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Dracula, The Hunters' Journals: 31 August Letter, Arthur Holmwood to Dr. Seward.

The Other Side -

Arthur calls on an old friend.

Dracula - The Hunters' Journals


Letter, Arthur Holmwood to Dr. Seward.

Albemarle Hotel, 31 August.

“My dear Jack,—

“I want you to do me a favour. Lucy is ill; that is, she has no special disease, but she looks awful, and is getting worse every day. I have asked her if there is any cause; I do not dare to ask her mother, for to disturb the poor lady’s mind about her daughter in her present state of health would be fatal. Mrs. Westenra has confided to me that her doom is spoken—disease of the heart—though poor Lucy does not know it yet. I am sure that there is something preying on my dear girl’s mind. I am almost distracted when I think of her; to look at her gives me a pang. I told her I should ask you to see her, and though she demurred at first—I know why, old fellow—she finally consented. It will be a painful task for you, I know, old friend, but it is for her sake, and I must not hesitate to ask, or you to act. You are to come to lunch at Hillingham to-morrow, two o’clock, so as not to arouse any suspicion in Mrs. Westenra, and after lunch Lucy will take an opportunity of being alone with you. I shall come in for tea, and we can go away together; I am filled with anxiety, and want to consult with you alone as soon as I can after you have seen her. Do not fail!

“Arthur.”

Notes: Moon Phase: Waxing Gibbous

More insight into the background of our three Victorian gentlemen. Even though Seward was once Lucy's suitor, Holmwood trusts him enough to have him look in on her. Alone with her no less.

Good thing too, this is the start of the sequence of events that brings in Van Helsing to our tale.


Your Numenera Starter

Reviews from R'lyeh -

The setting of Numenera is expansive one, potentially taking the adventurers into space, into other dimensions, and even deep under the sea, but always exploring the mysteries, secrets, and technologies of the past. Its detail lies in these places to be explored rather than the core setting of the Steadfast, as described in Numenera Discovery, the core rulebook. This also leaves plenty of space for the Game Master to add her own content and as described in Numenera Destiny, the players and their characters to make it their own by building and supporting a community. As open as the setting is, what it means is that Numenera does not have a ready starting point and it is perhaps in danger of overwhelming the prospective player or Game Master with just how expansive a setting it is. A solution then would be to provide a starting point. Somewhere small with a limited scope that is in no danger of overwhelming either player or Game Master and then builds from this basis with a story that will eventually take the players, their characters, and the Game Master out into the wider and more wondrous world of the Ninth Age. This is exactly what The Glimmering Valley does.
The Glimmering Valley is published by Monte Cook Games and everything that a Game Master and her players need to start their first Numenera campaign. A starting point, some plots and some storylines, some mysteries and some locations to be explored, a threat, and above, a place to call home. It does all this, but it also does something else—it keeps things limited. It does this in several ways. First, it restricts the Character Types available to the core three in v Discovery, that is, the Glaive, the Nano, and the Jack. The others, the Arkus, the Wright, and the Delve, from Numenera Destiny, do become available later in the campaign when it is possible to transition into one of the new three. Second, it limits the Special Abilities available to the Player Characters, as many of those with more overt effects, such as ‘Bears a Halo of Fire’ or ‘Wears a Sheen of Ice’, would be decried as sorcery, whilst those for which there is no training or reason for it, like ‘Works the Back Alleys’ or ‘Fuses Flesh and Steel’, are simply deemed inappropriate. The abilities available to the Player Characters in The Glimmering Valley tend towards skills and the mundane. Third, it grounds the campaign in the Glimmering Valley, a narrow valley some twenty-five miles long, with the minor settlement of Neandran at the head of the valley, and a larger settlement, Ketterach, at the bottom of the valley. The Player Characters have grown up in Neandran and like the majority of the other villagers, have never travelled more than a few miles into the surround forest, let alone as far as a metropolis as Ketterach. The Player Characters know almost everyone in Neandran and certainly have a relationship with many of the village’s notable figures—all of whom are detailed. Fourth, it applies Clarke’s Third Law, ‘Any sufficiently advanced technology is indistinguishable from magic.’ assiduously. This is because the inhabitants of Neandran look upon the strange things around them and found elsewhere in the surrounding forest as magic rather than technology. Once the Player Characters reach Ketterach and the wider Ninth World, they are likely to discover that this is not the case and so have a revelation. It means though, that playing through The Glimmering Valley is going to be a very different experience to that of a standard Numenera campaign. And for any Numenera veteran, it means roleplaying a very different outlook.
So why do all this? Simply, simplicity. What The Glimmering Valley wants to do is avoid any possibility of overwhelming the prospective player or Game Master with a wealth of detail. To that end, it limits choices for the players, gives their characters a clear outlook on the world, and shifts the setting to the fantasy of its science fantasy rather than the science. Effectively, the world in which the Player Characters begin is akin to the fantasy of Dungeons & Dragons with the medievalism, and what they discover in end is the highly technological and weird world of Numenera. In addition, the last chapter in the book is specifically ‘The Player’s Guide’, provided to inform the players about the world in which their characters live in. When given a copy, this greatly aids the players’ knowledge about the setting and enables them to establish relationships with the NPC.
As the campaign begins, the nature of the dream that for generations the inhabitants of Neandran has changed. Just slightly, but enough to pique the interest of the Player Characters and they wonder why it has changed. For the Game Master, there is initially the same information she gives to her players and then descriptions of its various locations, flora, fauna, and more. There is strangeness all about—strange objects that protrude from the valley floor and walls, the infinite house of the local witch, a point in the river where the water flows into the air, a glade of six-foot square, translucent blue cubes in which can glimpsed some strange creature, and stairs which go up to nowhere. Some of these lead deep below and into the sides of the valley into highly detailed complexes, into what are effectively ‘science dungeons’. They are unlike any other dungeon in each case, in one case, more a puzzle that the Player Characters need to work out with their fingers, though there is guidance on using a more mechanical, rules-based for those playing groups who dislike puzzles. These complexes will take time to explore, but the campaign does allow for that time and even projects of the Player Characters’ own. Accompanying these are a number of encounters and more, including the movement and growth of factions into the Glimmering Valley. These include the arrival of biomechanical nomads, the rise of the machines, and even an invasion of ‘Skeksis’-like aliens! The movement and growth of all of these is slow at first, but becomes more apparent later in the campaign. This does allow time for the Player Characters to explore, learn, and prepare.
The campaign is supported with a bestiary and chapters for each of the factions. There is advice for the Game Master throughout, with the sidebars used extensively for references and stats. However, what The Glimmering Valley does not do is set the Game Master up as well it does the players. The set-up for the players is very good, preparing them for the campaign and telling them everything that they need to do so. For the Game Master, there is not this same level of information and consequently she does not learn anything about the event-based aspects of the campaign until she gets to the relevant chapters. There is no overview for her prior to this when there really should have been. Whilst The Glimmering Valley is good in its way as a starter campaign for the players, it is less so for the Game Master. There is not the step-by-step process for the Game Master as there is for the players, so it is not as suitable for the first time Game Master and certainly not as suitable as the author necessarily intended. For all the simplicity of The Glimmering Valley, the campaign needs more effort than it really should to set up for a first campaign.
Physically, The Glimmering Valley is very well done. Both the artwork and the cartography are as excellent as you would expect for a supplement for Numenera, and the book is well written.

The Glimmering Valley is a good first campaign for the players, taking both them and their characters from positions of relative unawareness about the world to realising how big and how different it is by having them make discoveries and uncover dangers and face them. There is a genuine sense of growth and progress to the campaign which will all lead to the characters being prepared for the wider world, as well as both their players and the Game Master.

#RPGaDAY2024 Game or gamer you miss

The Other Side -

 This one is very easy, and hard. In fact I am sitting here drinking a Mt. Dew (though now a Zero sugar one) in his honor.

My friend and old DM Michael Grenda, died last year. It was a rather sudden and unexpected death. We had not talked in years (jobs, marriages, kids), but we had met up about this time last year, and we fell right into old patterns. 

I was very happy that his life had turned out happy. Maybe not exactly like we used to talk about in High School, but really who can say that.  I still feel sorrow for his wife and daughter.

I have been working on an adventure that I want to get out dedicated to him and based on his version of the "Mad Archmage" archetype. No, it's not a mega-dungeon, but it's certainly closer to a funhouse dungeon.  He, his wife, and his daughter all used to work at this haunted house, one of the largest in the state of Illinois. I was comforted in seeing that there were so many of these "Boo Crew" folks at his funeral. It seems right that the adventure should be a large haunted house-like deal.

Tim and GrendaMe and Grenda at Dell Rhea's Chicken Basket on Rt. 66 in July 2023

Yeah. I wore that Radio Shack shirt on purpose. We bonded over our love of the TRS-80 Color Computer.  I still have his old computer.

It was his birthday a couple of days ago. To be perfectly honest I am still coming to terms with the fact that he is gone. Weird. 

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And that is all for Dave Chapman's #RPGaDAY2024 for August, 2024!

#RPGaDay2024

Quick-Start Saturday: Tales of the Old West Quickdraw Rules and Adventure

Reviews from R'lyeh -

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

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

—oOo—

What is it?
Tales of the Old West Quickdraw Rules and Adventure is an introduction to Tales of the Old West, a historical roleplaying game set on the American frontier using the Year Zero mechanics.

It is a sixty-four page, primarily black and white book with colour maps.

The quick-start is nicely illustrated with some decent maps.

How long will it take to play?
Tales of the Old West Quickdraw Rules and Adventure can be played through in a single session, or two sessions at most.

What else do you need to play?
Tales of the Old West Quickdraw Rules and Adventure requires multiple six-sided dice. These should be divided between two different colours.

Where is it set?
Tales of the Old West Quickdraw Rules and Adventure is set in and around the town of Carson’s Folly, a hunting and trapping town in Colfax County, New Mexico.

Who do you play?
There are five ready-to-play Player Characters given in Tales of the Old West Quickdraw Rules and Adventure. They consist of an African American fur trader, a Caucasian grifter, a Native American Ranch Hand, an Irish Settler Homesteader, and a Mexican Cibolero Tracker.

The diversity of the ready-to-play Player Characters reflects the efforts of the authors to make the setting as accessible as possible, without resorting to stereotypes. This is balanced against the need to make the game fun. There is no general advice and certainly mention of the X-card that might be appropriate given the genre.

How is a Player Character defined?
A Player Character has four attributes—Grit, Quick, Cunning, and Docity—and a single stat, Faith, plus several skills. Faith need not be religious faith, but can instead be a firmly held belief. Examples include ‘I want to make my father proud’ or ‘I will find myself a family on the frontier’ or ‘the Lord is my shepherd’. He also has two Talents, a big dream, some gear, and some background. Of the four stats, Docity is the ability of a character to learn.

How do the mechanics work?
Mechanically, Tales of the Old West Quickdraw Rules and Adventure and thus Tales of the Old West, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of dice equal to a combination of attribute and skill. The pool of dice consists of ‘Trouble’ dice and standard dice. There will always be ‘Trouble’ dice in the dice pool, up to five. A single roll of a six on either die type indicates a success. Multiple successes improve the outcome and allow the Player Character to perform stunts. In combat, these might be to inflict extra damage or inflict a critical injury, but the players are free to create other effects as well.

If no sixes are rolled, the action fails. If ones are rolled on the ‘Trouble’ dice, these have no effect unless the player decides to ‘push’ the roll. This enables him to reroll any dice that did not roll a one or a six. However, if there are any ones remaining after the roll has been pushed, they trigger a check on the ‘Trouble Outcome Table’. There is a ‘Trouble Outcome Table’ for conflict and physical situations and for social and mental situations. The effects vary depending how many ones have been rolled.

For example, if a Player Character has generated two ones in a conflict, the outcome might be “You stumble, slip or trip. Lose your next slow action.” or “Your attack is underpowered, or your action is weak. Lose a 6 from your pool of successes.” This is a pleasingly random set of effects, and it is a pity that there is not a corresponding set of tables that can be used when a player rolls multiple successes, if only as inspiration.

However, it costs a point of Faith to trigger a Pushed roll and in roleplaying terms, it should ideally tie into the Player Character’s Faith statement as this is a way of gaining Experience Points, but it need not do. Faith can also be spent to negate the effects of ‘Trouble’ dice, on a one-for-one basis. In Tales of the Old West Quickdraw Rules and Adventure, a Player Character starts play with four points of Faith, but they can go up to ten. It is possible for a Player Character to lose his Faith and be Shaken.

How does combat work?
Conflict in Tales of the Old West Quickdraw Rules and Adventure uses the same core mechanics and allows a Player Character to act twice per round. This is either a fast action and a slow action, or two fast actions. A Slow Action might be ‘Shoot’, ‘Melee Attack’, and ‘Mount’, whilst a ‘Fast Action might be ‘Quick Shot’, ‘Aim’, and ‘Draw Weapon’. The conflict rules cover social situations as well as fist fights, shootouts, and of course, duels. The latter covers the face-off at the start of the duel followed by the duellists going for their guns. Along with a ‘Critical Injury Table’, the rules are fairly compressive and cover most situations in the accompanying situation.

What do you play?
The adventure in Tales of the Old West Quickdraw Rules and Adventure is ‘The Last Cibolero’. A ‘Cibolero’ is a Mexican buffalo hunter and the scenario is all about buffalo hunting. The Player Characters are involved in the fur and trapping trade, but like the rest of the townsfolk, do not hunt the herds of buffalo indiscriminately and this is the issue at the heart of the scenario. When the New Mexico Mercantile Cooperative, a well-backed outfit working out of Santa Fe, moves into the town to take as many hides as it can, it sets up a tension between the locals and the outsiders. As first one Cibolero and then another is found dead, this tension ratchets up and civility breaks down until the town is on the verge of open conflict...

The scenario includes four maps and floorplans. These are all well done. Besides the scenario, there is background information upon the local area and the town of Carson’s Folly and its inhabitants. The Game Master can develop more stories based on some of the secrets and wishes of the inhabitants with some effort.

Is it easy to prepare?
The core rules presented in Tales of the Old West Quickdraw Rules and Adventure are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward and overall, it requires relatively little in the way of preparation.
Is it worth it?
Yes. The Tales of the Old West Quickdraw Rules and Adventure are a solid introduction to both its setting and its concepts, which are very easy to grasp as everyone is familiar with the Wild West, although the included scenario, ‘The Last Cibolero’, will be unfamiliar and unlike almost any tale of the Wild West seen on screen.
Where can you get it?
The Tales of the Old West Quickdraw Rules and Adventure is available for purchase here.

The Kickstarter campaign for Tales of the Old West can be found here.

Friday Fantasy: The Horrendous Hounds of Hendenburgh

Reviews from R'lyeh -

The poor village of Hendenburgh stands in the middle of the Kryptwood, an ancient forest steeped in legend and history. For years, the Kryptwood has encroached upon the village, covering the walls of its whitewashed cottages with ivy, but pulling the tendrils of the evergreen climber from the walls of their homes is something that the villagers can easily handle, whereas the most problem thing to beset Hendenburgh is one that they are ill-equipped to deal with. Murderous demon hounds haunt the Kryptwood, ripping apart anyone who dares enter its reaches and even snatching lone villagers from the streets of the small settlement. An attempt to drive the spectral hounds from the Kryptwood, led by Ulvar the Poacher, resulted in failure and the death of several villagers. The demon hounds and what they are, are just one of the dangers and secrets to be found in and around the village of Hendenburgh. Highwaymen lurk in the forest, ready to pounce on Hendenburgh’s misfortune; a coven of witches wants everything to be returned to normal; the old silver mine stands abandoned, infested with monsters that drove out the miners and sowed the seeds of Hendenburgh’s poverty; a Bridge Troll has gone on strike after a drunken pixie failed to pay the toll; and at its heart, the Tomb of the Tyrant, the last resting place of the Kryptwood Tyrant, a despot who ruled the region a thousand years ago.

This is the situation in The Horrendous Hounds of Hendenburgh, a scenario published by The Merry Mushmen, best known for Black Sword Hack: Ultimate Chaos Edition and A Folklore Bestiary, as well as the fanzine, Knock! An Adventure Gaming Bric-à-Brac. Funded via a Kickstarter campaign along with Raiding the Obsidian Keep, it is designed for Player Characters of Second to Fourth Level, it is adaptation and expansion for use with Old School Essentials of an earlier scenario, Hounds of Hendenburgh, written for use with the microclone, Cairn. It is essentially, a hexcrawl with multiple locations—some twenty-four of them, occupying half of the hexcrawl’s forty-eight hexes—and multiple, often interlinked plots. These plots will pull and push the Player Characters across the Kryptwood, ultimately to the scenario’s three big locations. These are the ‘The Infested Silver Mine’, ‘The Ancient Villa’, and ‘The Tyrant’s Tomb’. As written, it is also linked to Nightmare Over Ragged Hollow, the first adventure module published by The Merry Mushmen. Thus, it can be run, if not as a direct sequel, then as the next scenario in the Player Characters’ adventures. Alternatively, it can simply be dropped into a Game Master’s own setting and used without any links to Nightmare Over Ragged Hollow.

As with Nightmare Over Ragged Hollow, this is another digest-sized scenario which comes as a thick seventy or so page booklet in a wraparound card cover. The trade dress echoes that of classic TSR, though the artwork is more cartoonish. The cover has been purposely distressed and inside are maps of the three main adventuring locations in the Kryptwood, all done in a white on blue style that again echoes classic modules for Advanced Dungeons & Dragons, First Edition. The cartoonish style of artwork continues throughout in a duotone of blue and grey, depicting the sense of gloom and horror that pervades the region—and the adventure.

The Horrendous Hounds of Hendenburgh is a very traditional in terms of its design. It begins with the ‘classic village in peril’ set-up in which Hendenburgh and its inhabitants are endangered by a major threat, that is, the demon hounds. Added to this are a handful of other, lesser threats—a band of highwaymen, the cause of the silver mine being abandoned which has led to the region’s decline, the village pastor having been defrocked for heresy, and so on. Understandably, the villagers are rightly worried about the danger that the demon hounds represent, but these are not their only concerns. There is the winsome and inappropriately young wife of the senile Lord of Hendenburgh, who wants to restore the village’s fortunes, but is also fascinated by the new learning, and regards the attacks by the demon hounds as peasant superstition, blaming them on a particularly vindictive badger. The pastor could be of great help to the Player Characters, but has become a spiteful drunk after being denounced by his flock! The town miller is in deep mourning for his wife, killed by the demon hounds, so no grain is being ground for flour, and thus there is no bread being baked, whereas in fact, his wife has run off with the highwaymen! The blacksmith cannot work out why the Widow Winstaple reviles him so, despite him loving her very much and having dosed her tea with a love potion he acquired from the three witches in the woods. These NPCs—and in fact, all of the NPCs in The Horrendous Hounds of Hendenburgh, because there are also many to be found across Kryptwood Forest as well—are really great. Not only will interacting with them garner the Player Characters knowledge, but it will also create some great roleplaying between the players and the Game Master.

Beyond the limits of Hendenburgh, Kryptwood is rife with yet more encounters and locations. There is the aforementioned coven of witches and their squadron of flying monkeys, a fashionably employed hermit, that troll bridge with the striking troll, the Highwaymen and their louchely charismatic leader, and even ‘The Thirsty Sprite’, a tavern deep in the woods that caters to pixies and other creatures. Then, of course, there are the scenario’s three main adventure sites, ‘The Infested Silver Mine’, ‘The Ancient Villa’, and ‘The Tyrant’s Tomb’. These are not large, but they are highly detailed and they will keep the Player Characters busy for multiple sessions. They are also dangerous, if not outright deadly, and any party rushes into unprepared will find its numbers potentially severely depleted. These three locations, as well as the witches’ coven, are where the horror elements of scenario come to the fore. For make no mistake The Horrendous Hounds of Hendenburgh is a horror scenario. Primarily that horror is folkloric and gothic in nature, but ‘The Infested Silver Mine’ feels like the film Alien as well. There is a touch of whimsy too, such as the drunken Pixies and bored Ogre bartender at ‘The Thirsty Sprite’ or the reluctant, but fashionably employed hermit. The combination is reminiscent of Hammer Horror film with a touch of bawdy grubbiness that will make the Game Master want to cast the scenario’s many NPCs and villains with their favourite character actors.

The Horrendous Hounds of Hendenburgh is also very well supported and organised. It breaks down the various factions in the scenario, gives a handful of hooks to get the Player Characters there, provides tables of encounters for all of the main locations, and at the end lists what will happen to Hendenburgh once the Player Characters have left. This includes if they do nothing as well as the possible consequences if they get involved. Appendices list all of the scenario’s NPCs, new magical items, and potential retainers and/or replacement Player Characters. Again, these are all very good, the magical items in particular being unique and interesting in each and every case, such as a Clockwork Canary that attaches to the belt and sings whenever poisonous or explosive gas is detected or the Agoniser, a dagger that can inflict excruciating pain sufficient to paralyse temporarily the person stabbed!

Physically, The Horrendous Hounds of Hendenburgh is very well presented. The writing is succinct and laid out in an easy to grasp style, whilst the artwork is entertaining throughout. The cartography of the various buildings and caves and dungeons in the scenario feel slightly grubbier than in Nightmare Over Ragged Hollow, but are still not as detailed as they could be. This will not hinder the Game Master running The Horrendous Hounds of Hendenburgh, but none really help their locations come to life either.

The Horrendous Hounds of Hendenburgh is a great horror hexcrawl, brimming with flavoursome detail and plot, populated with a fantastic cast of NPCs that the Game Master is going to enjoy roleplaying, and rife with adventure possibilities. It is a genuine joy to see how well this is designed and put together, but at the table, The Horrendous Hounds of Hendenburgh is going to be so much fun to run, let alone play.

Kickstart Your Weekend: GEAS Role Playing System

The Other Side -

 I have not done one of these in a while. While the new 5e D&D (5.5 I am now calling it) is on the horizon, we must not forget there are other games, some really good ones, out there.

Here is one that looks promising and it from Roderic Waibel and Izegrim Creations who has given us some great content in the past.

GEAS Role Playing System

GEAS Role Playing System

https://www.backerkit.com/c/projects/izegrim-creations/geas-role-playing-system?ref=theotherside

From the campaign:

"GEAS is a high fantasy role-playing game designed with a core mechanic that's easy to learn yet offers tremendous flexibility and options and fosters player agency. Best yet, the core rules will be Creative Commons so YOU have control over your creations."

Ok that doesn't tell us a lot, but there are some good things here.

For starters you grab the GEAS Quickstart Guide for free and this gives you a much better feel for the game.  It is fantasy, but not D&D.

Emphasis is on ease of play and giving the players plenty of options to explore their characters.

I like this bit to be honest and I think that is one of the (many) reasons why D&D 5 has been so successful. 

On the design side, the art looks great and Roderic Waibel is making a No AI art pledge here. That's good. It is also being released into the Creative Commons, also a nice touch.

The game *reads* well, but the proof is in the playing. So I am looking forward to trying it out and will certainly feature it sometime next year. Though if I know Roderic, the game is already done and he is working on the final layout now.




#RPGaDAY2024 Person You'd Like to Game With

The Other Side -

 Hmm. That is an interesting one. I am not entirely sure, to be honest.

I do think playing a game where Matt Mercer DMing would be fun. I would also would love to sit in on a session with Todd Stashwick or Deborah Ann Woll because they just always look like they are having an absolute blast when they play.

Critical Role

But in truth I'd rather just play a game with some of the guys I used to game with. More on that one tomorrow.

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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

#RPGaDAY2024 Marvelous Miniature

The Other Side -

 This one is rather easy. I am completely in love with the miniatures from HeroForge.

HeroForge MinisThese all sit on my desk.

I was an early backer, and backed it again for their color print process. Since then I hove picked up quite a few. What can I say, I love them.

Me and Johan

Here is my "mini-me" and my alter ego Johan.

Larina

I have a few Larinas. A printed one and few I did on our home printer.

Sinéad, Karlach and Shadowheart

Some to commemorate my best Baldur's Gate 3 run, Sinéad, Karlach and Shadowheart.

Duchess & Candella

The mini standees of Duchess & Candella. I wanted to try it out.

Willow & Tara

And Willow & Tara. Because of course I did.

Not to mention all the screen shots I have used over the years.

Likely not long before I get an itch and want to make another one.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

#RPGaDAY2024 Superb Screen

The Other Side -

 GM's Screens are tools and I usually don't think about them much.  But there is one that stands out. The AD&D Dungeon Master's Screen.

AD&D Dungeon Masters Screen
AD&D Dungeon Masters Screen

There are couple of good reasons for this.

First the screen was on very heavy cardstock so it was durable and stood well on it's onw. There were some very, very flimsy ones that came out in the 90s and even into the 2000s that really were not very good.

The second was it collected a lot of must have information in one place. AD&D 1st Edition is notoriously bad for how it organizes information. You can see this if you step away from the game for any length of time, but come on, we knew it back then too.  The DM's Screen puts most of the most needed information in one place.

There are also a lot of nostalgia reasons too.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Dracula, The Hunters' Journals: 25 August Lucy Westenra's Diary

The Other Side -

Lucy continues in her diary.

Dracula - The Hunters' Journals

25 August.—Another bad night. Mother did not seem to take to my proposal. She seems not too well herself, and doubtless she fears to worry me. I tried to keep awake, and succeeded for a while; but when the clock struck twelve it waked me from a doze, so I must have been falling asleep. There was a sort of scratching or flapping at the window, but I did not mind it, and as I remember no more, I suppose I must then have fallen asleep. More bad dreams. I wish I could remember them. This morning I am horribly weak. My face is ghastly pale, and my throat pains me. It must be something wrong with my lungs, for I don’t seem ever to get air enough. I shall try to cheer up when Arthur comes, or else I know he will be miserable to see me so.


Notes: Moon Phase: Waxing Crescent

Lucy's mother is not doing well.

The symptoms Lucy is describing here are very accurate for someone with significant blood loss. 

#RPGaDay2024 Desirable Dice

The Other Side -

 I have eBay alerts out for various dice sets, but mostly I am looking for original Dragon Dice. You know, like the kind that use to cost about $4 or so at Waldenbooks?

Here is mine, kept in the package. 

Dragon Dice

The markup on them now is about x100 what they were in the 1980s.

Thankfully I also found some new ones from Threshold Diceworks. They are new, resin cast dice, but they look very much like the old ones for a fraction of the markup.


Threshold Diceworks retro Dice
Threshold Diceworks retro Dice

These retro dice were made by Threshold Diceworks. Which you can find on Facebook and their Etsy store. He was taking pre-orders a while back and mine finally came in yesterday and I am very pleased with them!

They compare very favorably to the sets I had with my Expert set, the Dragon Dice polyhedrals, and the sets that came with the Mentzer Basic boxes.

Threshold Diceworks Dice compared to classic dice.
Threshold Diceworks Dice compared to classic dice.
Threshold Diceworks Dice compared to classic dice.

Yes. Those are my Mentzer dice still in a bag and unopened and unmarked.

Threshold Diceworks Dice and Armory dice markers

Now I just need to score an Orange d8.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024



Dracula, The Hunters' Journals: 24 August Mina Harker's and Lucy Westenra's Letters & Diary

The Other Side -

Mina writes to Lucy to give her an update on Jonathan.

Dracula - The Hunters' Journals


Letter, Mina Harker to Lucy Westenra.

Buda-Pesth, 24 August.

“My dearest Lucy,—

“I know you will be anxious to hear all that has happened since we parted at the railway station at Whitby. Well, my dear, I got to Hull all right, and caught the boat to Hamburg, and then the train on here. I feel that I can hardly recall anything of the journey, except that I knew I was coming to Jonathan, and, that as I should have to do some nursing, I had better get all the sleep I could.... I found my dear one, oh, so thin and pale and weak-looking. All the resolution has gone out of his dear eyes, and that quiet dignity which I told you was in his face has vanished. He is only a wreck of himself, and he does not remember anything that has happened to him for a long time past. At least, he wants me to believe so, and I shall never ask. He has had some terrible shock, and I fear it might tax his poor brain if he were to try to recall it. Sister Agatha, who is a good creature and a born nurse, tells me that he raved of dreadful things whilst he was off his head. I wanted her to tell me what they were; but she would only cross herself, and say she would never tell; that the ravings of the sick were the secrets of God, and that if a nurse through her vocation should hear them, she should respect her trust. She is a sweet, good soul, and the next day, when she saw I was troubled, she opened up the subject again, and after saying that she could never mention what my poor dear raved about, added: ‘I can tell you this much, my dear: that it was not about anything which he has done wrong himself; and you, as his wife to be, have no cause to be concerned. He has not forgotten you or what he owes to you. His fear was of great and terrible things, which no mortal can treat of.’ I do believe the dear soul thought I might be jealous lest my poor dear should have fallen in love with any other girl. The idea of my being jealous about Jonathan! And yet, my dear, let me whisper, I felt a thrill of joy through me when I knew that no other woman was a cause of trouble. I am now sitting by his bedside, where I can see his face while he sleeps. He is waking!...

“When he woke he asked me for his coat, as he wanted to get something from the pocket; I asked Sister Agatha, and she brought all his things. I saw that amongst them was his note-book, and was going to ask him to let me look at it—for I knew then that I might find some clue to his trouble—but I suppose he must have seen my wish in my eyes, for he sent me over to the window, saying he wanted to be quite alone for a moment. Then he called me back, and when I came he had his hand over the note-book, and he said to me very solemnly:—

“‘Wilhelmina’—I knew then that he was in deadly earnest, for he has never called me by that name since he asked me to marry him—‘you know, dear, my ideas of the trust between husband and wife: there should be no secret, no concealment. I have had a great shock, and when I try to think of what it is I feel my head spin round, and I do not know if it was all real or the dreaming of a madman. You know I have had brain fever, and that is to be mad. The secret is here, and I do not want to know it. I want to take up my life here, with our marriage.’ For, my dear, we had decided to be married as soon as the formalities are complete. ‘Are you willing, Wilhelmina, to share my ignorance? Here is the book. Take it and keep it, read it if you will, but never let me know; unless, indeed, some solemn duty should come upon me to go back to the bitter hours, asleep or awake, sane or mad, recorded here.’ He fell back exhausted, and I put the book under his pillow, and kissed him. I have asked Sister Agatha to beg the Superior to let our wedding be this afternoon, and am waiting her reply....

 

“She has come and told me that the chaplain of the English mission church has been sent for. We are to be married in an hour, or as soon after as Jonathan awakes....

 

“Lucy, the time has come and gone. I feel very solemn, but very, very happy. Jonathan woke a little after the hour, and all was ready, and he sat up in bed, propped up with pillows. He answered his ‘I will’ firmly and strongly. I could hardly speak; my heart was so full that even those words seemed to choke me. The dear sisters were so kind. Please God, I shall never, never forget them, nor the grave and sweet responsibilities I have taken upon me. I must tell you of my wedding present. When the chaplain and the sisters had left me alone with my husband—oh, Lucy, it is the first time I have written the words ‘my husband’—left me alone with my husband, I took the book from under his pillow, and wrapped it up in white paper, and tied it with a little bit of pale blue ribbon which was round my neck, and sealed it over the knot with sealing-wax, and for my seal I used my wedding ring. Then I kissed it and showed it to my husband, and told him that I would keep it so, and then it would be an outward and visible sign for us all our lives that we trusted each other; that I would never open it unless it were for his own dear sake or for the sake of some stern duty. Then he took my hand in his, and oh, Lucy, it was the first time he took his wife’s hand, and said that it was the dearest thing in all the wide world, and that he would go through all the past again to win it, if need be. The poor dear meant to have said a part of the past, but he cannot think of time yet, and I shall not wonder if at first he mixes up not only the month, but the year.

“Well, my dear, what could I say? I could only tell him that I was the happiest woman in all the wide world, and that I had nothing to give him except myself, my life, and my trust, and that with these went my love and duty for all the days of my life. And, my dear, when he kissed me, and drew me to him with his poor weak hands, it was like a very solemn pledge between us....

“Lucy dear, do you know why I tell you all this? It is not only because it is all sweet to me, but because you have been, and are, very dear to me. It was my privilege to be your friend and guide when you came from the schoolroom to prepare for the world of life. I want you to see now, and with the eyes of a very happy wife, whither duty has led me; so that in your own married life you too may be all happy as I am. My dear, please Almighty God, your life may be all it promises: a long day of sunshine, with no harsh wind, no forgetting duty, no distrust. I must not wish you no pain, for that can never be; but I do hope you will be always as happy as I am now. Good-bye, my dear. I shall post this at once, and, perhaps, write you very soon again. I must stop, for Jonathan is waking—I must attend to my husband!

“Your ever-loving
“Mina Harker.”


Letter, Lucy Westenra to Mina Harker.

Whitby, 30 August.*

“My dearest Mina,—

“Oceans of love and millions of kisses, and may you soon be in your own home with your husband. I wish you could be coming home soon enough to stay with us here. The strong air would soon restore Jonathan; it has quite restored me. I have an appetite like a cormorant, am full of life, and sleep well. You will be glad to know that I have quite given up walking in my sleep. I think I have not stirred out of my bed for a week, that is when I once got into it at night. Arthur says I am getting fat. By the way, I forgot to tell you that Arthur is here. We have such walks and drives, and rides, and rowing, and tennis, and fishing together; and I love him more than ever. He tells me that he loves me more, but I doubt that, for at first he told me that he couldn’t love me more than he did then. But this is nonsense. There he is, calling to me. So no more just at present from your loving

“Lucy.

“P. S.—Mother sends her love. She seems better, poor dear.

“P. P. S.—We are to be married on 28 September.”


Lucy Westenra’s Diary

Hillingham, 24 August.—I must imitate Mina, and keep writing things down. Then we can have long talks when we do meet. I wonder when it will be. I wish she were with me again, for I feel so unhappy. Last night I seemed to be dreaming again just as I was at Whitby. Perhaps it is the change of air, or getting home again. It is all dark and horrid to me, for I can remember nothing; but I am full of vague fear, and I feel so weak and worn out. When Arthur came to lunch he looked quite grieved when he saw me, and I hadn’t the spirit to try to be cheerful. I wonder if I could sleep in mother’s room to-night. I shall make an excuse and try.


Notes: Moon Phase: Waxing Crescent

Mina is now Mina Harker. She married Jonathan right away in the hospital in Buda-Pesth (Budapest). The wedding was Catholic, though Jonathan and Mina were most likely to have been Anglican. In fact we have seen evidence, especially in the beginning of this tale, that he was not Catholic. 

While we have details about their wedding, the wedding night goes without much of a mention. I can see why people want to paint Mina as the love of Dracula; they certainly have more going on than Mina and Jonathan.

* Lucy's letter to Mina is misdated. We know from future interactions that Lucy will be in very bad shape on August 30. Her return to sleep-walking, like Renfield's strange behavior, is due to Dracula returning from London.

Lucy's diary entry seems to be correct.  Plus it seems obvious that after hearing the good news from her friend Lucy would seek to emulate her more.

Both Lucy and her mother are not doing well. Lucy's mother, also a victim of Dracula I speculate, is doing much worse, but both women are of a fraily constitution.  We will see which one fares for the worse.

Hillingham does not exist on any street map of the time, nor of the present day.

[Fanzine Focus XXXVI] Tales from the Smoking Wyrm No. 3

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry and the Dungeon Crawl Classics Roleplaying Game from Goodman Games.
Tales from the Smoking Wyrm No. 3 is another fine looking issue of the fanzine published by Blind Visionary Publications. As with the previous issues, it continues to provide long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published in August, 2021, following a successful Kickstarter campaign, where the previous issue, Tales from the Smoking Wyrm No. 1 strayed into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both Tales from the Smoking Wyrm No. 2 and Tales from the Smoking Wyrm No. 3 have stuck to a very similar format and remained in the territory of Dungeon Crawl Classics.
Tales from the Smoking Wyrm No. 3 opens with ‘Dor Nyvs’. This is a new Patron, one that is of the five Archomentals of the plane of earth and as much an individual entity as part of the landscape. It is described as being a surprisingly active patron rather than simply accepting the sacrifices and devotion of its worshippers. Its Invoke Patron spells include effects such as ‘Buoyant Pumice’ which reduces the target’s mass, doubling the encumbrance capacity, and if actually unencumbered, quintupling his jumping distance, ‘Tectonic Folding’, which causes the earth and stone to fold around the targets, inflicting damage and potentially entrapping them, and with ‘Timeless Stone’ turning the target into stone for a number of decades equal to the spellburn spent. Dor Nyvs actually allows its worshippers to choose a lesser effect than the one rolled, whilst its patron taint first pummels the spellcaster and anyone nearby with hot pumice and then subsequently forces the caster to take on aspects of the elemental plane of earth. Its spellburn causes a caster to cough up pebble and silt, weep crystal shards, and so on, whilst its spells consist of Find Familiar, Life and Death of Stone, Summon Minion of Dor Nyvs, and Earth’s Cradle. Of these, Life and Death of Stone enables the caster to feel the pain of stone—living or dead, and even heal it; Summon Minion of Dor Nyvs summons an earth-related minion or two; and Earth’s Cradle enables to sink into the earth, move through it, and listen to his surroundings. Overall, nicely thematic, although the idea of its being an active patron is not explored beyond its mention.
‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating concoctions and herbal restoratives, which includes descriptions, flowering times, astrology, shoots, and more. This time the entries are all fungi: Death’s Head Agaric, and Red Agaric, all illustrated and all very nicely detailed. In all cases, the individual parts of the mushroom are broken done and their use explained, such as the cap of the Red Agaric being poisonous unless boiled twice, and then very tasty in a stew, the stalk being useful as a thickener in stew, as a glue, and can be boiled down to make a covering for footwear that is waterproof, and the gills, if dried, work as an emetic, but good for flushing parasites out of the bowels! Not all of this information is necessarily going to be useful, but it great detail for a herbalist Player Character or NPC.
‘Rites & Rituals Part III’ continues the expanded use of magic and rituals in Dungeon Crawl Classics, begun in Tales from the Smoking Wyrm No. 1. Rituals are more powerful than normal spells, and their inherent power, unlinked to any god or deity, means that anyone can cast them. What this leads to is the creation of standardised rituals to achieve the same objective, but which are different from one cult or organisation to another. ‘Rites & Rituals Part I’ in Tales from the Smoking Wyrm No. 1 explained how they work, whilst cleric-related rituals were detailed in Tales from the Smoking Wyrm No. 2. ‘Rites & Rituals Part III’ suggests ways in which they can used to enhance game play and add roleplaying scenes and adds two more sample rituals. These are Homunculi Servant and Sky Citadel, extending the range available.

The monster detailed in Tales from the Smoking Wyrm No. 3 is the ‘Tentacular’. This is a weird combination of feline and tentacular monstrosity, essentially cat plus the Eye Tyrant of Greyhawk Supplement IV. It has the head and body of a cat, but instead of legs and tails, it has tentacles. It also has a beak through which it draws the souls of its victims and food. An Adult Tentacular has different powers in each of its eyes, such as being able to spot arcane spellcasters with one eye because they radiate a red aura, shoot blasts of corruption, or fires a beam of energy that rends armour in two! The Tentacular preys on wizards in particular, even needing to feed on their souls to undergo the change into a juvenile and into an adult. It is a fanatically, horrifyingly detailed write-up of a weird and wondrous creature, but the lengthy article does not suggest any ideas as to how the creature might be used in a game.
The companion piece to ‘Tentacular’ is ‘Tentacular kin – Fuzzies, Steelies, and Beakies’, inspired by an image which originally appeared in The Dungeoneer, Vol. 1, No. 2., accompanying the article, ‘Fuzzies & Steelies’ by Jennell Jacquays. If the Tentacular is the fanzine’s answer to the Beholder of Dungeons & Dragons fame, then as Fuzzies and Steelies were described as ‘beholderkin’, then it made sense for the Tentacular to have its own. These are the mutated result of a young Tentacular consuming the soul of a corrupted wizard or soul-eater. All three creatures live up to their singular names, the Fuzzie being a ball of stiff fur, the Steelie having a shell of hardened fur, and a Beakie a sharp beak capable of biting through armour and breaking bones! The Fuzzle and Steelie have sting attacks and can wield weapons with their tentacles, whereas the Beakie does not and instead has a sonic attack which can either be sleep-inducing purr or a piercing yowl. These are nice additions, but the article does not develop any of the three creatures beyond this.
In between, ‘You, Too, Can Gongfarm!’ offers a means of an Elf, Dwarf, or Halfling only rolling occupations particular to their races when creating Player Characters for a Character Funnel, the signature game style of Dungeon Crawl Classics in the players roleplay multiple Zero Level characters in the hope that some survive to advance to First Level. It is short and simple. Rounding out the issue is Joel Philips’ ‘Onward Retainer’. This continues the comic strip about the retainer in the fantasy roleplaying games begun in the first issue. It is nicely drawn and is a reasonable enough read, though not as funny as it is trying to be. Lastly, ‘Word Wyrms’ is another two pages of word puzzles. Great if you like word puzzles, otherwise, very much not. Unlike in previous issues, there is no editorial, just a listing of the contents on the back cover.
Physically, Tales from the Smoking Wyrm No. 3 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover again echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.
Tales from the Smoking Wyrm No. 3 picks up where Tales from the Smoking Wyrm No. 2 left off. It is a very good-looking third issue, but none of the content is immediately useful or applicable to a game and the Judge will need to work it into her campaign. The other issue is the lack of application and the lack of advice on how to use any of the content, all of which would have made the fanzine of more immediate use. Tales from the Smoking Wyrm No. 3 contains good solid material, but it may not make to the table until after the Judge has decide what she wants to do with it.

#RPGaDay2024 Acclaimed Advice

The Other Side -

 Acclaimed Advice. I have had so much over the years it's hard to remember what was advice and what was things I learned on my own.

But I do know one that is pretty recent. Characters should not be perfect from Ginny Di.

Ginny Di

She wasn't the first to say it. Not by a long shot. Nor was what she was saying particularly original (which was also her point), but it is solid advice all the same. 

Her advice in a nutshell? Build the character to be fun. For you that might mean optimal builds, or min-maxing. For me it cool magic and a bunch of other things.

Regardless of hearing it in 2024, 2014 or 1984 the advice is still good. 

--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

[Fanzine Focus XXXVI] Chthonic Crawl Issue One: Magic Items

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is Chthonic Crawl.

Chthonic Crawl Issue One: Magic Items is a simple, straightforward affair published by Alignment Unknown Publishing in November, 2022. It clearly and directly presents seventeen magical items for use with the Dungeon Crawl Classics Roleplaying Game, and as per the Dungeon Crawl Classics Roleplaying Game, these are not dull, run-of-the-mill, magical items, produced en masse as if from some magic item manufactory. These are individual items, intricate, detailed, and more interesting than an ordinary +1 sword or a potion of extra-healing. Which makes them worth questing for and worth discovering, as well as worth the Judge taking the time to equip her NPCs and villains with them. Above all, these magical items are interesting, which is one reason why the play of Dungeon Crawl Classics is different. Lastly, they are all basically compatible with other retroclones, which means that Chthonic Crawl Issue One: Magic Items will be useful for Game Masters running other Dungeons & Dragons-style roleplaying games.

The tone and style is set with the first entry, the Robe of Maggots. This was created by the dread necromancer, Silas Gloom, constructed of thick, writhing maggots to ease the suffering of his wife, who was ill with a wasting disease. It was created to clean her wounds and enhance her healing rate, and as a byproduct enhanced her spellcasting. While worn, the Robe of Maggots grants an Armour Class bonus, prevents infection and increases the healing factor of the wearer, and the maggots and the flesh that they have eaten can be spellburned for a bonus to the wearer’s spellcheck. It is a great opening entry, a magical item that you both want the benefits of wearing or using, but are actually reviled by the item itself. The Judge will definitely want to give this to an NPC or villain because the benefits are good and because it is a really cool-looking, impressive piece of apparel.

The Robe of Maggots is followed by Fenthoril’s Giants Bane, a great club created a giant’s thighbone by an ancient Elven huntress with a hatred of giants, that inflicts both more damage and potentially rotting wounds; The Many-Eyed Shield of El-Rimduand, created by the fiend and failed conqueror, who plucked out his captains’ eyes and bound their spirits into the shield, and when someone rolls a one to hit the wielder, one of the eyes opens and triggers a random effect; and The Lopper, a meat cleaver previously wielded by ‘The Butcher’, which urges any current owner to lope off limbs, either the defender’s if the attacker rolls a twenty or the attacker’s if attacker rolls a critical failure! The seventeen not only includes arms and armour, but also a broach that enhances the wearer’s personality and obsession with value; a Dwarven monocle that helps the wearer determine an object’s value, but with a chance of the object being turned into coal and rendered valueless; and The Crucible, a Halfling’s self-heating, cast-iron skillet that can be used as an improvised weapon, can inflict fire damage, and any food cooked on it is purified of rot or poison, but was simply created to cook food without the need for a fire and thus avoiding the possibility of being noticed by wandering monsters.

All seventeen entries follow the same format. This is a two-page spread with description on the lefthand page that includes its lore, traits, and then a plot hook. The traits list its mechanical game effects. Opposite this, on the righthand page is illustration. This makes for a very clear and easy-to-use organisation. The artwork is excellent, the lore nicely detailed, and the traits clearly written. If there is an issue at all with the Chthonic Crawl Issue One: Magic Items, it is that the plot hooks are underwritten and underwhelming in comparison to the other details for each entry. Otherwise, Chthonic Crawl Issue One: Magic Items is a great looking fanzine. In fact, it looks better than any fanzine deserves to be.

Chthonic Crawl Issue One: Magic Items is an excellent collection of magical items that are worth looking at if you are running Dungeon Crawl Classics, or indeed any fantasy roleplaying game. The entries are inventive and engaging and very nicely presented.

Dracula, The Hunters' Journals: 23 August Dr. Seward's Diary (Cont.)

The Other Side -

Dr. Seward continues to monitor Renfield.

Dracula - The Hunters' Journals


23 August.—“The unexpected always happens.” How well Disraeli knew life. Our bird when he found the cage open would not fly, so all our subtle arrangements were for nought. At any rate, we have proved one thing; that the spells of quietness last a reasonable time. We shall in future be able to ease his bonds for a few hours each day. I have given orders to the night attendant merely to shut him in the padded room, when once he is quiet, until an hour before sunrise. The poor soul’s body will enjoy the relief even if his mind cannot appreciate it. Hark! The unexpected again! I am called; the patient has once more escaped.

 

Later.—Another night adventure. Renfield artfully waited until the attendant was entering the room to inspect. Then he dashed out past him and flew down the passage. I sent word for the attendants to follow. Again he went into the grounds of the deserted house, and we found him in the same place, pressed against the old chapel door. When he saw me he became furious, and had not the attendants seized him in time, he would have tried to kill me. As we were holding him a strange thing happened. He suddenly redoubled his efforts, and then as suddenly grew calm. I looked round instinctively, but could see nothing. Then I caught the patient’s eye and followed it, but could trace nothing as it looked into the moonlit sky except a big bat, which was flapping its silent and ghostly way to the west. Bats usually wheel and flit about, but this one seemed to go straight on, as if it knew where it was bound for or had some intention of its own. The patient grew calmer every instant, and presently said:—

“You needn’t tie me; I shall go quietly!” Without trouble we came back to the house. I feel there is something ominous in his calm, and shall not forget this night....

Notes: Moon Phase: Waning Crescent

There is no evidence of Benjamin Disraeli (or any other Disraeli) ever saying the quote above. It is an English proverb recorded for the first time in the 19th Century; when Dracula was published and Disraeli was PM.

Renfield is obviously a lot smarter than Seward is giving him credit for.  He is also focused on something that Seward doesn't quiet yet see.

[Fanzine Focus XXXVI] Skull & Crossbones Classics #1

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is Skull & Crossbones Classics.

Skull & Crossbones Classics #1: A ’zine of high sea adventure was published in March 2020, by Sanctum Media when it set sail with a pirate crew for the Dungeon Crawl Classics Roleplaying Game. It is intended to explore and present the Golden Age of Piracy with a range of new Classes, rules, and other piratically-themed content. In the introduction it sets out aims, gives a nod to its inspirations in the form of other pirate-based roleplaying games and supplements, acknowledges the exaggerated West Country accent that forms the basis of most pirate talk, and suggests ways in which a piratical Dungeon Crawl Classics could be run. This can be as historical game, as per the Golden Age of Piracy; add in elements of the supernatural, including a lot of monsters; or simply as an addition to the Judge’s Dungeon Crawl Classics. These are pointers only, and arguably worthy of article subjects in their own right. What is clear from the editorial is the author is a fan of pirates and that shows throughout the rest of the issue.
It opens with ‘Core Rules – Character Basics’, which addresses the basic elements of Dungeon Crawl Classics and the changes needed to fit a pirate roleplaying game. This include Alignment, Armour Class, Cultural Background, Firearms, Gender, Languages, Sexuality, and Skills. Alignment is shifted to become a pirate’s attitude towards the law and piracy, rather an indication of good versus evil. For Armour Class, unarmoured characters have a bonus equal to a Player Character’s Stamina and Agility bonuses, though any armour worn works as normal. ‘Race as Class’, as found in the Dungeon Crawl Classics roleplaying game, does not appear in Skull & Crossbones Classics, and it is suggested that a player work with the Judge to come up with a period background. Firearms are mentioned, but left for another issue to detail. A range of real-world languages is pointed out as that the fact that different genders and sexualities were accepted aboard some ships. Lastly, it introduces ‘Seamanship’, a new skill that every Player Character has and which covers carpentry, astronomy, navigation, ropework, and more, representing everything that the average pirate would know and do.
In terms of specific rules, ‘Star Signs’ replaces the standard Birth Signs of Dungeon Crawl Classics. It gives these for the Western and Chinese zodiacs as well as the Polynesian zodiac. The latter are simplified to associated spirits for ease of play. All three give two modifiers. ‘Weal’ or a bonus if the Player Character’s Luck is positive, ‘Woe’ if it is negative. For example, the ‘Weal’ for Cancer is a bonus to Reflex Saves, but a penalty to Ranged Damage Rolls if negative. If a Player Character has no Luck modifier, he instead gains both at a one-point modifier! These are all fantastic additions, but whilst the Western and Chinese zodiacs made sense, as both cultures had pirates, it is not made clear whether the Polynesian culture did. This is of course, could be offset by an article about the Polynesian involvement in piracy and some ideas in terms of background and culture as well.
The new Character Class in Skull & Crossbones Classics #1. Inspired by the Biblical character, this is a “Living Bad Luck Charm” who will bring misfortune and woe to himself and any crew he serves with. Alignment determines how the curse befell the Jonah and how he regards it. The Lawful Jonah has committed a transgression, such as killing an albatross or whistly on deck, and knowingly suffers his penance; the Neutral Jonah were cursed through no fault of their own and hopelessly, helplessly bemoan their cruel fate; and the Chaotic Jonah take glee in his misfortune and willingly shares it. The Jonah can replace his Agility or Stamina modifier with his Luck modifier for Armour Class; has worse luck with firearms; with ‘Re-Align the Stars’ can attempt to use another Player Character’s Luck, though if this fails, both the Jonah and the Player Character suffer the consequences; and can spend Luck to reduce the effectiveness of the rolls of others—including negating critical successes and causing ‘natural’ fumbles! Luck spent is recovered daily.
The Jonah is an inventive Class, reworking the Luck mechanics of Dungeon Crawl Classics to primarily target others, both other Player Characters and NPCs. However, it is not an easy Class to play in terms of the setting, since any known Jonah would be thrown off a vessel to avoid both her and her crew from suffering the effects of the Jonah’s bad luck. So, what a player roleplaying a Jonah has to do is roleplay the Class, but keep it hidden what he is, whilst at the same time, the other players have to roleplay not knowing what he is, although mechanically, they are very likely to have a very good idea.
The Luck-theme continues with ‘The Devil’s Own Luck’. This is Luck extra to that which every Player Character has. It is also gained for rolling a fumble or suffering a critical hit in combat, violating the Seven Deadly Sins or the Ten Commandments, succeeding in a reckless action when failure would mean certain death, and so on, but being kind-hearted or pious or entering holy ground for reasons other than pillage, will lose a Player Character his own ‘Devil’s Own Luck’. However, rolling a critical hit will lose everyone their own ‘Devil’s Own Luck’. Whilst a Player Character has ‘The Devil’s Own Luck’, it can be spent as normal Luck, but also on other the Player Characters, and to turn rolls of above twenty into a natural twenty and rolls below one into a natural one. ‘The Devil’s Own Luck’ can also be wagered against a Player Character’s Luck to gain more of the former.
‘Sailing Superstitions’ covers everything from always stepping onto a ship with the right foot rather the left and the weather and whistling, whilst ‘Ill-Fortune’ explores what happens when a Player Character’s Luck runs out, he blasphemes, suffers or causes bad luck, or is cursed. Mechanically, this is to roll on the accompanying table. The results might be as simple as the Player Character dropping whatever is in his hand or the ship’s cook getting angry with him and flinging a cleaver at him, cutting his ear off. Alternatively, the rest of the crew might follow the Player Character into a failed mutiny or the Player Character’s presence attracts man-eating sharks! These require a bit of a set-up and so it is suggested that the exact result not be revealed until the right moment.
In a change from the Luck-theme, ‘Sea Beggar’s Bestiary’ details four aquatic creatures—the Barracuda, the Sea Devil, the Sea Serpent, and the Tiger Shark. These are solid write-ups, the Sea Serpent large to swallow a sailor whole and ram a ship. Rounding out Skull & Crossbones Classics #1 is its own ‘Appendix S’, a solid list of fiction to inspire the potential Judge wanting to run a pirate-themed Dungeon Crawl Classics game.
Physically, Skull & Crossbones Classics #1 is serviceably presented. It is decently written and illustrated with publicly available artwork.
The biggest issue with Skull & Crossbones Classics #1 is that it is the only issue to date and it leaves things such as the promised ‘Maritime Deeds’, ‘Naval Combat’, and ‘Ships, Ships, and More Ships’ articles left for an as yet unpublished issue. These are not the only things left unaddressed by just the one issue, such as how the other Classes work in a ‘Skull & Crossbones Classics’ setting, new magic spells and items, and background information about Chinese and Polynesian pirates only hinted at in the ‘Star Signs’ article. If not Skull & Crossbones Classics #2, then at least a Skull & Crossbones Classics supplement could address those issues—and more. That though, is an ideal outcome, one that might never come to pass. Which would be a pity. In the meantime, Skull & Crossbones Classics #1 is a good start, if very Luck-focused, introducing the possibility of pirates to Dungeon Crawl Classics. Until Skull & Crossbones Classics #2 does appear, there nothing to stop a Judge taking its content and developing it further and adding to it for her own campaign.

#RPGaDAY2024 Peerless Player / Amazing Anecdote

The Other Side -

There are so many choices again here as well. Hard to narrow it down really.

So I am going to with "Amazing Anecdote" instead.

A couple years back we were all at Gen Con waiting to get into the Dealer room. I had been commenting to my wife and kids that the crowd seemed younger, and far more diverse than in previous years. We also noted more families.

Gen Con 2023

As we were walking by two young women, likely in their late teens or early twenties, were going the other direction. One was telling the other, "I love it here, this is one of the few places I can really feel like I am being myself."

I can completely relate!

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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

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