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The Other OSR: Slate & Chalcedony

Reviews from R'lyeh -

The land where the two towers now stand was bright and clean. Then they appeared and from their base grew a circle spreading blight which destroys all that it touches, creating a zone where nothing lives and nothing grows. The rivers are poisoned and empty. No birds fly overhead. Armies have been sent to assault and topple the towers to bring an end to the spreading blight. None have returned. The blight continues to grow. Will the world become a jet-black desert or can anything be done about it? Perhaps brave adventurers will venture forth and investigate the towers? Perhaps they have their objectives—to recover an object from inside one of the towers, to access a gateway to another world inside, to kidnap or rescue someone from inside the tower, and so on… The two towers are not what they seem, though they are the source of the blight. They are the bodies of two powerful sorcerers who travel from world to world, drawing energy from each one, but rarely staying long. The question is, what is it that keeps them in this world? Although each tower is actually the body of a great sorcerer, each is occupied—by sorcerers, Apeman guards, staff, and the occasional monster. Each can be fully navigated and each is full of mysteries.

This is the set-up for Slate & Chalcedony. Slate & Chalcedony is both the names of the two wizards and thus the two towers and the name of an adventure for TROIKA!, the science-fantasy role-playing game of exploring the multiverse. Published by the Melsonian Arts Council, it presents the twisted towers, along with the NPCs and monsters, new spells, and prophecies, as an environment in which to explore and roleplay. Notably, both towers are presented in cross section as a whole, rather floor plans, level-by-level. This adds a certain degree of childish wonder to the weirdness and whimsy that pervades the two towers. This starts from the moment that the Player Characters enter either tower. In Slate they will find diplomatic Delegates in Pressure Suits who have been so harassed by the porcine Gentle Hurmin the Familiar that they have forgotten their purpose; a sphere of black liquid which collates prophecies that can be collected by the mouths in the room below and if drunk, will grant the imbiber some of those prophecies and possibly kill them; a would-be apprentice who specialises in magical dentistry and is so bored, she lets her teeth grow and replenish consistently; and more, whilst overhead Pig Harpies circle and inside the tower, Apemen formidable and loyal patrol and protect the tower, sometimes guarding, sometimes grooming, sometimes curious, sometimes hooting. In Chalcedony, Brain Clusters spark and flash on a great tree, but cannot seem to work or communicate together; Boneroach nests infest the walls; and the tower seems to breath through great gill slits that also happen to be very convenient for climbing. Slate is more extensive, more developed, and more detailed than the other, in places possessing the feel of strange rocket ship or upright submarine, whilst Chalcedony is less developed and not as extensive, being a rougher combination of stone and flesh.

There are short incident or encounter tables for both towers, whilst the first of several appendices provides stats and details of all of the ‘New Enemies’ to be found in both towers. These include the Apemen, Boneroaches, Cerebral Spiders, the Chalcedony Wizard, and a lot more. Their entries include Mien tables too, so that encounters with the various creatures can vary from one encounter to the next. This is especially so with the porcine Gentle Hurmin the Familiar, who can be encountered in either ‘Malevolent’ or ‘Benevolent’ mode. The new spells are inventive, but as weird and as icky as you would expect. Emetomancy forces vomiting and consumption of the result, Megadonsy causes teeth to grow and replace older teeth for as long as the caster wishes; and Metonomasy forces a name change on a victim and it sticks until the caster decides. It should be noted that the lightness of the mechanics to TROIKA! means that Slate & Chalcedony is easily adapted to the Old School Renaissance retroclone of the Game Master’s choice.

Physically, Slate & Chalcedony is very well presented. Even the cover—slate grey on one side and shot through with the red of carnelian on the other half—presages what lies inside, which is illustrated with rich colours. The illustrations are excellent and the cross sections of the two towers present a surprising amount of detail. The writing leans towards the succinct where necessary, adding more detail depending upon the location.

Where Slate & Chalcedony comes up short is in the ‘What If?’. It does not discuss the consequences of the Player Character actions or how exactly they go about preventing the spread of the blight emanating from the two towers. So, no mention of what happens if they stop the blight or what happens if they fail to stop the blight. Options are mentioned in the text, but not developed, leaving the Game Master with a number of questions to answer herself in preparing the scenario. More so than ideally should be necessary. Another issue is that some of the locations within the Slate tower are only accessible via the network of vents, but it is not made clear how those vents are accessed.

Slate & Chalcedony takes the fantasy motif of twin towers and twists them to the weirdness and wonder of TROIKA! The scenario provides a great set-up and situation, and if does not develop any possible outcomes as it really should, it does in the meantime deliver two wondrous and strange environments for the Player Characters to explore and interact with and so provide several sessions of rich adventure.

Miskatonic Monday #298: Alone on Obon

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 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: Flash Cthulhu – Alone on ObonPublisher: Chaosium, Inc.
Author: Michael Reid

Setting: Japan, 1992Product: One-Location, One-Hour Scenario
What You Get: Seven page, 784.18 KB Full Colour PDF
Elevator Pitch: ‘Alone on Halloween’, but Japan and the ninetiesPlot Hook: Not every distressed family member has to be alivePlot Support: Staging advice, four pre-generated Investigators, one handout, two NPCs, and one Mythos monster.Production Values: Decent
Pros# Simple and short# Easy to adjust to other modern eras# Phasmophobia# Coimetrophobia# Aquaphobia
Cons# Unpleasant Investigators
# No Sanity loss for using blood
Conclusion# Short, punchy, spirit standoff# Not so much Spirited Away as spirited affray

The Other OSR: The Lair of the Vampire King

Reviews from R'lyeh -

At the heart of the land stands a fortress of reinforced iron, encircled by a broken stone wall. Set in the wall of the fortress are two things. A window with a beautiful flower in a vase and an eye of crystal and bronze. Should anyone approach the fortress, the great Arm and Hand stretches up out of a hatch in the roof of the fortress and reaches into the cage that stands beside the fortress. From this cage it pulls out a monster and propels it at the wayward intruders. Not that there are any intruders, for the fortress is home to Vaevalz, the self-proclaimed Vampire King. For centuries, Vaevalz has warred against the monsters of the land lest they proclaim rule over the humans that once lived in the land. Now they are long gone, dead or driven out by the war and all that is left is a forlorn land of monsters and a self-styled Vampire King! No monster can enter his lair, but what about men? Could they find a way past its magical barrier and put an end to the unlife that plagued the region for centuries?

This is the set-up for The Lair of the Vampire King. This is mini-adventure for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. It consists of four locations outside of the fortress and three inside. Apart from the thrown monsters, who are unsurprisingly irked at having been thrown at the Player Characters, the locations outside are surprisingly benign. Those inside, however, are nasty and deadly. The rooms inside the Fortress are sparsely furnished, but highly detailed, two of them having larva traps that spray deadly gouts of hot liquid rock! There is also a trap that cannot be escaped unless the Player Characters explore the adventure fully. Then, of course, there is Vaevalz, the Vampire King, all head, arms, and legs and ambitious spite. He is a very tough monster with a lot of Hit Points and an attack that can reduce a defender’s Hit Points to one and another that unleashes a hailstorm of lava and blood, damaging everyone in the room. There is the possibility of talking to him, but the Player Characters would have to be very obsequious…

There are some nice touches to the adventure. Notably, the interaction with the monsters. None of them are inimical towards the Player Characters, except when thrown, of course. Some of them are actually friendly—including those in the cage outside the fortress. So the Game Master can have some fun roleplaying them!

So, The Lair of the Vampire King? Just another nasty, dirty, deadly adventure for Mörk Borg? Well, yes and no. What makes The Lair of the Vampire King different is the fact that it actually based on the drawings and ideas of Assar Nohr, the five-year-old son of Johan Nohr, the co-creator of Mörk Borg. These have been made gameable by Assar’s dad and turned in The Lair of the Vampire King. The original drawings themselves have been included in The Lair of the Vampire King and it is clear that the original ideas and visualisation of the dungeon remains intact in being adapted to Mörk Borg.

Physically, The Lair of the Vampire King is well presented. The artwork is scratchy and gloomy and overall, the adventure avoids the Artpunk style traditional to Mörk Borg.

The Lair of the Vampire King is entertaining and inventive and ridiculous all at the same time. It is also incredibly deadly, but that should not be held against the adventure itself. After all, what five-year-old cares about game balance? so, Assar can we have another adventure, now that you six?

Atlantis Abides

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Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It pitches the Allied Agents of Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…
Achtung! Cthulhu: Shadows of Atlantis is a world-spanning campaign and the fourth release for Achtung! Cthulhu. An adaptation to the 2d20 System of the earlier version for Call of Cthulhu, the release of a campaign so early in the line makes sense chronologically. It takes place between August, 1939, before the start of the war and May/June, 1940, the period of the Phoney War when full hostilities had yet to break out and France was not yet invaded. The campaign will take the Player Characters or Agents from Vienna to Greenland via Rome, Cairo, Nepal, India, Persia, and more, in a desperate effort to prevent an incredibly ancient artefact from falling into Nazi hands. The period is rife with tension, but the Player Characters have a greater freedom of movement than might be imagined during the rest of the war and whilst they are not in danger of running into German military forces, they will be stalked in the shadows by Nachtwölfe agents and encounter many of their proxies.
In addition to being set early in the war, Achtung! Cthulhu: Shadows of Atlantis not just the first campaign for Achtung! Cthulhu, but also the first campaign for the Game Master and her players. This shows most obviously in the series of three sets of boxed text. ‘Roving Red Line’ handles the travels of the Agents around the world, summarising the options, but also giving a nod to those interstitial moments of map movements in the Indiana Jones series of films; ‘U.L.T.R.A.’ gives the Game Master extra details about NPCs and plot information; ‘Basic Training’, a simple guide to handling the mechanics of the 2d20 System in Achtung! Cthulhu in a particular scene as well as possible Threat expenditures for the Game Master to make the Agents’ more challenging. It also shows in the path and tone of the campaign. Apart from a framing device, the individual chapters of the campaign are not connected and there is no set path from its start to its end, so there is much less of an emphasis upon the collection and analysis of clues to move from one chapter to another. The tone is muscular, very much more action-orientated and in the realm of the Pulp genre rather than the horror genre. This is not to say that the campaign is not lacking in monsters or scary situations, but Shadows of Atlantis primarily involves encountering Nachtwölfe agents and its local, sometimes indigenous proxies as well as monsters based on local legends. Thus, there is a marked lack of monsters and entities drawn from the Cthulhu Mythos. In fact, almost none of the classic creations from H.P. Lovecraft’s oeuvre appears in Shadows of Atlantis. This does not mean that there is not a Mythos presence in the campaign, since Nachtwölfe plays a major role in the campaign, whilst Black Sun plays a minor role, but it remains offscreen for much of the campaign and the backstory to the campaign is unlikely to be revealed to the Agents. This does, however, fit the period, that of the Phoney War, when there is a high degree of uncertainty as to the nature of the enemy faced by the Allies and what that enemy would do next.
The campaign opens in August 1939. The Agents are in Vienna, Austria, working for Section D before what becomes Section M is established, to contact a German agent who feels betrayed by her masters following the death of her husband, Doctor Botho Ehrlichmann, under strange circumstances. He was a noted archaeologist and she believes that he was killed to keep his research a secret. This research concerned the translation and study of the scripts carved on an ancient black stone found in Egypt by a previous German archaeological team. Now his notes are missing and his wife does not want the Nazis to have them. The paper chase will lead the Agents across Vienna with the Nazis at their heels and subsequently out of Austria, south to Rome. By this time, war will have broken between Germany and Great Britain, but no such state exists between Italy and Great Britain. Nevertheless, Italy under Mussolini is a police state and the Nazis are already in Rome, conducting an archaeological dig deep under the streets of the Eternal City. By now, the preliminary research that the Agents will have done into Ehrlichmann’s notes reveals that the stone was linked to a powerful ancient artefact that was split up into five parts and hidden in various locations around the world. One of the locations was in Rome, which is why the Germans were digging into the tunnels under the city.
This sets up the framework for Achtung! Cthulhu: Shadows of Atlantis. Researchers back in Section D in England will continue to translate and decode Doctor Ehrlichmann’s notes. This provides the clues as to the next location where another part of the device can be found and what it is called. These assignments will take the Agents to Cairo, Nepal, India, and Persia, but beyond Vienna, these can be tackled in any order. In many cases, the Agents will find that the Nazis already have their own operatives or proxies on the ground, conducting archaeological excavations, often oblivious or uncaring of the dangerous consequences they are triggering. All involve fantastically monstrous situations, whilst the Cairo and Nepal chapters stand out for their weirdness. The Nepal chapter takes the Agents to an almost Shangri-La-like location, whilst the Cairo chapter sends the Agents into a version of the Dreamlands. The latter is the more engaging of the two, the other often exposition heavy and reading more like a travelogue.
Prior to the campaign finale in Greenland—and beyond, Achtung! Cthulhu: Shadows of Atlantis includes an extra location, new to this version of the campaign. This is British Honduras. With the Agents busy in Asia and the Middle East, when Section M learns of the location of another part of the artefact, it sends another team to secure it. Unfortunately, nothing has been heard from this team, ostensibly conducting an archaeological dig, for quite some time, so Section M arranges for a second expedition to locate the missing team and recover the piece of the artefact. However, word has got out about the missing team and the authorities have already agreed to an offer of help in finding it from the German Ambassador. Though this is with the proviso that neutral observers accompany the rescue mission. The twist here is that these neutral observers will not be the Agents who have been following up on details from Doctor Ehrlichmann’s notes in Vienna, Cairo, Nepal, India, and Persia, that is, in the rest of the campaign. They will instead be entirely different and new Player Characters. This is intended to provide a change for the players, both in terms of perspective and challenge, in roleplaying other characters, but it is a jarring shift. It is also a shift in tone, since the characters and the players will be dealing with Germans and German agents, not as direct threats, but as individuals—supposedly—helping to find missing archaeologists. So, this sets up some tensions between the Player Characters and the NPCs, as well as presenting more roleplaying opportunities than in the other chapters. However, the chapter does take the campaign to an off-scene location and so out of the flow of the campaign’s story. Alternatively, it provides a change of pace and focus before the big finale.
The finale takes place in Greenland and beyond—way beyond. The finale delivers on the title of the campaign and drops the Agents into the most mythological of places. In other words, Atlantis. Since this is Atlantis, this is on its last day, the day of its collapse. As the city falls apart around them, the Agents need to rush through the panicking and fleeing citizenry to stop Nachtwölfe from bringing its plans to fruition. It is a big, exciting conclusion to the campaign and there are some pleasing payoffs to the rest of the campaign as well as little Easter eggs for Achtung! Cthulhu as a whole. The campaign finale discusses various outcomes including failure upon the part of the Agents.

In terms of support, the appendices for Achtung! Cthulhu: Shadows of Atlantis provides stats for the major NPCs and monsters in the campaign and details of the new tomes, spells, and artefacts that appear in the campaign, including the one that forms the major driver for the campaign. There are also several related scenario seeds, quite detailed, but take place after the events of the campaign, all of the handouts, and four pre-generated Agents. They consist of a German émigré Private Investigator, an American secret agent, a British engineer and explosives expert, and an Irish-Czech circus performer turned mystic! If the players are choosing to create their own, then an Agent with knowledge of archaeology will be useful, as will a mystic.
Physically, Achtung! Cthulhu: Shadows of Atlantis is a great looking book, neatly laid out and illustrated with some excellent artwork. It is also well organised, each chapter opening with a Mission Overview, followed by its three scenes, and then brought to a close with a Debriefing. Where the campaign is lacking is in illustrations of the moving parts of the campaign, all the parts that the Agents will interact with. So there are no illustrations or portraits of the NPCs (though some do appear in the artwork) and certainly no illustrations of the various objects and parts of the artefact to be found. This is a major omission in either case, as the illustrations would make the identification of both objects and NPCs faster and easier and so made the campaign more real for the players and their Agents. There is also very little in terms of text to be read out or paraphrased by the Game Master, leaving her with quite a lot of description for her to parse and present to her players. Overall, given that Achtung! Cthulhu: Shadows of Atlantis is intended as a first campaign, certainly for Achtung! Cthulhu, the campaign is not always as helpful as it could or should be.
Given the Pulpy tone of the campaign, what is surprising about Achtung! Cthulhu: Shadows of Atlantis is the lack of good NPCs. Or the lack of scenery-chewing villains who appear over and over to make the lives of the Agents difficult before making their escape vowing to have their revenge after being defeated by the Agents. Part of this is due to the lack of illustrations to help the NPCs to life in general, but it is also due to the true villains of the piece working through proxies—often over-the-hill archaeologists with questionable morals—so they do not get a chance to strut their stuff as much as the style of the campaign warrants it.

Achtung! Cthulhu: Shadows of Atlantis is a campaign of the opening moves in the secret occult war between the Allies and Nazi Germany, but very much one of Lovecraftian action horror rather than Lovecraftian investigative horror. Not without its moments of intrigue and stealth, especially in the opening chapters in Vienna and Rome, Achtung! Cthulhu: Shadows of Atlantis is action-orientated, fists-flying, pedal to the metal, cosmic horror.

Spatial Situations

Reviews from R'lyeh -

Doctor Who: Adventures in Space is a supplement for the Doctor Who: The Roleplaying Game – Second Edition published by Cubicle 7 Entertainment. Doctor Who is all about ‘Adventures in Time and Space’ and as the title suggests, Doctor Who: Adventures in Space, is all about the ‘Space’ of Adventures in Time and Space’. This is a guide to the new worlds, new life, and the ways to get there and what might found there once the travellers do, along with the rules to create all four for the Game Master (or Game Missy) creating his or her own content. That is not all though, for Doctor Who: Adventures in Space includes a traveller’s guide to some of the most interesting planets that the Doctor has visited in the course of thirteen generations, drawn from both Classic Who and NuWho, and all given the same attention to detail. Lastly, there is a complete adventure which is easy to drop into an easy into an ongoing campaign. As with other supplements for Doctor Who: The Roleplaying Game – Second Edition, this one is compatible with the first edition, Doctor Who: Adventures in Time and Space – The Roleplaying Game.

Doctor Who: Adventures in Space begins with a discussion of the whys and wherefores of the Doctor’s travels in time and space, looking at some of the types of stories that have been told in Doctor Who on various types of planets. There is the satire on pollution and traffic congestion on New earth in Gridlock, the fears of joining a Galactic Federation in The Curse of Peladon at a time when Britain was joining the European Common Market, and of bureaucracy and taxation in The Sun Makers. The Doctor is often cast as rebel such as in The Happiness Patrol against a totalitarian regime or a solver of mysteries as in The Ark in Space, the very pointedly titled, Mummy on the Orient Express, or Earth that is actually not Earth, as in The Android Invasion. What is being suggested here is that Game Master look to the real world for themes, they are contemporary or not, but another source of inspiration is fiction. Examples given include The Brain of Morbius and Mary Shelly’s Frankenstein and Paradise Towers and J.G. Ballard’s High Rise. Planets are not the only places to adventure, of course, Doctor Who: Adventures in Space providing a briefer look at space as a location before providing an overview of humanity’s ventures into space from the British Army on Mars in 1881 in Empress of Mars all way to the end of the Earth in The End of the World. Overall, the advice is solid rather than spectacular, along with a good set of pointers and episodes to take inspirations from as classics of their various types.

In terms of new mechanics, Doctor Who: Adventures in Space begins with spaceships. Spaceship design is matter of deciding a concept and focus, and then assigning Attributes and Distinctions—much like Player Character generation. Concept and focus, such as a scout, freighter, command, or ark, will influence the choice of Attributes and Distinctions. Particular ship types favour particular Attributes, like Co-ordination for a scout or racing ship, Presence for luxury liner and command ship. When operating a spaceship, any roll will a combination of the ship’s Attribute and the character’s Skill. Doctor Who: The Roleplaying Game – Second Edition is a not a roleplaying game which focuses on combat, favouring ‘Talkers’ followed by ‘Movers’ and ‘Doers’ before it gets to ‘Fighters’. This applies space combat as much as it does personal combat. Distinctions, such as Advanced Sensors or having a Fate, all reduce the spaceship’s own pool of Story Points, whilst the Game Master answers questions such as “Who built the ship?”, “Are there any other ships like it?”, and so on, as finishing touches. The ‘Spaceship Recognition Guide’ in gives the details of various vessels from Doctor Who, including the Cyberships of the Cybermen, the Saucers of the Daleks, a Judoon Enforcer, Sontaran Scout Spheres, and more, all the way up to Ark Ships and Space Stations.

Doctor Who: Adventures in Space then does the same for worlds, starting with a concept and focus, and then assigning an Attribute and Distinctions. The options for focus—meeting place, battlefield, contested ground, place of beauty, and more—provide interesting starting points, and unlike spaceships or alien races, they only have the one attribute. This is a favoured Attribute on the world itself, for example awareness where there are lots of traps or deception, or Ingenuity for a world with lots of puzzles. Planets have few Distinctions, for example, Seasonal Shift or Renowned Structure, essentially to make them stand out, but not overwhelm the setting. Finishing touches include deciding upon many suns or planets there is in the system, what the planetary environment is, and more. There is also a discussion of deadly environments, accompanied by a surprisingly lengthy section on poisons!

Where there are no examples of planets per se, there are several given for various plants and creatures, prior to creating various forms of life—monsters, constructs, aliens, and celestials. Again, this starts with the Focus before moving onto Favoured Attributes—positive and negative, Favoured Skilled, Society, and Distinctions. The Focus, like Informant, Fighter, Mystery, Villain, and Foil, is primarily an individual alien’s role in the story. Overall, the options given for creating aliens of all types are excellent and when combined with the questions asked should spur the Game Master to create some interesting species.

Instead of giving sample planets created using the given rules and guidelines, Doctor Who: Adventures in Space presents ‘A Guide to Known Worlds’. This details twenty-four worlds visited by the Doctor over the course of his adventures, some of them more than once. From Akhaten, Androzani Major and minor, and Argolis to Skaro, Telos, and Trenzalore, these are all given two-page spreads, and list its location, environment, inhabitants, and background. They also include a scenario hook or three as well, so that the Game Master can take her group back to any one of these familiar worlds. There are some great choices included here, such as The Library, Metebellis III, and Karn. There are also some classics such as the aforementioned Skaro, Telos, and Mondas, so that the Player Characters can go back to the home worlds of the Daleks and the Cybermen.

Doctor Who: Adventures in Space comes to close with ‘The Terror of Elbonia-2’. This opens with the Doctor—or Player Characters—receiving a distress signal. A nearby, newly settled colony has suffered a number of disasters and is in danger of failing. Coming to the colony’s aid sets up the traditional scenes of distrust between the Player Characters and the colonists, but once trust is established and the situation begun to be fixed, the scenario shifts to investigating the cause of the accidents and the mysteries of the world. This brings the attention of outside interests and tensions between the colonists and the outside authorities who are surprisingly militaristic for archaeologists! The scenario is nicely detailed and fairly open-ended. It should provide the Game Master and her players with several sessions’ worth of game play. Lastly, Doctor Who: Adventures in Space ends with some fifteen or so adventure hooks that the Game Master can develop into full scenarios.

Physically, Doctor Who: Adventures in Space is another decent book from Cubicle 7 Entertainment. The cover is good, though not necessarily representative of the book’s contents, suggesting its focus is particular characters or species from Doctor Who when it very much not that. That said, the book is well written, pleasing to read, and decently illustrated with images from throughout the series’ sixty-year history.

Doctor Who: Adventures in Space keeps its mechanics simple and easy to use, meaning that they better serve the story rather than getting in the way of it. The descriptions of the various alien planets and spaceships are excellent, adding to the wider setting of Doctor Who: The Roleplaying Game – Second Edition, as does the history of mankind’s progress into space. Combine this with good advice on creating planetary or spaceship set adventures, and Doctor Who: Adventures in Space is a solid guide to creating planets, spaceships, and aliens and using them in adventures.

WorldNet Classics

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Cyberspace is enticing. The idea of riding the electrons in the vastness of cyberspace between fortresses of digital data in a cityscape at night, ready make a run on a corporate presence in the virtual world, to unleash demons and code cracking programs all the while dodging or destroying I.C.E. or Intrusion Counter Electronics. Yet as enticing as it is, it has always been a solo affair, something going in virtual space whilst anyone else on the job was hustling time in meat space. It is a problem that has always beset the roleplaying game where hacking played a prominent role, such as Cyberpunk Red or Shadowrun – Sixth World. In these roleplaying games, hacking often becomes a solo game between the Game Master and the Player Character hacker or netrunner, effectively playing a rules subsystem or subgame within the roleplaying game whilst the other players and their characters waited for the hack or netrun to play out. In game time, it might only take a few seconds, but in real time, effectively, too long. In truth, roleplaying games subsequently published since the first Cyberpunk roleplaying game have all attempted to address this issue in one form or another. Typically, making the netrunner or hacker go on the mission with the rest of the Player Characters and need to be on the spot to access the local grid to perform his role. What though, if the whole were need, or could, go on the netrun and work together to perform the necessary in the cyberspace that is the WorldNet? This is the set-up for Netcrawl.

Netcrawl is a supplement for use with the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both published by Goodman Games. Published by Horse Shark Games, it shifts the Player Characters, or ‘Users’, out of ‘Reality’ and into ‘Cyberspace’ as ‘Avatars’. Inside this virtual world, they face not I.C.E. or Intrusion Counter Electronics per se, but Intrusion Counter Entities. There is not so much a virtual world as a cyberdungeon. These are not the only dangers in Netcrawl. There is a chance of being detected and worse being noticed by the deities that are the A.I.s. Netcrawl is a setting suitable for one-shots as perhaps the Player Characters from another setting suddenly find themselves transported into a virtual world, hacking into a system in a Science Fiction setting like Mutant Crawl Classics as well as various also third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics. Plus, of course, it can simply be a roleplaying setting all of its own.
An Avatar in Netcrawl have six characteristics—Power, Agility, Vitality, Wits, Psyche, and Hack. The latter enables an Avatar to manipulate the code which runs the WorldNet and its modifier affects critical hits, fumbles, and the like, and points of it can be permanently expended to gain a one-time bonus. It is the equivalent of Luck and can only be regained by great acts or courage, the Ciphomorph and Grifter Classes. An Avatar has access to three categories of skills—Security, Investigative, and Code Execution—of which he will typically be trained in one. Security covers breaking into and avoiding hazards in secured systems; Investigative skills provide clues; and Code Execution is exactly that. An Avatar will also have a certain amount of RAM. This varies by Class and Level, but is spent to purchase Daemons or equipment, Mod Chips, Programs, and Scripts.

Netcrawl has five Classes. The Avartarist sees the WorldNet as being alive and can Repattern WorldNet and holographic objects to heal them, receives a bonus Holo Die to run programs, and is bonded to an A.I. The Ciphomorph is native to the WorldNet and gains bonuses when rolling for Execute Program and the use of Hack, as well as being able to share Hack with others. The Cybernaut specialises in running Programs and can Burndown Vitality, Wits, or Psyche score to enhance the Program check. The Grifter specialises as either an Intrusion Specialist, Threat Eliminator, or Data Savant. The Intrusion Specialist is good at breaking into systems and hiding his tracks; the Threat Eliminator can harm ICE; and the Data Savant focuses on finding, analysing, and synthesising data. The Grifter also uses finished Scripts, programs with a static outcome and is also good at using skills. The Wardriver focuses on speed and power, relying on Mod Chips rather than Programs or Scripts, as well as Daemons for offensive and defensive countermeasures. Mod Chips give bonuses in combat and the Wardriver has a number of slots for his Mod Chips, being to swap and activate them, as necessary. There are different models for each type of Mod Chip, each proving a better bonus than the earlier ones and as the Wardriver’s Mod Die improves the better the bonus he gains from the Mod Chip. For example, the Brute Mk. I Mod Chip grants a +1 bonus to unarmed attacks, but the Brute Mk. II Mod Chip gives a bonus to both unarmed attacks and damage. Then with a Mod Die of three, the Wardriver gains +1 to his Armour Class whilst unarmed, whereas with a Mod Die of three, he gains the Armour Class modifier and an additional attack with a fourteen-sided die. The various Mod Chips cover ranged attacks, rate of fire, initiative, and more.

Daemons are divided in several categories—Melee, Ranged, Protective, and Support. The weapons and armour are mix of the old and the new, but all with a Cyberpunk theme. Thus, the katana alongside razor claws and the monowire whip. Some of these are nicely adjusted so that nunchuku has a bonus to Fumble rolls and the ICE pick will subvert ICE! In general, the melee weapons are more fun than the ranged weapons, though going into battle with a screamin’ skull that fires a cone attack or a viral gun that shoots malware is entertaining. The Protective daemons are more descriptive, but it is possible to use a Firewall as temporary ablative armour, although some versions reduce a character’s Action die. There are also Datagrams which provide small, one-off boosts to an action, such as ‘Electric jolt’, which forces a target to lose its next action if it fails a Reflex saving throw or ‘Logon credentials’, which grants a bonus to a False Identity check.

In general, combat in Netcrawl works like combat in the Dungeon Crawl Classics Role Playing Game. However, there are some changes to account for the change in genre and setting. This includes ICE being able to enact ‘Traceback’ and track and even attack an intruding Avatar, HupLock an Avatar to prevent it from logging out or a Kick to force a disconnection. Lost Health is regained in Maintenance Cycles, whilst an Avatar reduced to zero Hit Points is de-rezzed, begins to pixelate and lose digital cohesion, but can be re-rezzed, either through certain programs or the Avartarist’s Repattern ability and restored to positive Hit Points. Some Avatars—Ciphomorph or Grifter—can channel their Hacking ability to attack opponents, shatter objects, and even launch a counterattack against program assaults. This requires the expenditure of points of Psyche, the result determined by a roll on the ‘Hacking Result Table’ or compared with the roll made for the program targeting the hacker, this being resolved as per the rules for spell duelling in the Dungeon Crawl Classics Role Playing Game.

Netcrawl has a repository of Programs. Seven are given. They include Decrypt/Decompile, which makes the source code of a program human readable; Glitch causes a robot, A.I., or computerised target to buzz quietly and do nothing for one or more rounds; and Exploit allows an Avatar to implant malice code—computer virus, worm, backdoor, and the like—and so mechanically, impose a penalty into a creature biological or artificial. This can be imposed by upon Luck, a characteristic, attack or damage rolls, saving throws, Armour Class, and more. The Programs have variable effects like those of spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game.

In terms of running the game, Netcrawl does discuss the possibility of ‘The Gig’. This is the entry-level scenario, designed for Zero Level Avatars. This is the equivalent of the Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game that Netcrawl is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. As entry-level software, the Avatars are essentially network & system software, developer toolkits, and hacker tools. Netcrawl also includes the short adventure, ‘The Core Queen Slumber’. It is designed for First Level Avatars, who have to infiltrate a data server and locate a one-eyed wizard who has the information that they are looking for. They will need to manipulate the systems around the data server, hopefully without alerting the Core Queen, in order access it. There is a puzzle element to the adventure, which will definitely take a playing group less than a session to complete. It works as a taster for the setting or as task to slot into a loner and fuller scenario.

Physically, Netcrawl is decently written, but the layout is often jarring because it uses different colour text on a black background in several places. This can be difficult to read. The switch to the standard layout for spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game for the Programs is also jarring, although more easily red. The artwork is decent and a nice touch for ‘The Core Queen Slumber’ adventure is that the locations are drawn as per the ray-traced depiction of the virtual world a la the film Tron.

Netcrawl has a problem and that is that it a far more technical roleplaying game than either the Mutant Crawl Classics Roleplaying Game or the Dungeon Crawl Classics Role Playing Game, both of which provide the architectural underpinnings upon which it is built. There is shift conceptually, in terms of what the game is about and what the Player Characters do, and a shift—in some ways a more radical shift—in terms of terminology and language. Both shifts are some things that the Judge and her players are going to have to accommodate when running and playing Netcrawl, especially if they have been playing the other two roleplaying games and also in conceptualising the game. The lack of examples of play and the rules does hinder the shift. Otherwise, Netcrawl is in some ways a standard Cyberpunk roleplaying game except that it is all played within the virtual space and the Player Characters are all Avatars and there is no ‘meatspace’, at least not in the basic version of Netcrawl. Also, this version does not explore who wants the data that the Avatars are after and what it is used for, so there is no push or pull in terms of Avatar motivation. That said, a Judge can easily develop these or explore the genre for source ideas.

Netcrawl contains all of the basic rules needed to explore a virtual world in classic Cyberpunk style. However, it is begging for that virtual world to be developed and presented as a setting that can be explored. Both will be expanded upon the Netcrawl Roleplaying Game and its first supplement, Netcrawl Arcologies.

—oOo—
Both the Netcrawl Roleplaying Game and its first supplement, Netcrawl Arcologies are currently being funded on Backerkit.





Friday Fantasy: Winnie-the-Shit

Reviews from R'lyeh -

Kelvin Green must have had a horrible childhood and it must have taken place in a small village. After all he seems intent on twisting and destroying one toy or characters from childhood after another and inflicting the consequences upon some poor settlement of innocent villagers. It was Superman with Green Messiah and it was the Transformers with More Than Meets The Eye: A Short Adventure with Lots of Tentacles and it was… well probably best to even think about it with Fish Fuckers – Or, a Record, Compil’d in Truth, of the Sordid Activities of the People of Innsmouth, Devon. The latest addition in the author’s programme to destroy, or at least besmirch, everything about his childhood—let alone our childhoods—is Winnie-the-Pooh. Yes, the loveable, yellow-haired, honey loving bear of very little brain, which Disney has been bringing us… Or not. Because the bear in question is Winnie-the-Pooh, but not the one that everyone knows and loves from the silver screen. No, this is the Winnie-the-Pooh of creator A.A. Milne, whose U.S. copyright expired at the beginning of 2022, meaning that Disney no longer held the exclusive copyright and other creators could thus make content based on this version of the character. Very quickly, the British slasher-horror film, Winnie-the-Pooh: Blood and Honey, appeared as a result of that. It is also why we now have Winnie-the-Shit.

Winnie-the-Shit is a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplay published by Lamentations of the Flame Princess. Designed for Player Characters of between Second and Fourth Levels, it is set in the roleplaying game’s default period of the seventeenth century, the early modern era. Specifically, Sussex, not far from Town Littleworth, the location for Green Messiah, before the English Civil War. So, Winnie-the-Shit could be run before or after the events of Green Messiah, and the author suggests ways in which this can be done. Other ways of getting the Player Characters involved include their wanting to contact, study with, or simply rob the Magic-User rumoured to be active in the area, find out why he has imported a live bear from Europe, their having been paid to deal with some recalcitrant commoners in the area, or simply even because they are just passing through and spot something odd. Although that said, the author really, really hates that last option.* Another is that agents of Doctor John Dee—the seventeenth century equivalent of the Men in Black (doublet and hose)—have also heard of the new weirdness going on in the area and want it investigated.

* So the last thing you do as the Game Master is use this option and you definitely do not tell him about it on social media.

The scenario is a sandbox, a wooded area known as Lancaster Great Park. A wizard recently arrived in Lancaster Great Park and began a series of experiments that resulted in the creation of human-animal hybrids he called ‘New Men’. Believing them to be better than humanity, he planned to replace mankind with the superior New Men, a plan that was wholly embraced by the newly created creatures and saw the wizard himself being imprisoned for his inferior humanity. Now, the New Men, led by the brutish Edward Bear, a creature small of brain, big of ambition, small of attention span, and lover of mead, have taken over the area, captured anyone who has not fled, and are looking to expand. Progress is slow, primarily because despite their teachings and their regularly updated laws, the New Men are not all that superior and Edward Bear is bloody lazy.

Edward Bear’s sense of lassitude runs throughout Winnie-the-Shit. Thus, whilst there are factions within the New Men of Lancaster Great Park, they are not particularly adversarial in their attitudes towards each other, but rather have their own interest. Edward Bear enjoys the trappings of power, he gets bored with the responsibility too easily; Owl is primarily interested in learning since he is the only one of the New Men able to read; and Rabbit, the very busy messenger of the New Men, is distracted by treasure—especially the treasure he has found in a Roman villa below the woods and secreted in the tunnels he has dug connected to the villa. Then there is ‘The Ass, Not Complaining, But There It Is’, who is as depressed as you think he is, such that the Player Characters are likely to have a hard time deciding whether they want to pity him or kill him. Although monstrous, none of these New Men are the true monsters of Winnie-the-Shit. That would be Allain Alexandre Moreau—or A. A. Moreau—experimental wizard and eugenicist, currently being held prisoner by Edward Bear so that he can daily cast the spell, The Ascendant Synthesis of the New Man and so create one of the New Men. He is, though, the most sociable of persons to be found in Lancaster Great Park, though that should be tempered by the fact that he is an actual sociopath. How the Player Characters decide to deal with him potentially affects the fate of the world…

Physically, Winnie-the-Shit is decently presented in red and orange because it is Winnie-the-Pooh-inspired. The artwork is suitably inspired by the drawings of E. H. Shepard. The cartography is serviceable. The scenario also includes numerous comments and sidebars by the author, some of them helpful, most of them simply informative.

The inclusion of A. A. Moreau points to A.A. Milne as being not the only author whose work inspired Winnie-the-Shit. The other, of course, being H. G. Wells and the work being The Island of Doctor Moreau, here transplanted to leafy Sussex and the equivalent of the Hundred Acre Wood. The resulting combination is disturbing and unpleasant, and certainly not as clever as Green Face or as Fish Fuckers – Or, a Record, Compil’d in Truth, of the Sordid Activities of the People of Innsmouth, Devon. At the same time, it is also absurd, the congruency of the Player Characters hunting for monsters when they are suddenly confronted by an axe-wielding bear bent on bloody violence! This where it is at its strongest and perhaps the realisation upon the part of the player and their characters that the monsters in woods are not monsters. If they go down to the woods of Winnie-the-Shit, the Player Characters are definitely in for a big surprise!

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

[Free RPG Day 2024] The Shining Shrine

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
The Shining Shrine is a preview of Heliana’s Guide to Monster Hunting, a supplement for use with Dungeons & Dragons, Fifth Edition published by Loot Tavern. The supplement contains adventures as well as rules for tracking, crafting, and harvesting, and also new monsters, spells, and Player Character options. The Shining Shrine includes just a little of that, making it essentially, a mini-version of the full book. Thus, it contains a full adventure and not one, not two, but seven appendices. These in turn provide new magical items, spells, creatures, familiars, a wizard, and more—including a QR code for a soundtrack! All of which is illustrated with some lovely artwork. The Shining Shrine opens with the eponymously named scenario. This is a short affair designed to be played in roughly one or two sessions, and contains the stats and details necessary to run it for between three and seven Player Characters of Second, Seventh, or Twelfth Level. Ideally though, there should be an average of four Player Characters. The scenario takes place in the Springarden, a bounteous and blossom-filled estate at the heart of the Springwood. Here the barrier between the Plane of Fey and the Material Plane is at its thinnest, enabling the fey to slip into our world. The barrier is at its weakest during a confluence of stars and this when Feyfest is held. Unfortunately, during the most recent confluence a creature called the Suneater Owlbear slipped in the Springarden and has subsequently made its home in a shrine holy to the Blossom Union, a sect of druid-monks that cares for the surrounding Springwood.
The scenario set-up is nicely detailed and gives a clear explanation of what is going on as well as some adventure hooks. The scenario is itself is quite structured. Designed as a hunt, it is split into two parts. In the first, much shorter part, the Player Characters have the opportunity to gather three clues pertinent to the hunt itself. These are primarily delivered by Threeflowers, a timid Gnome Druid who would rather be in some quiet corner smoking a pipe, but there are other means of gathering clues too. The authors both make it clear what the clues and their significance are and that the players and their characters need to know all three. It is not subtle about this. Once the Player Characters have their clues, they are ready to face the creature, a Sun-powered version of the Owlbear. The battle is fought in three stages, or waves, and each is described in detail including the tactics that the Suneater Owlbear and its minions will use each time. Making use of the given clues will at least ameliorate some of the deadlier attacks that the creature can deploy. Ultimately, the scenario is a one-session affair, primarily combat-based, but with a little bit of roleplaying and puzzle solving thrown.
There is treasure to be found at the end of the scenario. Some of these are magical items held in the Blossom Union, whilst others can be crafted from the unique components that can be harvested from the Suneater Owlbear. These and others are detailed in the first appendix in The Shining Shrine. They include the Bonze’s Bokken, Wind Ripper, a wooden sword which can create increasingly strong gusts of wind; the Suncatcher, a staff which can catch and absorb radiant energy, and even imbue spell attacks with radiant agency; and the Sunwing Bow, which requires no ammunition in sunlight and marks targets with radiant energy. There are magical meals such as Suneater Steak and Eggs, that grant healing every hour spent in sunlight, and so on.
The other appendices contain spells like The Bends, which creates bubbles of nitrogen in a target’s blood, effectively poisoning him and Endoleech, which with a touch allows the caster to absorb the energy from the target and slow its metabolism. It also inflicts cold damage. These two spells come from the new school of magic given in The Shining Shrine and thus in Heliana’s Guide to Monster Hunting. The school specialises in the manipulation of the biology of both the caster and others. This includes ‘Self Improvement’, by which the caster can give himself an extra appendage like a prehensile tail or an arm, make a hand detachable, owl eyes to see in the dark, and spidersense to gain a bonus to his initiative. The main feature of the new creatures is the Suneater Owlbear, a fey rather than beast-aligned creature with radiant energy abilities. Three versions are given—young, adult, and ancient—complete with stats so that the Dungeon Master has the right version to match the Level of the Player Characters for adventure in The Shining Shrine.
Although the Tamer Class, new to Heliana’s Guide to Monster Hunting, but not detailed here, The Shining Shrine gives tantalising glimpses of what it can do. This includes the ability to harvest and craft familiars from remains of powerful creatures. The accompanying example is of a Sunsnacker, a tiny Fey creature that can grow with the Tamer as the Player Character gains Levels. In doing so, it gets bigger and it gains abilities like a Solar Beam and eventually, the power to appear to be an Eye Tyrant in low light or darkness. More obviously playable is the ‘Rakin’, a playable raccoon-like race known for their practical jokes. It has three subraces consisting of the Urkin, the Posskin, and the Tanukin. Of these, only the streetwise Urkin with a penchant for theft and the nomadic and tough Posskin who will play dead when in a dire situation.
Physically, The Shining Shrine is very well done. It is decently written and the artwork is excellent throughout.
The Shining Shrine is a mixture of playable content and hints at what is to be found in the pages of Heliana’s Guide to Monster Hunting. The latter is intriguing, whereas the playable content is decent, the adventure in particular, presenting a tough challenge for the Player Characters whatever their Level. Overall, The Shining Shrine is an engaging preview that nicely showcases a little of what is to be found in Heliana’s Guide to Monster Hunting.

This Old Dragon: Issue #146

The Other Side -

Dragon Issue #146 Been a bit since I have done one of these. Looking at my notes I started this in June and just getting around to finishing it. Ah. Well, I have been kinda busy with real life stuff. So lets go back in time, not to an ancient land or a galaxy far, far away, but to the end of the 1980s. June 1989 to be exact. Let's see I had just ended my second year at University. I had settled in on my majors and was getting straight As. I picked up the new AD&D 2nd Edition Player's Handbook three month prior and had just grabbed the AD&D 2n Edition Dungeon Master's Guide. Likely I saw this issue on the stands.  "Rock On" by Michael Damian, cover of the Glam Rock hit by David Essex was number one on the airwaves. In the theaters we were in for a treat, our movie choices were Indiana Jones and the Last Crusade, Star Trek: The Final Frontier (who I saw with my best friend who I would later marry in just 6 years), Batman, and Ghostbusters II. And on our shelves along with the new AD&D 2nd Edition was Issue #146 of This Old Dragon.

My issue is missing the cover, but I do want to talk about it. The cover lets us know this is the 13th year of Dragon Magazine! Rather nice milestone. If Dragon had continued we would have celebrated its 48th year.  Our cover is by none other than Keith Parkinson himself.

Since this is the anniversary issue and it the late 80s early 90s we can expect a themed issue about dragons, and that is exactly what we get. 

This is that odd in-between time of Dragon were both AD&D 1st Ed and 2nd Ed are supported. Leading many of us at the time to just treat them as the same game despite some differences. 

Up first, big ad for the Science Fiction book club. I still have a lot of those books. 

This is followed by a big two-page spread ad for the SSI AD&D Computer games.  This is important later one. BTW you can still get these game cheap on Steam and Gog. 

Following that in the Editorial, Roger Moore asks if traditional Pencil & Paper RPGs are dead due to advancements in computer games. The editorial ends with the question "Will computer RPGs eventually replace 'paper' RPGs?" And then adds, "The future will tell. And DRAGON Magazine will be around to find out."  Well...the answer is a lot more complicated than "yes" or "no." The successes of D&DF 5e and Baldur's Gate 3 (note at the time of writing Baldur's Gate 1 was still 10 years away) seems to show that there is not just room for both, but both are welcomed now by a lot of the same people. Sadly Dragon was not around to address BG3 but future issues did cover a lot of video games.

Letters asks for some new features like tech items in Bazaar of the Bizarre and requests to send fan mail to artists. Forum wants to know if the glory days of D&D are now in the past. 

Sage Advice now has to differentiate between 1st and 2nd Edition books. Where discrepancies occur, 2nd Edition takes precedence. 

Wings of Doom begins our featured section on Dragons.

David E. Cates is up first with Dragons are Wizards' Best Friends, a guide to new small dragons to be used as familiars. These fall under the sub group of dragons known as drakes. We ware even treated to a Crystal Drake art by the late Jennell Jaquays. We get Crystal, Demon, Faerie, and Shadow Drakes. These are al 1st Edition stats.

The Dragon's Bestiary has many new dragons, also in 1st Ed versions. These are the Cobra Dragon, the Obsidian Dragon, Gray Dragon, Rainbow Dragon, Draken, and Minidragon.

Jean Rabe and Skip Williams are up with The New Ecology of Dragons. This is designed for the AD&D 2nd Edition game. 

All three articles are a must read for anyone that love dragons (like my son) and plays AD&D.

The Hatching Magazine by A.D. Young is a look back at the predecessor to Dragon, The Strategic Review. Now like many I knew about the Strategic Review and its place in TSR/D&D history, but I had never seen any copies. That would not be until 10 years later when Wizards of the Coast released the Dragon Magazine CD-ROM with scanned PDFs of the everything. 

The Strategic Review

It was a wonderful insight to an age right before the time I started playing and only knew a little about.

The Ever-After is our short story from eluki bes shahar. Yes that is how it is spelled and it the original name of Rosemary Edghill. I do love how many successful authors and artists got their start with Dragon and TSR.

The centerfold is giant Buck Rogers poster. No need to go over how that went for TSR.

Buck Rogers

TSR Previews tell us what is hot for the late Spring of 1989. Among the choices, lots of Forgotten Realms, AD&D 2nd Ed DMG and the "All New Dungeon! Family Game."

Marvel-Phile covers some "Sage Advice" like questions for the Marvel Super Heroes game.

Not to be out done, there is an add for the DC Heroes 2nd Edition game, focusing mostly on Batman. Batmania is in full force.

Gamma World is not forgotten, well, at least not yet with Dan Salas' Dangerous Terrain. It looks like it could work for any version of Gamma World.

The Lessers are back (Hartley, Patricia, and Kirk) with the Role of Computers.  Chuck Yeager's A.F.T. 2.0 is featured. I had a roommate that played all the flight simulator games on his DAK 386. That was the shit for the time. This article also shows off the differences between the IMB-PC compatibles and the Amiga. I always low-key liked the Amiga. The girl-friend I had at the time had one and I thought it was really great.

Ad for West End Game's Star Wars. Despite my love for Star Wars, I never played this one.

Arrows of the East gives us some new arrows for the Oriental Adventures book. David Kloba gives us a new selection of arrows including how to find them. 

Gamers Guide small ads are up. Many old favorites are here with more about computers and computer RPG help.

Kevin Murphy has a fun article on wishes in If You Wish Upon a Star... AD&D focused, but could be used with any FRPG. It is a pretty comprehensive article. 

Convention Calendar for June to September 1989 is next. There are some local to me ones that sadly no longer are running. 

Dragonsmirth has our comics including Yamara. One day I need to make good on my promise to read those all in order.

So. If you love dragons then this is a good issue to find. It is also typical of the issue for the next year or so until the Powers that Be focus completely on AD&D 2nd Ed; even to exclusion of the BECMI line.

Dracula, The Hunters' Journals: 4 September Dr. Seward's Diary, Letter to Van Helsing

The Other Side -

Seward checks in on Renfield. 

Dracula - The Hunters' Journals

Dr. Seward’s Diary.

4 September.—Zoöphagous patient still keeps up our interest in him. He had only one outburst and that was yesterday at an unusual time. Just before the stroke of noon he began to grow restless. The attendant knew the symptoms, and at once summoned aid. Fortunately the men came at a run, and were just in time, for at the stroke of noon he became so violent that it took all their strength to hold him. In about five minutes, however, he began to get more and more quiet, and finally sank into a sort of melancholy, in which state he has remained up to now. The attendant tells me that his screams whilst in the paroxysm were really appalling; I found my hands full when I got in, attending to some of the other patients who were frightened by him. Indeed, I can quite understand the effect, for the sounds disturbed even me, though I was some distance away. It is now after the dinner-hour of the asylum, and as yet my patient sits in a corner brooding, with a dull, sullen, woe-begone look in his face, which seems rather to indicate than to show something directly. I cannot quite understand it.

 

Later.—Another change in my patient. At five o’clock I looked in on him, and found him seemingly as happy and contented as he used to be. He was catching flies and eating them, and was keeping note of his capture by making nail-marks on the edge of the door between the ridges of padding. When he saw me, he came over and apologised for his bad conduct, and asked me in a very humble, cringing way to be led back to his own room and to have his note-book again. I thought it well to humour him: so he is back in his room with the window open. He has the sugar of his tea spread out on the window-sill, and is reaping quite a harvest of flies. He is not now eating them, but putting them into a box, as of old, and is already examining the corners of his room to find a spider. I tried to get him to talk about the past few days, for any clue to his thoughts would be of immense help to me; but he would not rise. For a moment or two he looked very sad, and said in a sort of far-away voice, as though saying it rather to himself than to me:—

“All over! all over! He has deserted me. No hope for me now unless I do it for myself!” Then suddenly turning to me in a resolute way, he said: “Doctor, won’t you be very good to me and let me have a little more sugar? I think it would be good for me.”

“And the flies?” I said.

“Yes! The flies like it, too, and I like the flies; therefore I like it.” And there are people who know so little as to think that madmen do not argue. I procured him a double supply, and left him as happy a man as, I suppose, any in the world. I wish I could fathom his mind.

 

Midnight.—Another change in him. I had been to see Miss Westenra, whom I found much better, and had just returned, and was standing at our own gate looking at the sunset, when once more I heard him yelling. As his room is on this side of the house, I could hear it better than in the morning. It was a shock to me to turn from the wonderful smoky beauty of a sunset over London, with its lurid lights and inky shadows and all the marvellous tints that come on foul clouds even as on foul water, and to realise all the grim sternness of my own cold stone building, with its wealth of breathing misery, and my own desolate heart to endure it all. I reached him just as the sun was going down, and from his window saw the red disc sink. As it sank he became less and less frenzied; and just as it dipped he slid from the hands that held him, an inert mass, on the floor. It is wonderful, however, what intellectual recuperative power lunatics have, for within a few minutes he stood up quite calmly and looked around him. I signalled to the attendants not to hold him, for I was anxious to see what he would do. He went straight over to the window and brushed out the crumbs of sugar; then he took his fly-box, and emptied it outside, and threw away the box; then he shut the window, and crossing over, sat down on his bed. All this surprised me, so I asked him: “Are you not going to keep flies any more?”

“No,” said he; “I am sick of all that rubbish!” He certainly is a wonderfully interesting study. I wish I could get some glimpse of his mind or of the cause of his sudden passion. Stop; there may be a clue after all, if we can find why to-day his paroxysms came on at high noon and at sunset. Can it be that there is a malign influence of the sun at periods which affects certain natures—as at times the moon does others? We shall see.

Telegram, Seward, London, to Van Helsing, Amsterdam.

4 September.—Patient still better to-day.”



Notes: Moon Phase: Waxing Gibbous

Renfield's moods line up with the ebb and flow of Dracula's own power. He rages when Dracula is at his lowest power.  We will compare this to Van Helsing's later discussion on the powers of the vampire (30 Sept, Mina Harker's Journal).

There is a long held belief that the at times of the full moon people will act crazier. It is the root of the word Lunatic. A belief that persists to this very day. I know back when I was working as a QMHP with a group of schizophrenics and working a suicide hotline that this was the belief. But there is no evidence to really support it.  Still though, I do keep reporting the moon phase.

Stoker is putting up a red herring for our good Doctor here. It's not the moon or the sun that change Renfield, it is their effect on Dracula and Dracula's influence on Renfield. 


Mail Call Wednesday: Art Edition, Djinn Unboxed

The Other Side -

 A very special Mail Call on a Wednesday today. A book I have been eagerly anticipating. Djinn Unboxed!

Djinn Unboxed
Djinn Unboxed
Djinn Unboxed - dust coverDjinn Unboxed - cover

This art book from my very good friend Djinn just landed on my shores this morning all the way from her home in Italy. At 330+ pages it is crammed full of her wonderful, often D&D-inspired, art. 

And there is not a lot I can show you here either! Djinn's art tends toward the risqué and sometime pornographic, but always tastefully so if not outright fun. 

Much of the art features her D&D character, the witch Solaine, and some of it is also her alter-ego Djinn.  

But there is an entire feature on my little witch Larina!

Larina
Larina
Larina

There is a lot more than that, but these are the ones I feel safest sharing. Besides, want to see more? Buy the book!

Djinn's D&D world is a fun place where Solaine battles seas monsters on a pirate ship, accidentally summons amorous demons, and libraries are anything but quiet. 

Not sure when this book will go on general sale, I know she is working on getting copies out to her Kickstarter backers now. But I hope to see a lot more.

Links

Dracula, The Hunters' Journals: 3 September Letter, Dr. Seward to Hon. Arthur Holmwood.

The Other Side -

More updates on Lucy's condition. Van Helsing has seen Lucy.

Dracula - The Hunters' Journals


Letter, Dr. Seward to Hon. Arthur Holmwood.

3 September.

“My dear Art,—

“Van Helsing has come and gone. He came on with me to Hillingham, and found that, by Lucy’s discretion, her mother was lunching out, so that we were alone with her. Van Helsing made a very careful examination of the patient. He is to report to me, and I shall advise you, for of course I was not present all the time. He is, I fear, much concerned, but says he must think. When I told him of our friendship and how you trust to me in the matter, he said: ‘You must tell him all you think. Tell him what I think, if you can guess it, if you will. Nay, I am not jesting. This is no jest, but life and death, perhaps more.’ I asked what he meant by that, for he was very serious. This was when we had come back to town, and he was having a cup of tea before starting on his return to Amsterdam. He would not give me any further clue. You must not be angry with me, Art, because his very reticence means that all his brains are working for her good. He will speak plainly enough when the time comes, be sure. So I told him I would simply write an account of our visit, just as if I were doing a descriptive special article for The Daily Telegraph. He seemed not to notice, but remarked that the smuts in London were not quite so bad as they used to be when he was a student here. I am to get his report to-morrow if he can possibly make it. In any case I am to have a letter.

“Well, as to the visit. Lucy was more cheerful than on the day I first saw her, and certainly looked better. She had lost something of the ghastly look that so upset you, and her breathing was normal. She was very sweet to the professor (as she always is), and tried to make him feel at ease; though I could see that the poor girl was making a hard struggle for it. I believe Van Helsing saw it, too, for I saw the quick look under his bushy brows that I knew of old. Then he began to chat of all things except ourselves and diseases and with such an infinite geniality that I could see poor Lucy’s pretense of animation merge into reality. Then, without any seeming change, he brought the conversation gently round to his visit, and suavely said:—

“‘My dear young miss, I have the so great pleasure because you are so much beloved. That is much, my dear, ever were there that which I do not see. They told me you were down in the spirit, and that you were of a ghastly pale. To them I say: “Pouf!”’ And he snapped his fingers at me and went on: ‘But you and I shall show them how wrong they are. How can he’—and he pointed at me with the same look and gesture as that with which once he pointed me out to his class, on, or rather after, a particular occasion which he never fails to remind me of—‘know anything of a young ladies? He has his madmans to play with, and to bring them back to happiness, and to those that love them. It is much to do, and, oh, but there are rewards, in that we can bestow such happiness. But the young ladies! He has no wife nor daughter, and the young do not tell themselves to the young, but to the old, like me, who have known so many sorrows and the causes of them. So, my dear, we will send him away to smoke the cigarette in the garden, whiles you and I have little talk all to ourselves.’ I took the hint, and strolled about, and presently the professor came to the window and called me in. He looked grave, but said: ‘I have made careful examination, but there is no functional cause. With you I agree that there has been much blood lost; it has been, but is not. But the conditions of her are in no way anæmic. I have asked her to send me her maid, that I may ask just one or two question, that so I may not chance to miss nothing. I know well what she will say. And yet there is cause; there is always cause for everything. I must go back home and think. You must send to me the telegram every day; and if there be cause I shall come again. The disease—for not to be all well is a disease—interest me, and the sweet young dear, she interest me too. She charm me, and for her, if not for you or disease, I come.’

“As I tell you, he would not say a word more, even when we were alone. And so now, Art, you know all I know. I shall keep stern watch. I trust your poor father is rallying. It must be a terrible thing to you, my dear old fellow, to be placed in such a position between two people who are both so dear to you. I know your idea of duty to your father, and you are right to stick to it; but, if need be, I shall send you word to come at once to Lucy; so do not be over-anxious unless you hear from me.”


Notes: Moon Phase: Waxing Gibbous

We get some of Van Helsing's abrasive and no-nonsense personality here. He says he never jests here and later on, but he can be a whimsical character. I think Stoker is trying to portray his genius as something us normal folk just can't understand. 

He is also something of a flirt with the young women. We will learn more about his married life later on.

New Release: Dungeons & Dragons 5.5 Player's Handbook

The Other Side -

 It is Tuesday and my FLGS opened at midnight so we could get the new D&D 5.5 Player's Handbook. So here it is!

2024 Regular and Special Edition Player's Handbooks

It is a beast of a book really. 384 Pages vs. the 320 of the 2014 5.0 edition. Most of this though is given over to new art and introductions to the game.  This book is trying to set the stage for new players to D&D.

2014 vs 2024 thickness

Rules are covered in the first 30 or so pages which works out nicely. You are eased into it. Sure, I like starting with character creation, but sometimes it is nice to know a bit more about what is going on.

Bloodied is back. It is not exactly the same, but it is there. 

Creating a character is just 14 or so pages. This includes the mechanics of rolling the dice. 

Character classes cover the bulk, about 130 pages. There are the same 12 classes from D&D 5.0 (2014) with their subclasses. Most get four subclasses, some get five. There are a lot of little changes to classes. Fighters get a psychic variant, rangers feel nerfed, warlocks are a little cooler. I'll post more when I have had a chance to get into the details. 

There are backgrounds, like 5.0 though these seem to be a bit better defined.

Race is now Species and that is fine with me. We get Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. No half-elf or half-orcs, though I will admit they might be taking the Pathfinder route here and folding them into the elf and orc respectively with some mods. This doesn't bother me. If I want to play a half-elf in 5.5 I can use the elf rules. Easy.

There are some feats from Tasha's here that I love, like Telepathic and Telekinetic. 

About 20 pages for equipment with great illustrations.

Spells take up the next bulk at over 100 pages. Spells are better explained and if is summons a creature that stat block is included with the spell.

Appendix A covers the multiverse. There are no changes here from 1st Ed.

Appendix B has some creature stat blocks related to class, ie Druid Wild Shape and the like. And YES monsters still have alignment. For example Imps are (still) Lawful Evil and Quasits are (still) Chaotic Evil. 

The changes here are less than the changes found between 1st and 2nd Edition. They are more akin to the changes between 3.0 and 3.5. I am going to keep calling this edition 5.5.

Visually speaking, they are closer together than some of the books of the AD&D 2nd Ed era were to each other.

2014 vs 2024 Player's Handbooks
2014 vs 2024 Player's Handbooks
2014 Player's Handbook

I picked this up just a hour or so ago. So I really have not gone into it in detail. Save to check on the Rangers and Warlocks. They are classes I have heard the most about getting worse and better respectively.

Warlocks
Art

The art is generally better, with some "names" popping up among the nameless NPCs and characters. So that will be fun on a deeper read through.

Overall there is "less flipping" one would need to do through this book while playing. 

I am looking for some character sheets so I can make a new version of Johan for this game; Johan VII for the win!

My 2014 PHB is falling apart and I am not 100% sure how much I will play this edition, but I am glad to have it.

Dracula, The Hunters' Journals: 2 September Letter from Dr. Seward to Arthur Holmwood, Dr. Seward to Van Helsing

The Other Side -

Seward updates Arthur on Lucy's condition. Van Helsing enters our tale.

Dracula - The Hunters' Journals

Letter from Dr. Seward to Arthur Holmwood.

2 September.

“My dear old fellow,—

“With regard to Miss Westenra’s health I hasten to let you know at once that in my opinion there is not any functional disturbance or any malady that I know of. At the same time, I am not by any means satisfied with her appearance; she is woefully different from what she was when I saw her last. Of course you must bear in mind that I did not have full opportunity of examination such as I should wish; our very friendship makes a little difficulty which not even medical science or custom can bridge over. I had better tell you exactly what happened, leaving you to draw, in a measure, your own conclusions. I shall then say what I have done and propose doing.

“I found Miss Westenra in seemingly gay spirits. Her mother was present, and in a few seconds I made up my mind that she was trying all she knew to mislead her mother and prevent her from being anxious. I have no doubt she guesses, if she does not know, what need of caution there is. We lunched alone, and as we all exerted ourselves to be cheerful, we got, as some kind of reward for our labours, some real cheerfulness amongst us. Then Mrs. Westenra went to lie down, and Lucy was left with me. We went into her boudoir, and till we got there her gaiety remained, for the servants were coming and going. As soon as the door was closed, however, the mask fell from her face, and she sank down into a chair with a great sigh, and hid her eyes with her hand. When I saw that her high spirits had failed, I at once took advantage of her reaction to make a diagnosis. She said to me very sweetly:—

“‘I cannot tell you how I loathe talking about myself.’ I reminded her that a doctor’s confidence was sacred, but that you were grievously anxious about her. She caught on to my meaning at once, and settled that matter in a word. ‘Tell Arthur everything you choose. I do not care for myself, but all for him!’ So I am quite free.

“I could easily see that she is somewhat bloodless, but I could not see the usual anæmic signs, and by a chance I was actually able to test the quality of her blood, for in opening a window which was stiff a cord gave way, and she cut her hand slightly with broken glass. It was a slight matter in itself, but it gave me an evident chance, and I secured a few drops of the blood and have analysed them. The qualitative analysis gives a quite normal condition, and shows, I should infer, in itself a vigorous state of health. In other physical matters I was quite satisfied that there is no need for anxiety; but as there must be a cause somewhere, I have come to the conclusion that it must be something mental. She complains of difficulty in breathing satisfactorily at times, and of heavy, lethargic sleep, with dreams that frighten her, but regarding which she can remember nothing. She says that as a child she used to walk in her sleep, and that when in Whitby the habit came back, and that once she walked out in the night and went to East Cliff, where Miss Murray found her; but she assures me that of late the habit has not returned. I am in doubt, and so have done the best thing I know of; I have written to my old friend and master, Professor Van Helsing, of Amsterdam, who knows as much about obscure diseases as any one in the world. I have asked him to come over, and as you told me that all things were to be at your charge, I have mentioned to him who you are and your relations to Miss Westenra. This, my dear fellow, is in obedience to your wishes, for I am only too proud and happy to do anything I can for her. Van Helsing would, I know, do anything for me for a personal reason, so, no matter on what ground he comes, we must accept his wishes. He is a seemingly arbitrary man, but this is because he knows what he is talking about better than any one else. He is a philosopher and a metaphysician, and one of the most advanced scientists of his day; and he has, I believe, an absolutely open mind. This, with an iron nerve, a temper of the ice-brook, an indomitable resolution, self-command, and toleration exalted from virtues to blessings, and the kindliest and truest heart that beats—these form his equipment for the noble work that he is doing for mankind—work both in theory and practice, for his views are as wide as his all-embracing sympathy. I tell you these facts that you may know why I have such confidence in him. I have asked him to come at once. I shall see Miss Westenra to-morrow again. She is to meet me at the Stores, so that I may not alarm her mother by too early a repetition of my call.

“Yours always,
“John Seward.”

Letter, Abraham Van Helsing, M. D., D. Ph., D. Lit., etc., etc., to Dr. Seward.

2 September.

“My good Friend,—

“When I have received your letter I am already coming to you. By good fortune I can leave just at once, without wrong to any of those who have trusted me. Were fortune other, then it were bad for those who have trusted, for I come to my friend when he call me to aid those he holds dear. Tell your friend that when that time you suck from my wound so swiftly the poison of the gangrene from that knife that our other friend, too nervous, let slip, you did more for him when he wants my aids and you call for them than all his great fortune could do. But it is pleasure added to do for him, your friend; it is to you that I come. Have then rooms for me at the Great Eastern Hotel, so that I may be near to hand, and please it so arrange that we may see the young lady not too late on to-morrow, for it is likely that I may have to return here that night. But if need be I shall come again in three days, and stay longer if it must. Till then good-bye, my friend John.

“Van Helsing.”

Notes: Moon Phase: Waxing Gibbous

A couple of very important letters.

First we have Seward's letter ot Holmwood describing Lucy's condition.  Though we get some Victorian medical sleight of hand here. Lucy's blood would not have held to the any sort of analysis if she had major blood loss. But that is applying scientific logic to vampirism. 

More importantly, Lucy's condition stumps Seward so he is obliged to call in his old mentor Prof. Abraham Van Helsing.

 Van Helsing's letter establishes first that he is an expert, he is a "Mud-Phud," a Poly-glot, and shares the same name as our author. He is a medical doctor, a Ph.D. and a Doctor of Literature. 

Stoker had said in the past that Van Helsing was based on a real person. In "Powers of Darkness" it is also stated that "Van Helsing" is a pseudonym used in the book. 

--

Every Moriarty needs a Holmes, every Lex Luthor needs a Superman and Dracula needs his Van Helsing. It is one of the great hero-villain dynamics in all of literature and they share surprising little time together in the novel. Again a good example of this in the movies is FFC's "Bram Stoker's Dracula."

So great is the rivalry that Hammer Studios capitalized on it, and on the friendship of the two actors Peter Cushing (Van Helsing) and Christopher Lee (Dracula) that they made it a central focus of all their Dracula films and even into their non-Dracula horror movies.

Now that Van Helsing has entered the scene things move along in the novel. 

Monks & Mythos

Reviews from R'lyeh -

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

In addition to any number of scenarios for Achtung! Cthulhu, Modiphius Entertainment also publishes what it calls ‘Section M: Priority Missions’. These are smaller missions and scenarios intended to help a Game Master is hard-pressed for time or needs an alternate scenario when there are fewer players. Alternatively, they can be used as one-shots or woven into ongoing campaigns. Each though, provides a single mission that can be played in a single session as well as adventure hooks should the Game Master want to expand the scenario.

Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is the second entry in the series. It opens with the Player Characters having been sent to Cairo by Section M to investigate a monastery belonging to the Order of St. Barbara, patron saint of miners. The monks of this monastery are known to wear brooches that depict a serene female face and are notably carved from a strikingly blue stone. Section M has been sent one of these brooches and has identified the stone as being Blauer Kristall. Nachtwölfe is known to have an extreme interest in this rare mineral and constantly scours the world for sources from which it can develop science, technology, progress, biological enhancements, and wonder weapons powered by Blauer Kristall. The monastery, located a few miles outside of Cairo, is also said to be home to a relic, a skull of similar blue stone, purported to be the cranium of the saint, transfigured in sapphire. The Player Characters are ordered to get into the monastery and determine if the skull really is made of Blauer Kristall and if the monks have a bigger source.

The scenario primarily consists of a map of the monastery and a description of its various buildings. The map, along with an unlabeled one for the players, is nicely done. The basic details of what is going on in the Order of St. Barbara is also described, but without any discussion of the motivations of either the monks or their Mythos allies. There are also no stats, so the Game Master will need to consult the Gamemaster’s Guide and alter the Truths as necessary. Some possible motivations and suggestions as to what might be going is instead suggested in the several adventure seeds included in the scenario. At the most basic, the monks are innocent of any Mythos connection, but Nachtwölfe are definitely interested in gaining possession of whatever Blauer Kristall is being held in the monastery. Other seeds see the Player Characters tracking Mi-Go through tunnels under Cairo and find themselves in the caves below the monastery; Nachtwölfe is there when the Player Characters arrive and they have to stop the Nazis getting away with the Blauer Kristall; and Cairo is haunted by the ‘Ghost of St. Barbara’, a glowing blue apparition stalking the streets of the city, whose appearances seem to coincide with a series of thefts of ancient manuscripts from antiquities museums and private collections.

One other way to use the scenario is as a side mission for the campaign, Achtung! Cthulhu: Shadows of Atlantis. The campaign involves Nachtwölfe and its third mission is set in Cairo and Egypt. Yet in whatever way in which the Game Master decides to use Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire, she will still need to develop some motivations for both the monks and the Mythos presence at the monastery. This will vary depending upon how strong the links are between the monks and the Mythos. The stronger they are, the more the scenario will need the Game Master to develop those motivations and the more the scenario needs this attention, the more input is required from the Game Master, and the less immediately useful the scenario is as written.

Physically, Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is cleanly and tidily laid out. It is not illustrated, but the map of the monastery is nicely done.

Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is not quite ready to run, and depending upon how the Game Master wants to use it, needs more input and development than it necessarily should. Consequently, it is not quite the download and play scenario that the publisher intended.

Dungeons & Dragons 5.5 at Midnight!

The Other Side -

 I *may* have convinced my Favorite Local Game Store to open up at Midnight to sell the D&D 5.5 Player's Handbook.

Games Plus

They went back and forth a bit over this past weekend, and I woke up to this this morning.



I'll be picking up the new D & D 5.5 in about 14 hours.

If you want yours and you live in the Chicagoland area then head on out to Games Plus to get your pre-order.

Expect a mini-review after I pick it up!

Action & Archaeology

Reviews from R'lyeh -

It is 1936 and as the world marches towards a greater conflict, there is a secret war being fought from one archaeological dig site to the next. Agents from the major nations are scouring the past to gain advantage and power in the present, unearthing and discovering ancient artefacts and objects of awe before the other side can. In this mix steps an archaeologist dedicated to keeping the past out of Nazi hands and in a museum, even if does involve working with Washington, D.C. and Army Intelligence. It is not though, Doctor Henry Jones, Jnr. Otherwise known as ‘Indiana Jones’ and this is not pitch for the third Indiana Jones roleplaying game. It is instead the set-up for Montana Drones and the Raiders of the Cutty Sark. Putting aside the fact that ‘Montana Drones’ is undoubtedly the worst name imaginable, beyond groanworthy, for any Indiana Jones-style, whip-cracking, fists flying archaeologist, Montana Drones and the Raiders of the Cutty Sark is an adventure and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, the scenario is primarily intended as a one-shot, film night special.
Montana Drones and the Raiders of the Cutty Sark is an adventure for four adventurers—cocky archaeologist, Montana Drones, optimistic socialite, Lou Boble, clumsy professor Johan Henry, Jr., and cynical botanist, Johnnie Cobbler—available to download from here. Alternatively, the players can create their own, inspired by the source material, and Montana Drones and the Raiders of the Cutty Sark does include details of several new Occupations, including Botanist, Double-Agent, Socialite, and Witch. Of course, changing the characters likely means changing name of the adventure too as Montana Drones will no longer be the star. There are relatively few additions to the Awfully Cheerful Engine! and relatively little setting background given in Montana Drones and the Raiders of the Cutty Sark because, after all, everyone is going to be familiar with the genre and the setting from the films which inspire this supplement.
‘Raiders of the Cutty Sark’ is not named for the famous tea clipper from the nineteenth century, but for the Cutty-Sark, the famous shift worn by the witch character in Tam o’ Shanter, the poem by Robert Burns. The Nazis are after it because they think it possess some kind of sorcerous power and stealing it from under the nose of the British government would be a major coup. The adventure will take the Player Characters from Jordan and the Middle East, around the world back to Halcyon Hall at Bennett College in upstate New York where Montana Drones teaches, and then out again to Scotland and a showdown with Nazis! The scenario is not very long, divided into three parts, and has room for the Game Master to insert her own content and so expand it beyond a single night’s worth of play. For example, for the third part, the Player Characters travel from London to Scotland and the scenario suggests that the Game Master run a ‘Murder on the Scottish Express’ mystery rather than describe the journey in narrative terms.
The scenario begins in Jordan with ‘Buried Secrets’ and essentially where Indiana Jones and the Last Crusade left off—Petra. The Player Characters are on the track of an ancient Greek artefact said to be in the Soldier Tomb, but in the course of finding and taking it, have to avoid a series of traps before they can escape the tomb. This leads to the Player Characters’ first big decision—how to deal with the scenario’s villain who turns up just at the wrong moment. Do they hand over the artefact or do they make a run for it. The scene is straight out of the start pf Raiders of the Lost Ark, as is the villain, right down to the white linen suit and Panama hat! This is mercenary archaeologist, Eric Freeman, neatly named after Paul Freeman who played archaeologist René Belloq in the film. If ‘Buried Secrets’ is all action and traps, ‘Horror at Halcyon’ brings the Player Characters back home and to weirdness at Bennett College with a strange mystery, but not before they have a chance to play a game of Oubliettes & Occultists for those who want to play a roleplaying game within a roleplaying game! Something is causing vines to grow all over the walls of the college, trapping teachers and professors alike, so the Player Characters will have to hack their way through the foliage to find and confront the source. There are lots of Lovecraftian references in this adventure, but the pulpy tone means that the Player Characters are unlikely to be driven mad.
The third and final part of ‘Raiders of the Cutty Sark’ takes the Player Characters to Scotland. ‘A Breath of Fresh Ayr’ begins though in London where the Player Characters need to find out what the Nazis and their archaeological agent, Eric Freeman, are up to. This requires a mixture of charm and stealth because that information is held only at the German embassy, which fortunately, is holding a reception. What they will discover is that Freeman, and thus his Nazi masters have discovered the location of the Cutty-Sark. Unfortunately, the protectors of the Cutty-Sark know everyone is coming, so not only will the Player Characters have to deal with Freeman and the Nazis, but also with whatever those protectors have in readiness to prevent anyone taking the Cutty-Sark away.

Physically, Montana Drones and the Raiders of the Cutty Sark is a bright and breezy affair. The artwork is decent and the supplement is well written.
Each of the acts in ‘Raiders of the Cutty Sark’ is short and solid, but together they do not form a cohesive whole. This is because each act is about an entirely different situation and an entirely different archaeological treasure, and there is nothing to connect the three except the Player Characters. Act one, ‘Buried Secrets’ does set everything up very nicely in Indiana Jones style, but the second act is a diversion and where the third should be the main plot of the scenario, it is not. It does not help that equal focus is paid to each of the acts and ultimately, ‘Raiders of the Cutty Sark’ is episodic rather than a whole. It might be the case that the Game Master adjust it to give more of a lead in time for the Cutty-Sark and its importance to the Nazis to grow in terms of story significance, but that is moving away from the intended one-night, cinematic style of Montana Drones and the Raiders of the Cutty Sark.

Dracula, The Hunters' Journals: 1 September Telegram, Arthur Holmwood to Seward

The Other Side -

Arthur has urgent business with his father.

Dracula - The Hunters' Journals

Telegram, Arthur Holmwood to Seward.

1 September.

“Am summoned to see my father, who is worse. Am writing. Write me fully by to-night’s post to Ring. Wire me if necessary.”

Notes: Moon Phase: Waxing Gibbous

Arthur is called away to his father. There is no plot point here; I don't suspect Dracula is feeding on the senior Lord Godalming. This is keep him away so Seward can tell Arthur, and us, about Lucy's condition via a letter.

It is also to make Arthur the new Lord Godalming when his father dies. Being a Lord in this novel will have certain advantages.

Margins & Mysteries

Reviews from R'lyeh -

It is 1979. Those that find themselves not fitting into ordinary society, feeling like an outsider, or being rejected because they do not fit the norms in terms of gender, sexuality, and identity have the need to escape, to find a place not only where they will fit in, but where they are also the norm. Not easy in this day and age, when to be gay or lesbian or transgendered is reason enough to be despised and decried, to be regarded as monstrous or perverse. There is, though, such a place. Isolated and on the edge of America as far from middle America—both geographically and figuratively—as you can get. This is Roseville Beach. Located on a barrier island just a short ferry ride off the coast of the North American Atlantic or Gulf Coast, this is a community where ‘queer’ is the norm. Where visitors come because it is accepted and those that stay do so because they find acceptance and a family that they create for who they are. A family that they also have to rely upon, for the authorities and particularly the police rarely bother with Roseville Beach—and if they did, it would not be to the benefit of anyone within the community. Thus, if the ‘queerdom’ of Roseville Beach have an issue, it is they who sort it out, but it is not just because they are queer that see to their own and prefer to deal with their own problems, for the community of Roseville Beach has other secrets. As much as it is a haven for ‘queerdom’, it is also a haven for magic and the supernatural, for the witch and the wizard, for the shapechanger, for the familiar without a mistress or master, for secret societies and cabals. They are not the norm within Roseville Beach, but they are known, and there are members of the town’s ‘queerdom’ who have gifts and magics themselves and will use it to investigate the strange and the supernatural, the mysterious and the magical, all to keep the community safe and avoid the undue attentions of the authorities on the mainland.

This is the set-up for Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror, an urban fantasy roleplaying game in which the Player Characters are part of both communities in Roseville Beach and thus outsiders twice over. Published by R Rook Studio following a successful Kickstarter campaign, this is a storytelling roleplaying game of magic and mystery, community and care, and of family and fear. This is very much a roleplaying game for mature and accepting players, for it is set in a town where the majority of the population is LGBTQIA+ and it is explicit about this—though that does not mean that the roleplaying game is either explicit or exploitative in other ways. In other words, it is explicit in its social acceptance of LGBTQIA+ being the norm. However, there are issues attached to this. One is that it is not obviously accepting of all norms when it comes to people of colour. This is not to say that they are not present in the setting of Roseville Beach, but rather they are not depicted as being present in the roleplaying game’s artwork. This is because the artwork is public domain, all taken from LGBTQIA+ pulp novels and whilst thematically appropriate, the characters, luridly, suggestively depicted, are all Caucasian. The book does acknowledge that this is an issue, one caused by the artwork rather by intent. Another issue is with the term ‘queer’. The author uses it as a catchall to describe all members of the LGBTQIA+ community, and whilst it is period appropriate, it was used as a slur. It is not the intent of the author to use it in the pejorative sense, but there are members of the LGBTQIA+ community who may see it as an insult. Thus, as part of her Session Zero of Moonlight on Roseville Beach, the Game Master may want to discuss what is an appropriate term to use in her game.

A Player Character in Roseville Beach has an Origin which Provides a Background and Skills, as possible Troubles. They will also have a Job which provides a further Skill, a Strange Event that they had, plus Allies and Comforts. There are six Origins and each grants a special ability. The Fresh Face is the new kid who has fled his family to find out who he is in Roseville Beach and has the ‘Beginner’s Luck’ ability to let his player reroll ones when undertaking an action. The Scandalous has fled to Roseville Beach to avoid media attention and gains an extra contact, though it may not be one that the Player Character wants. Both the Fresh Face and the Scandalous have more Backgrounds and Skills than the other Origins. The Shifter can shift into an animal form and back again, and has two banes that force him into his animal form. The Witch has the Witch Background and Sorcery Skill and also knows three Words of Power that fuel his magic. The Familiar was once attached to a sorcerer, but no longer is, so knows a lot of magic and Words of Power, but is stuck in his animal form and must communicate telepathically and needs help to perform magic. Plus of course, the Familiar does not have a Job. The Stranger has come from somewhere else, and knows a little bit of magic, some of it innate, and has worked hard to acclimatise himself to the world of men. The Strange Event is shared between two players and their characters, such ‘The Monolith’, which seemed to follow them both, but was never seen to move, or ‘The Starry Form in the Dunes’, a glimmering figure seen in the dunes west of town one night which called something to either Player Character. The Strange Event can leave the Player Character with an extra Skill, an Ally, or Word of Power, or a Scare, a Trouble, or even an Injury. Besides an Ally, the three Comforts a Player Character has are a ‘Special Place’, a ‘Special Memento’, and a ‘Special Person’. During downtime, spending time with a Comfort can help to remove a Scare. Lastly, the Player Characters share a Bungalow. This is used as both a base of operations and a potential source of supplies, although that does not necessarily mean guns. Certainly, the Player Characters do not have ready access to guns and their use can lead to a Player Character suffering a Scare.

To create a character, a player selects an Origin and chooses his character’s Comforts and Allies. He then rolls for a Background, Skills, Troubles, Scandals, Words of Power, and so on as appropriate. Then the players establish the Strange Event between their characters and determine its effect.

Lana Jorgeson
Origins: The Witch
Age: 24
Backgrounds: Witch, Magic Shop
Skills: Sorcery, First Aid, Stagecraft, Charming
Job: Piano Player at Cedar Point Hotel
Words of Power: Flood, Bless, Heal
Troubles: Someone in Roseville Beach helped set me up with somewhere to live, a job, and some money.
People I Owe: Jon Amos
Ally: Ghost in the Bungalow
Strange Element: The Poltergeist
Comforts: Special Place – Violet Flame Candles &Gifts, Special Memento – Grandmother’s locket, Special Person – Mrs Esther Neilson (Oblivious Grandma)

Mechanically, Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror uses dice pools of six-sided dice, rolled whenever a Player Character undertakes a Risky Action. To assemble a dice pool, a player starts with a single die and adds further dice for relevant Backgrounds, Skills, for the situation being a Golden Opportunity, and if the Player Character is protecting a housemate, ally, and so on. These are all rolled with the aim being to roll as high as is possible on each die. No matter the results, they are then assigned individually to different tables. The standard set of tables are ‘Goal’, ‘Injured’, ‘Scared’, ‘Clue’, and ‘Trouble’. The Game Master decides which tables come into play, depending upon the situation and what the Player Character is trying to do. ‘Goal’ is the base table, but if the Player Character is investigating something, the Game Master will add the ‘Clue’ table, and if there is a chance of the Player Character being injured or scared as result of his actions, those tables are added to. The ‘Trouble’ table is added if the player has not rolled enough high results and wants to roll an extra die. However, it places an Ally, Trouble, or Comfort in danger. If the player does not have enough dice to assign to the tables the Game Master has set out, he either decides to approach the situation in another way to reduce the number of tables, or if he rolls, any tables without dice are counted as if ones are assigned to them—which is not good. In general, results of four or more on all of the tables bar the ‘Trouble’ table indicate progress or a positive outcome, but it is always the player who decides where the dice are placed and thus decides on the degree of success or failure for the action.

Magic uses the same mechanics. The Player Character must be a Witch, Familiar, or Stranger, possess the Sorcery skill, knows one or more appropriate Words of Power, and can gain more dice for taking time, having someone with the Sorcery spell help, using a spell book, casting the spell at an auspicious time, and so on. Magic always involves the ‘Scare’ table and always adds a table of its own which determines if control of the magic is lost.
For example, Lana has been lured to the house of a local dignitary after a strange magical encounter only to discover what she thinks is ritual that will see her mind supplanted by the dignitary’s. The dignitary’s aide, Georgina Wellman, has a revolver, a Saturday night special pointed at Lana in order to persuade her to co-operate. It is approaching midnight when the ritual needs to be performed and Lana, not liking the odds either way, decides upon a brute force solution. She will cast a spell using the ‘Flood’ Word of Power, drawing from the swimming pool outside the house, the aim being to disarm Georgina, disrupt the ritual, and cause chaos. Her player assembles the dice pool, beginning with the base, plus one each for the Witch Background, the Sorcery Skill, and the Game Master allows an extra die because it is an auspicious moment or midnight. That gives the player four dice to roll.

The Game Master lays out the tables that the player will be assigning dice too. These are ‘Goal’, ‘Injured’, ‘Scared’, and ‘Magic’. The player rolls two, three, five, and six. He assigns the six to the ‘Goal’ table, which means it is achieved and the five to the ‘Magic’ table, which means that Lana does not lose control of the magic. The two and three are assigned to the ‘Scared’ and the ‘Injured’ tables, meaning that either Lana or an ally is injured, and everyone is scared. The Game Master narrates how the water from the pool surges up and in through the window of the house and swirls around the room that Lana and Georgina are in. Both are knocked to the floor and bruised and battered as the furniture is shifted. The gun is knocked from Georgina’s hand and everyone screams in terror! Moonlight on Roseville Beach is thus mechanically quite simple and has two consequences. The first is that the Game Master will need to place the various results tables on the table before the players so that they can consult them and make choices. The second is that the players can make these choices. They determine the degree of outcome, which the Game Master narrates.

One odd addition is a set of Guest Stars that allow other players to step in and participate in a mystery on an occasional basis. Alternatively, these could be used as NPCs, but either way they include an interventive cast of characters, such as ‘The Haunted Ice Cream Vendor’, ‘Definitely Not An Occultist’, and ‘The Oblivious Grandma’, amusingly unaware of anything out of the ordinary going on in Roseville, either in terms of the LGBTQIA+ community or the outré. These are fantastically well-drawn characters, ones that contrast sharply with the standard types that the players roleplay, so that if the roleplaying game were being run as if it were a television series, they could potentially make highly memorable appearances. They could even be used as potential scenario ideas. For the Game Master, there is deeper background on the various locations in and around Roseville Beach, including a hotel whose young owner is missing, a rocky island occupied by overly curious otters, of bronze monoliths that are never seen to move, but clearly do, and more. These locations do come with hooks, some more detailed than others. There are threats discussed here too, some of which does involve the bigotry of the era. There is advice on setting up a mystery, giving out clues, and handling romance. The advice for the latter is nicely done and provides advice for relations between Player Characters and NPCs and between Player Characters. There are also several ready-to-play scenarios as well.

Physically, Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is fantastically presented in its use of its period book covers and graphical style that luridly hint secrets and truths, of just somethings that are different at the edge of society. The book is also well written and an engaging read.

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a roleplaying game about the othering of minorities and their agency. The othering of minorities is simply and directly handled—it is normalised. Roseville Beach normalises the LGBTQIA+ community in a way which could almost never happen in 1979 when it is set, and makes the Player Characters intrinsically part of it and wanting to be part of it. Then it normalises it by having the players accept and roleplay this norm. In doing so, it gives room to both characters and players to explore and investigate the second othering present in Roseville Beach, that of magic and the supernatural, as well as the agency to do so. The characters within the setting and the players within the mechanics that give them the capacity to decide the outcomes of their characters’ risky actions. It is a powerful combination in terms of storytelling and resolution.

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a fantastic combination of acceptance and community with pulp horror and mystery, that like its setting of Roseville Beach, gives a space for the marginalised and scope to tell their stories as they confront horrors and mysteries, and so protect their new homes and family. This is a great storytelling roleplaying game, good for one-shots and conventions as it is for telling longer summer seasons.

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