampunk and grotpunk. Where the first issue introduced the setting of the Godwhale from its city of Jackburg to The Gutgardens at the bottom of the whale’s main stomach, and its varied inhabitants such as the drowned Draugar, the shapeshifting Finfolk, the crafters that are the Formorians, Jackburg’s literal underclass the Urchins, the mercantile Octopoids, the vicious shark-men Selachians, and more.

Genial Jack Vol. 2 begins with reasons for entering the Entrails—Jackburg University being willing to pay for artifacts found there, mounting an ambergris mining expedition, investigating the loss of workers for the Ambergris Consortia, collecting a bounty on Ericius, the Urchin assassin, and more. The Dungeon Master can easily mix and match—or mismatch—these or keep them separate to provide motivations for multiple expeditions into the back end of the Godwhale. Since the Player Characters will be mounting an expedition, they will need equipment, so the next stop is shopping, and so a fully illustrated list of items particular to expeditions into the Entrails is also given, like the Fumehound, a tiny dog with a superb sense of smell which will bark in the presence of ambergris, or Anglerfish Lanterns, consisting of glass globes containing an ugly fish which will provide a light if fed. The circle of Guntgardeners is also described, an alternative organisation of Druids dedicated keeping the Godwhale’s guts contracting and relaxing, along with its commonly taught spells. Then the natural perils of the Entrails are detailed—the stench, the slipperiness, miasmas, and a whole lot more. Make no mistake, the Entrails are literally a stomach churning, pulsating, pustulent environment and not for the faint hearted.

As well as a decent table of random encounters, Genial Jack Vol. 2 details some fourteen magical items and artifacts to be found in the Entrails, many of which form the basis of quests and sidequests once the Player Characters have begun interacting with the denizens of Genial Jack’s bowels.  Some of them are highly entertaining, such as the skulk-marked Thanometer or Scavenger’s Compass, which detects the nearest dead humanoid; The Rude Shield, which has leering grotesque features and maintains an insulting running commentary on anything and everything it sees, and whilst it hinders attempts at stealth, it can cast Vicious Mockery; and The Bristling Blade, a boar-headed heavy scimitar which inflicts savage wounds out of which sprouts greasy bristles!

And then it is into the Entrails themselves, a tangled, colonic mass of the Small Intestine and the Large Intestine separated by Herniaheim. From the Duodenum Docks, the Player Characters will set out on a journey into darkness, their senses assaulted by musky, feculent, effluent, rotten, acrid, and bilious smells, and queasy sucking, whispering, rustling, and susurrating sounds. Every location begins by telling the Dungeon Master what her players can see, smell, and hear before presenting the  people to be found and the perils faced. So at the Filthfalls, the Player Characters will hear the rushing sound of debris and effluence, smell a combination of raw sewage, rotten fish, and ripe flesh, and whilst they will not encounter anyone, the Player Characters must work to avoid the foul falls, though if they can lower themselves into the pool below, they may find some plunder! Halfway down, they will find Hernaheim, a protrusion of the intestinal walls in which sits a cannibal fortess-town, ruled over the for the moment, by the Corsair Queen, Amaranth ‘Falsebeard’ Leech’, until such times as she is killed a pretender to the throne in the annual battle to the death in the Orifice. This is a fighting pit with a central pool filled with septic sharks and other intestinal creatures, which can be crossed using the flimsy rope bridges. In Hernaheim, septic sharks are farmed for food by Canness Sharpnose and her heretical order of Sawtail Nuns dedicated to the Sharkfather, all manner of ghastly fun can be found in Slimeside, Hernaheim’s ‘oozing’ pleasure district, and a previous version of Jackburg, long swallowed by Genial Jack hides secrets amidst its infestation of Jacksblood addicts.

Beyond Hernaheim stretches the Large Intestine, home to a Narwhal Skeleton, the Swallowed Sea-Devil Shrine, and the Elder Ruins. These are perhaps the final destinations for any venture this far deep into Genial Jack, and will likely require the Player Characters to have made multiple journeys into the depths. Many of the locations come with encounters and NPCs which will often spur the Player Characters to travel further. This is all backed up with a Colonic Bestiary containing sixteen entries, like the Corsair Queen, Gutreavers, Jacksblood-Addicts, Septic Sharks, Skulla, the Swallowed Sea-Devil, and even a True Vampire Squid, the latter of which takes a two whole pages!

Physically, Genial Jack Vol. 2 is a content-packed, well-written A5-sized fanzine style publication. The dungeon is fantastically illustrated and mapped out in thematically squidgy and convoluted detail.

Unfortunately, Genial Jack Vol. 2 has a problem—or rather a perceived problems, and this is that the fact that it is written for use with Dungeons & Dragons, Fifth Edition. Which is not to everyone’s taste and further, they may reject Genial Jack Vol. 2 out of hand because of it. Now not only is that their problem rather than one with Genial Jack Vol. 2, but they would also be completely and utterly in the wrong and it would be their complete and utter loss were they to do so. Whether or not you dislike Dungeons & Dragons, Fifth Edition, the fact is, the tone and style of Genial Jack Vol. 2 is such that it feels an Old School Renaissance scenario. It places an emphasis on exploration and dungeoneering, and does so on an unforgiving environment with lots of nasty features and creatures lurking about. It also has a great sense of the unknown and of being far from acceptable society, with even the few outposts of civilisation being strange and alien. In terms of tone and content then, it would be relatively easy to the adapt the content of Genial Jack Vol. 2 to the retroclone of the Game Master’s choice, and to be honest, Dungeons & Dragons, Fifth Edition shares a lot of terminology with other roleplaying games. Further, Genial Jack Vol. 2 also has a ‘Grim & perilous’ feel to it, so a Game Master could run its scenario using Warhammer Fantasy Roleplay or even ZWEIHÄNDER, Grim & Perilous, although it would require a lot more adaptation than a mere retroclone of Dungeons & Dragons would.

Genial Jack Vol. 2 is a wonderfully thematic dungeon, but it really fully works as a counterpart to Genial Jack Vol. 1. Essentially, they complement each other. If you want a wholly original, but foul and fetid, tumorous and peristaltic, desperate and dangerous dungeon, then Genial Jack Vol. 2certainly delivers that, but together, Genial Jack Vol. 1 and Genial Jack Vol. 2 make up a fantastic grim and grimy ‘Whalepunk’ campaign.

Plays Well With Others: Man, Myth & Magic and Lands of Adventure

The Other Side -

Ok. "Plays Well With Others" might be stretching it a bit. Almost to the point of ridiculousness to be honest, but I have wanted to compare both Lands of Adventure and Man, Myth & Magic for a while now.

Man, Myth & Magic and Lands of Adventure

On the surface both games are attempts at presenting historical or at least semi-historical, roleplaying to a Post-AD&D world. Both games present various areas and eras of play to help facilitate that notion of historical roleplaying. LoA with its Culture Packs and MM&M with its adventures and Egyptian add-on.

Both games can best, and fairly, be described as overly complicated and in reality somewhat messy.

Both games have more complicated (than AD&D) character creation but attempt to create characters that are appropriate for their times.

Incidentally, both games also use real tiny d20 percentile dice that are difficult at best for me to read these days.

Thematically MM&M tries for historical accuracy despite having a rogue T-Rex running around as an ersatz dragon.  LoA probably does a little better here even though it does include several fantastic beasts and monsters.

LoA gives us two (more were planned) Culture Packs, Ancient Greece and Medival England.  They are separated by about 2000 years and characters are not expected to be able to travel to one from the other.

MM&M gives us a bunch of different cultures and the idea of "travel" between them is via Reincarnation.  The culture best (and I say that loosely) represented here is Rome circa 40 AD (or sometime around that).  Even then it has issues.

Neither system is one I want to cozy up with for long periods of time.  Not to mention there are plenty of other games that do historical roleplaying better, Pendragon and Chivalry & Sorcery are two that come to mind right away and there are others.  The idea of historical role-playing though is still an appealing one.

What is a Game Master to do?

The Fantastic Journey

Back in the late 70s there was a short-lived TV series, The Fantastic Journey, about a group of people that were traveling to different lands throughout time and space. It hit all the social and occult themes of the 1970s. A man from the future with psychic powers, the daughter of an Atlantean and an extraterrestrial, a scientist from the 60s (Roddy McDowall), a young African American doctor, and a super-smart teenager (Ike Eisenmann, fresh from Witch Mountain).  The show didn't last long, but it imprinted deeply on my psyche.  

It had similarities to the show Time Tunnel that came before it and Voyagers! and Quantum Leap that came after.  Though, unlike those shows that tried to pay a little lip service to time travel science, TFJ was pure fantasy.  There was magic and even a sorcerer and a werewolf.   I have often wondered how I could make a game that mimics this and fulfill the promises made by MM&M and LoA.

I could take a page from Herbie Brennan's other game Timeship for ideas. But honestly, that is just trading an easy solution for more problems.

I like the idea of a group of characters, unstuck in time, traveling to different periods.  Whether the characters themselves are doing it or they are reincarnations, I go back and forth on.   Part of me likes the idea of the idea reincarnation since that sets them in situ with the proper time and knowledge. OR maybe their consciousness is traveling and inhabiting new bodies ala Quantum Leap.  I would need a big bad of course.  Someone travelling through time, or maybe someone (or multiple someones) that are immortal and trying to do something to humanity.  Destroy it?  No, that is too easy. I am going to say advance them in the past so they are more powerful and deadly in the future for some nefarious means. I might take a page from the Doctor Who episode/serial City of Death.

Part of me wants to do this and each time the character travel in time use the system that best represents it.  So Pendragon, LoA, MM&M, even WitchHunt.   But that is, to put it mildly, insane.

I would use a simple system, likely NIGHT SHIFT to be honest. Survivors would work the best with the odd sage, psychic, and veteran.  Then adapting D&D-like games is easier. Each time the character travels they can pick up some odd skills or the like.

historical games? maybe.

Again, I hate to fall into another sunk cost fallacy here but I like to think I owe it to myself to have the game that I wish these games were.

Character Creation Challenge: Man, Myth & Magic

The Other Side -

Man, Myth & Magic - PDF coverIt is the first of the month, so that means a new character.  I went through the effort of creating a new character for Man, Myth & Magic.  Well, I say "new" because it is a new character for this game, but it is someone I have used a lot in the past.

The Game: Man, Myth & Magic

I spent the day reviewing Man, Myth & Magic and it was rather fun. But not a game I am likely to play.  So in these cases I use the game to help inform characters that I might be using in other games.  In this case I am doing the human, still living version of a character that has so far only appeared in my games as a ghost.

The Character: Queen Boudica

Fans of the Ghosts of Albion RPG will recognize this name.  Boudica is the Queen of the Iceni Celts living in western Briton at the time of the Roman occupation.  So the time period is really perfect.  I set this at 61 CE.  If I am going to play a game in Roman Briton then I want to join the Queen as she burns down Londinium.

Boudica, or Boadicea, was a central figure in the Ghosts of Albion animations on the BBC and in the books by Christopher Golden and Amber Benson.  She became one of my personal favorite characters in the RPG as well.  While she is great fun as a ghost, getting the chance to play her as a still living and breathing human is too much of a temptation to pass up.

I am going to include a scan of the sheet with page numbers appended to it.  This was one of the bigger (but by no means unique) issues with this game.  You have to flip all over the place to get the information you need to create a character, let alone to play.  

Note: Windows updated and now can't find my scanner. So here is an image from my phone.

Queen Boudica
In Ghosts of Albion lore, Boadicea had some magic. She was in the middle of casting a spell when she was murdered in fact.

For Boudica here I did not include any spells, though I could have.  I didn't find any that fit well with the concept of her in this game.  Plus she is technically not a spell caster here.

In any case, she is a fascinating character and I could stat her up in several systems and not grow tired of her.

Boadicea Haranguing the Britons (called Boudicca, or Boadicea) by John Opie

Long live the Queen.

Review: Man, Myth & Magic (1982)

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Man, Myth, & Magic RPGI am going to be spending some quality time with the classic game Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I was always kind of fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  Also, there was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game and I needed to know if it was as bad as they made it sound.  Sadly I never found a copy near me and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new.

But I was always drawn to historical games. I felt if I could play or run a game and learn something about history at the same time then it was time well spent really.  A few I have enjoyed quite a lot, mostly Victorian-era ones, and others I ripped online so much I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon rally, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here.  Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, about $55 in today's buying power.  Now $20 for a boxed set of three books, character sheets, and dice sounds like a steal.  With the PDF at just $7.95 it is at a price I think should attract anyone that might have been interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic at times feels like two different games, or rather two different ideas merged into one game.  I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG.

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt, can then deal with Tiberius, and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow using the idea of the Distant Memory which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Maybe taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic

I am sure there is more in the expansion, The Egyptian Campaign, but I don't have access to that set right now.

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game.  Historically inspired to be sure, but not by any means accurate. 

The bottom line is that the game really isn't good, in fact, it is rather bad in many respects. That is not to say that someone won't find this game interesting or fun. I just think that there are far, far better games out there.

Should you buy it?

I would say the PDF at just under $8 makes it worthwhile for the very, very curious.  I have my boxed set and I am happy with it, but my expectations were low and my curiosity was really high. 

The game itself is only worth about 2 stars.  My curiosity about it and my desire to have pushed it closer to 4 stars.  In the end, I am going to give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

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