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Entitled Goose Game
The Waking of Willowby Hall was funded via a Kickstarter campaign as part of ZineQuest 2. It comes as a thirty-two-page adventure built around thirty-three named locations across the three floors of Willowby Hall and eight NPCs plus various monsters. The house is not mapped out and detailed once, but twice. First in the module’s opening pages, marked with thumbnail descriptions and page number references, the latter actually more useful than simple numbers. Second, in the latter half of the book where full room descriptions are given accompanied by a complete floorplan with the particular rooms highlighted. It feels a little odd at first, but flipping between the two is actually not as awkward as it first seems. None of the individual rooms in Willowby Hall are mapped, but it is a classic mansion which when combined with the engagingly detailed descriptions is easy to visualise and portray. The NPCs are each given half a page, including stats, personality, and wants (or motivations) , plus a fetching illustration. This includes Mildred the Goose, who is essentially there to do two things. One is to motivate her previous owner, Tom Bonebreaker, and the other is to annoy the hell of out the players and their characters. If it appears that the Dungeon Master is playing Untitled Goose Game with Mildred, then both she and Mildred are probably doing their job. Tom Bonebreaker however, is accorded a full page to himself as he is the scenario’s main threat. The scenario’s other threat is also given its own page.
For the Player Characters, the first difficulty is getting into Willowby Hall. Several reasons are suggested as to why they might want to enter the mansion. This includes a couple of classics—one of the Player Characters inheriting the mansion, the other the mansion being the retreat of an occult society which collected rare artefacts and books—as well as the Player Characters merely passing and being hired by the local villagers to retrieve the bell. The latter will probably lead to the Player Characters negotiating with the giant campanologist for the bell and he will want his goose back, which means they will have to enter Willowby Hall. With the other ideas, they will are unlikely to encounter this and instead the Player Characters will just need to make a run for the mansion. This is made easier in the scenario because it advises that Tom Bonebreaker be on the other side of the building when they make their run across the overgrown lawns to the mansion. Alternatively, the Player Characters could begin in the mansion itself and the adventurers simply charge in with goose in hand and the giant on their tails. Once inside, the Player Characters are free to explore as is their wont, but then their problems are only beginning…
The Player Characters’ first aim is probably going to be working out what is going in the house as they explore its halls and rooms, the second being to locate the trio of adventurers and probably, Mildred. As they make their search, there is the constant sound of the bell being rung outside and the eye of Tom Bonebreaker appearing at one window after another, and if the giant spots anyone, the immediate danger of him reaching in to grab whomever he can. The tolling of the bell though is a timing mechanism and as it clangs again and again, the house changes. Slowly at first, and only slightly, but then more rapidly and more obviously. This builds and builds, giving The Waking of Willowby Hall a timing mechanism, one which can easily be adjusted for single, one-off play at a convention or slightly longer play as part of campaign. It gives a sense of dynamism to the scenario.
Physically, The Waking of Willowby Hall is clearly and simply presented. The maps are easy to use, the descriptions of the various rooms engaging, and the illustrations excellent in capturing the personalities of the NPCs. In fact, they are so good that you almost wish that they and Willowby Hall itself was available as a doll’s house and a set of paper standees to use as the Player Characters explore the mansion and that giant eye keeps appearing at various windows. Add in some sound effects—at least the sound of the bell and the honking of the goose—and what a scenario that would be!
The Waking of Willowby Hall gives the Dungeon Master everything necessary to run the scenario, not least of which is a great cast of NPCs for her to roleplay—and that is before you even get to Mildred. After all, what good Dungeon Master would turn down the opportunity to roleplay a goose? The Waking of Willowby Hall is great fun, both raucous and ridiculous, combining elements of farce with a classic haunted house and a countdown ’til the bell tolls for thee.
—oOo—
An unboxing of The Waking of Willowby Hall can be found here.
Character Creation Challenge: Dr. John "Jack" Seward
My next three characters are the ones that get forgotten the most. While Mina and Lucy will have their names changed/swapped, the next three are either reduced to one or two characters or forgotten about altogether.
Today I want to do one close to my heart, Dr. Jack Seward. Seward was a psychiatrist and I spent a number of years as a psychologist. Plus my one and only time on stage was playing Seward in my High School version of Dracula. Yeah, I am not going to dump my academic career for a life in the limelight, but it was fun.
My favorite performance of Seward was from Bram Stoker's Dracula from 1992 played by Richard E. Grant, though Donald Pleasence also gave a great performance in 1979's Dracula.
Seward's role in the novel is to first be a suitor to Lucy, but he also brings in Van Helsing. His friends Arthur Holmwood and Quincy Morris are also instrumental in the battle against Dracula.
Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).
Archetype: Would-be suitor, doctor
Strength: 11 (0)
Dexterity: 12 (0) S
Constitution: 13 (+1)
Intelligence: 16 (+2) P
Wisdom: 12 (0) S
Charisma: 15 (+2)
HP: 14
Alignment: Lawful Good
AC: 9
Attack: +1
Fate Points: 1d6
Check Bonus (P/S/T): +3/+1/+0Melee bonus: 0 Ranged bonus: 0Saves: +3 to saves against spells and magical effects.Powers: Mesmerize Others (used on Renfield and Mina), Suggestion, Survivor Skills (level 1), Languages (16), Arcane Dabbler
Survivor Skills
- Open Locks: 15%
- Bypass Traps: 10%
- Sleight of Hand: 20%
- Move Silently: 20%
- Hide in Shadows: 10%
*In this case "Spells" will be just bits of lore and learning he is able to use.
Skills:** History, Knowledge (Psychiatry), Medicine, Science
** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities.
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Friday Fantasy: The God With No Name
The God With No Name is designed for use with Old School Essentials Classic Fantasy and ostensibly details a network of tunnels and caves mined by ancient Dwarves for its very pure salt deposits. It is still said that not all of those deposits have been mined out, but the mine has long been abandoned and it is said that the local Mountain Folk revere the mine as a god. The valley below the mine is said to be infested with trolls and the mine full of secrets. There is a truth to a great many of the rumours about the mine… The mine consists of two levels, a longer main tunnel and a shorter cliff tunnel. The entrance to the main tunnel is at ground level, the entrance to the cliff tunnel above in the cliff face. Above that is a small tower. It is depicted in both cross section and a floorplan with cartography by Dyson Logos.
The long abandoned mine has in parts the feel of Tolkien’s Moria, a sense of mystery and age, but there is also something squamous to it too, as well as something of the film Alien, for parts of the mine—or rather ‘The God With No Name’—are still alive and the shadows seem to move… This is because the god is not merely dead, but slumbering, even if for time immemorial, and the shadows are infested by the Void Doppler, the shadow child of ‘The God With No Name’ who stalks the living in search of body parts so that it can be reborn and walk under the sun. It leaves behind secretions of the void, and those void secretions spread as the Player Characters delve deeper and deeper, blocking off access to parts of the mine, including the way back out…
In addition to the descriptions of the mine’s locations and maps, The God With No Name is supported with a set of tables which provide rumours, encounters outside and inside the mine, and the contents of unmarked rooms. The table of rumours also works as a set of hooks to involve the Player Characters as there is no given set-up or hook to the scenario, and the table of valley encounters as a means to expand the adventure and flesh the scenario out a little more. The size and isolated nature of The God With No Name also means that it is relatively easy to drop into a Dungeon Master’s campaign.
There is scope in The God With No Name for some nasty, horrifying sessions of play, as the Player Characters are hunted from the shadows and their body parts are stolen one by one. However, the scenario is not without its issues, which either stem from its physical design or its tone. Physically, the fold up pamphlet design of The God With No Name means that its content feels constrained and having the descriptions on one side and the map on the other—when folded out, let alone folded up—does mean that in actual play, the scenario is not as easy as it should be to use. The scenario has no set-up or hooks for the Player Characters to get involved, so the Dungeon Master will have to create those, though she can, of course, make use of the given rumours table. Perhaps the biggest issue with the scenario is the tone and genre. Although this is a dungeon adventure, it is very much a ‘you’re locked in a room with a monster’ horror scenario a la the film Alien, its horror is not just of the dark and the shadows, but also of the body. As a body horror scenario, it creeps up on both the Player Characters and the Dungeon Master, and whilst it should be doing the former, it should not be doing the latter. Some warning to the prospective Dungeon Master should have been given upfront. Also, the scenario does not state what Player Characters Levels it is designed for, but the nature of the monsters encountered—trolls in the valley and the Void Doppler in the mine—suggest at least Fifth and Sixth Levels.
Physically, The God With No Name is a piece of design concision. It is compact and thus easy to store, but format does not make it easy to use. It is not illustrated bar the front cover and as to the cartography, Dyson Logos’ maps here are not his best, or even his most clear. The scenario does require a slight edit though.
Its compact size and content means it needs a little development upon the part of the Dungeon Master, but The God With No Name is creepy and not a little weird. If the Dungeon Master wants a short—two sessions or so—body horror scenario for her campaign, then The God With No Name certainly delivers.
Character Creation Challenge: Lucy Westenra
Yesterday I featured Mina Murray Harker, the hero of the Dracula novel. The archetypical victim though belongs to her friend Lucy Westenra. I have compared Lucy and Mina a few times. Showing where Mina is the "Modern Woman," Lucy is the "Old World Woman." She does a lot to make herself more attractive to Dracula. She is looking for a man to define her life, she is a member of the "idle rich," she has bouts of sleep-walking, her innocence, and more. Where Mina is proactive, Lucy is largely reactive.
It is hard really not to feel bad for her.
After she is turned by Dracula all of that gets inverted. The sweet, coquettish girl becomes the dangerous "bloofer lady" that preys on children.
My favorite portrayal of her comes from Sadie Frost in 1992's Bram Stoker's Dracula, but I also rather liked how Jan Francis looked as the vampire Lucy (or rather "Mina" in this version) in 1979's Dracula, though she looks nothing like the "bloofer lady." Though the most accurate physical portrayal was by Katie McGrath in the short run NBC series Dracula.
Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).
Archetype: Vampire Victim
Strength: 11 (0)
Dexterity: 12 (0)
Constitution: 8 (-1)
Intelligence: 11 (0) S
Wisdom: 10 (0) S
Charisma: 17 (+3) P
HP: 4
Alignment: Chaotic Evil
AC: 9
Attack: +1
Fate Points: 1d6
Check Bonus (P/S/T): +2/+1/+0Melee bonus: 0 Ranged bonus: 0Saves: +3 to all Wisdom saving throws, +3 to death saves. +1 to all others.Powers: Vampire Powers, Stealth skills, Climbing, Danger Sense (1-2), Sneak Attack x2
- Ability Bonuses (+2 to Strength, +2 Dexterity)
- Damage Immunity
- Feed on Life (Con drain)
- Vampire Regeneration
- Vampire Vulnerabilities
Stealth Skills
- Open Locks: 25%
- Bypass Traps: 20%
- Sleight of Hand: 30%
- Move Silently: 30%
- Hide in Shadows: 10%
- Perception: 45%
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Dracula, and Lucy for that matter, drains Constitution, not "Levels," which is as it should be for "Dracula." There was no way Lucy could survive three attacks of draining 2 levels when she is always described as frail and weak before Dracula even shows up. Not only that the children Lucy later preys one are certainly 2nd level, they are barely 0 level.
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Character Creation Challenge: Mina Murray Harker
Longtime readers here will know of my love of Mina Murray Harker, the true hero of the Dracula novel. I have talked about her here a few times, but in short, she is the one that puts all the pieces together, she is the one that has the forethought to transcribe everyone's notes. She is the one that really has the tools to go hunting for Dracula. She is also the prototype of the "Final Girl" a trope that will only grow for the next 120+ years.
One thing I have never cared for though was the whole reincarnated lover of Dracula. Mina is interesting enough without needing to add anything else to her character. That being said, I did not mind Alan Moore making her into a vampire. But that is not what I am going with her. This is Mina from the book and most of the movies.
Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).
3rd level Survivor (Human)
Archetype: Survivor
Strength: 10 (0)
Dexterity: 12 (0)
Constitution: 15 (+1) S
Intelligence: 16 (+2) P
Wisdom: 12 (0)
Charisma: 16 (+2) S
HP: 11
Alignment: Light
AC: 8
Attack: +1
Fate Points: 1d8
Check Bonus (P/S/T): +3/+1/+0Melee bonus: 0 Ranged bonus: 0Saves: +3 to death saves. +1 to all others.Powers: Stealth skills, Climbing, Danger Sense (1-3), Sneak Attack x2, Read Languages,
Stealth Skills
- Open Locks: 35%
- Bypass Traps: 30%
- Sleight of Hand: 40%
- Move Silently: 40%
- Hide in Shadows: 30%
- Perception: 50%
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Mina is a vampire attack survivor, more so that she survived an attack by Dracula. That has to count for something.
Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more!
“For Your Consideration”
[Free RPG Day 2021] Root: The Bertram’s Cove Quickstart
Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
Between the Clearings and the Paths which connect them, creatures, individuals, and bands live in the dense, often dangerous forest. Amongst these are the Vagabonds—exiles, outcasts, strangers, oddities, idealists, rebels, criminals, freethinkers. They are hardened to the toughness of life in the forest, but whilst some turn to crime and banditry, others come to Clearings to trade, work, and sometimes take jobs that no other upstanding citizens of any Clearing would do—or have the skill to undertake. Of course, in Root: The Tabletop Roleplaying Game, Vagabonds are the Player Characters.
Root: The Tabletop Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. At the heart of these mechanics are Playbooks and their sets of Moves. Now, Playbooks are really Player Characters and their character sheets, and Moves are actions, skills, and knowledges, and every Playbook is a collection of Moves. Some of these Moves are generic in nature, such as ‘Persuade an NPC’ or ‘Attempt a Roguish Feat’, and every Player Character or Vagabond can attempt them. Others are particular to a Playbook, for example, ‘Silent Paws’ for a Ranger Vagabond or ‘Arsonist’ for the Scoundrel Vagabond.
To undertake an action or Move in a ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game, a character’s player rolls two six-sided dice and adds the value of an attribute such as Charm, Cunning, Finesse, Luck, or Might, or Reputation, to the result. A full success is achieved on a result of ten or more; a partial success is achieved with a cost, complication, or consequence on a result of seven, eight, or nine; and a failure is scored on a result of six or less. Essentially, this generates results of ‘yes’, ‘yes, but…’ with consequences, and ‘no’. Notably though, the Game Master does not roll in ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game.
So for example, if a Player Character wants to ‘Read a Tense Situation’, his player is rolling to have his character learn the answers to questions such as ‘What’s my best way out/in/through?’, ‘Who or what is the biggest threat?’, ‘Who or what is most vulnerable to me?’, ‘What should I be on the lookout for?’, or ‘Who is in control here?’. To make the Move, the player rolls the dice and his character’s Cunning to the result. On a result of ten or more, the player can ask three of these questions, whilst on a result of seven, eight, or nine, he only gets to ask one.
Moves particular to a Playbook can add to an attribute, such as ‘Master Thief’, which adds one to a character’s Finesse or allow another attribute to be substituted for a particular Move, for example, ‘Threatening Visage’, which enables a Player Character to use his Might instead of Charm when using open threats or naked steel on attempts to ‘Persuade an NPC’. Others are fully detailed Moves, such as ‘Guardian’. When a Player Character wants to defend someone or something from an immediate NPC or environmental threat, his player rolls the character’s Might in a test. The Move gives three possible benefits—‘ Draw the attention of the threat; they focus on you now’, ‘Put the threat in a vulnerable spot; take +1 forward to counterstrike’, and ‘Push the threat back; you and your protected have a chance to manoeuvre or flee’. On a successful roll of ten or more, the character keeps them safe and his player cans elect one of the three benefits’; on a result of seven, eight, or nine, the Player Character is either exposed to the danger or the situation is escalated; and on a roll of six or less, the Player Character suffers the full brunt of the blow intended for his protected, and the threat has the Player Character where it wants him.
Root: The Bertram’s Cove Quickstart is the Free RPG Day 2021 from Magpie Games for Root: The Tabletop Roleplaying Game. It includes an explanation of the core rules, six pregenerated Player Characters or Vagabonds and their Playbooks, and a complete setting or Clearing for them to explore. From the overview of the game and an explanation of the characters to playing the game and its many Moves, the introduction to the Root: The Tabletop Roleplaying Game in Root: The Bertram’s Cove Quickstart is well-written. It is notable that all of the Vagabonds are essentially roguish in nature, so in addition to the Basic Moves, such as ‘Figure Someone Out’, ‘Persuade an NPC’, ‘Trick an NPC’, ‘Trust Fate’, and ‘Wreck Something’, they can ‘Attempt a Roguish Feat’. This covers Acrobatics, Blindside, Counterfeit, Disable Device, Hide, Pick Lock, Pick Pocket, Sleight of Hand, and Sneak. Each of these requires an associated Feat to attempt, and each of the six pregenerated Vagabonds has one, two, or more of the Feats depending just how roguish they are. Otherwise, a Vagabond’s player rolls the ‘Trust to Fate’ Move.
The six pregenerated Vagabonds include Dara the Adventurer, a kindly Owl in search of friends and justice who prefers to subdue her opponents; Sherwin the Harrier, a highly competitive Squirrel always on the move; Clip the Ronin, a well-mannered Raccoon Dog who knows how to trick those in charge; Umberto the Raider, a sturdy axe-wielding Mouse and former bandit with a love of battle; Rattler the Pirate, a Mouse who is truly at home on the water; and Lucasta the Raconteur, a Weasel who is an outstanding performer. Most of these Vagabonds have links to the given Clearing in Root: The Bertram’s Cove Quickstart and all are complete with Natures and Drives, stats, backgrounds, Moves, Feats, and equipment. All a player has to do is decide on a couple of connections and each Playbook is ready to play.
As its title suggests, the given Clearing in Root: The Bertram’s Cove Quickstart is Bertram’s Cove. Its description comes with an overarching issue and conflicts within the Clearing, important NPCs, places to go, and more. Once again, the overarching issue is the independence of the Clearing. Bertram’s Cove is an important fishing port at the mouth of the Alberdon River on the eastern shore of the Grand Lake. An important Marquisate military and supply base, the Woodland Alliance has been providing support to the local rebels and spurred on by mysterious rebel hero, Captain Sparrowhawk, rebel pirates have been harrying Marquisate shipping in the area. The townsfolk of Bertram’s Cove have done well under the obedient peace of Marquisate military occupation, but many want their freedom and will do anything to achieve it. The conflicts include determining quite how far the rebels in the town are willing to go, finding a missing spy who might be able to identify the rebels in Bertram’s Cove for the Marquisate governor, searching for the treasure lost aboard a sunken Marquisate courier vessel, and ultimately, saving Captain Sparrowhawk. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, an attempted bombing by the rebels will go wrong if the Vagabonds do not intervene or get involved, leading to martial law and all fishing on the lake being banned—which would be a disaster for the port. All of Bertram’s Cove’s important NPCs are detailed, as are several important locations. Bertram’s Cove is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Bertram’s Cove Clearing should provide multiple sessions’ worth of play.
The overarching issue is the independence of the Clearing. The Goshawk have managed to remain neutral in the Eyrie Dynasties civil war and in the face of the advance of Marquisate forces, but the future is uncertain. The Conflicts include the future leadership of the Denizens of Pellenicky Glade, made all the more uncertain by the murder of Alton Goshawk, the Mayor of Pellenicky Glade. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, there is no given culprit for the murder of Alton Goshawk, but several solutions are given. Pellenicky Glade is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Pellenicky Glade Clearing should provide multiple sessions’ worth of play.
Physically, Root: The Bertram’s Cove Quickstart is a fantastic looking booklet, done in full colour and printed on heavy paper stock. It is well written and the artwork, taken from or inspired by the Root: A Game of Woodland Might & Right board game, is bright and breezy, and really attractive. Even cute. Simply, just as Root: The Pellenicky Glade Quickstart was for Free RPG Day 2020, Root: The Bertram’s Cove Quickstart is physically the most impressive of all the releases for Free RPG Day 2020.
If there is an issue with Root: The Bertram’s Cove Quickstart it is that it looks busy and it looks complex—something that often besets ‘Powered by the Apocalypse’ roleplaying games. Not only do players need their Vagabond’s Playbooks, but also reference sheets for all of the game’s Basic Moves and Weapon Moves—and that is a lot of information. However, it means that a player has all of the information he needs to play his Vagabond to hand, he does not need to refer to the rules for explanations of the rules or his Vagabond’s Moves. That also means that there is some preparation required to make sure that each player has the lists of Moves his Vagabond needs. Another issue is that the relative complexity and the density of the information in Root: The Bertram’s Cove Quickstart means that it is not a beginner’s game and the Game Master will need a bit of experience to run the Pellenicky Glade and its conflicts.
Ultimately, Root: The Bertram’s Cove Quickstart comes with everything necessary to play and keep the attention of a playing group for probably three or four sessions, possibly more. Although it needs a careful read through and preparation by the Game Master, Root: The Bertram’s Cove Quickstart is a very good introduction to the rules, the setting, and conflicts in Root: The Tabletop Roleplaying Game—and it looks damned good too.
[Free RPG Day 2021] Dark Tower: The Sunken Temple of Set
Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
Dark Tower: The Sunken Temple of Set is a mini-adventure for Dungeons & Dragons, Fifth Edition which adds an extra area which can be added to the new edition of the Dark Tower scenario. This is a flooded box canyon to the east of the village of Mitra’s Fist at the far end of which stands a partially flooded, and as the Player Characters will discover, cursed temple. At first, it appears to be abandoned, but as they explore further, they are warned off, and then ultimately, will find signs of occupation. Here resides more agents of Set and their allies, each pursuing their own agenda—whether for or against the god of deserts, storms, disorder, violence, and foreigners. And that agenda may even see them giving aid to the invading Player Characters. The valley and temple complex are described in just eleven locations, but each location is highly detailed and easy to place on the nicely done map. The temple itself contains a good mix of traps, secret doors, a puzzle or two, and of course, nasty crocodilian and serpentine threats, many of which will be a challenge to defeat by the Player Characters. There is a decent amount of treasure to be found, as well as some singular magical items which do tie with the Dark Tower scenario.
Dark Tower: The Sunken Temple of Set is designed to be played by four to sixth Player Characters of Seventh and Eighth Level. In addition to the nasty reptilian threats they will encounter, the main challenge in the scenario is the environment—much of the temple is flooded. This will make fighting and exploring in those locations difficult. The scenario includes a decent background and several hooks which the Dungeon Master can use to persuade her players and their characters to investigate the valley and the temple. These work even if Dark Tower: The Sunken Temple of Set is not used as an expansion to Dark Tower, but work better if they are. In addition to detailing new weapons and magical items, the module details two new spells—Snake Charm and Ticks to Snakes.
Physically, Dark Tower: The Sunken Temple of Set is decently presented. The artwork is excellent, the cartography good, and whilst it needs a slight edit in places, the scenario is well written. Dark Tower: The Sunken Temple of Set is a good module which should challenge the Player Characters and provide everyone with a session or two’s worth of play. Dark Tower: The Sunken Temple of Set will make a fine addition to Goodman Games’ new version of Dark Tower, and is probably worth putting on hold until the two can be run together.
[Free RPG Day 2021] LEVEL 1 – volume 2 2021
Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
LEVEL 1 – volume 2 2021—‘The Free RPG Day Anthology of Indie Roleplaying Games’—was made available on Free RPG Day in 2021 and once again provides some fifteen different roleplaying games of varying sizes, subject matters, and maturity in terms of tone. Once again, the volume opens with the same guidelines on safe play, consent, lines and veils, and so on, all useful reminders, especially given the subject matter for the issue, which is ‘Masks’. The issue is thus exploring questions and ideas about identity, different roles, and revelations (or unmasking).
LEVEL 1 – volume 2 2021 opens with Nat Mesnard’s ‘Ball of the Wild’, in which all of the animals shall go to the ball, but not as themselves. Instead they go as glamorous, crossdressing, speciesdressing dragged up attendees who bring all of their flamboyance and their joy as they participate in contests of dance, fashion, makeovers, lip syncing, comedy, and acting. Inspired by RuPaul’s Drag Race, this gets the anthology off to a good start with a layering of roleplaying upon roleplaying, before coming to a close with an unmasking. This is followed by ‘Once This Land Was One’. Written by Alexi Sergeant, this is a short storytelling game of cities attempting to survive following the Cataclysm and ultimately competing against each other. More timely and more in keeping with the anthology’s theme is Whitney Delaglio’s ‘Tiny Tusks’ in which half-orcs come together to talk about themselves and their families. This encourages the players to get behind the supposed perceptions of half-orcs and upfront states that the game is “…[A] self-indulgent game about being biracial.” What this means is that players can explore what for most is an unfamiliar experience through the mask of fantasy.
MV’s ‘Let’s wear masks & hide from humans’ is a vampiric game for two players. One takes the role of the City, the other the Vampire. Both are hiding behind masks—the City between night and day, the Vampire between a Human and a Vampire face. The Vampire hunts for victims to drain of the blood he needs across a city that the City player builds and is subsequently changed by the Vampire’s predations. Ultimately, this will culminate in the Vampire attempting to sneak into a Grand Ball where another immortal, vampire hunter, the city mayor, or distant family is also in attendance, and the Vampire may be unnoticed, captured, or identified, but escapes. ‘Faeries on the Run’ by Helena Real is a dark twist upon the changeling myth and the fae exchanging Human babies for their own. The players take of the roles of the changelings, each with a powerful Façade and magics of a Faerie Domain, who are hunted by the Humans who grew up in Faerie. Designed as a one-night affair of pure survival in which the Player Characters—in and out of game—taking place from dusk to dawn, this a horror game using simple mechanics in which the Player Characters must balance the sometimes need to use the powers of their Façade against the loss their human face and thus revealing their true nature and being banished back to Faerieland. Joel Salda’s ‘Heavy is the Mask’ is the second city-themed game in the collection in which unseen individuals—the Masks—who can be an Artist, Diplomat, Innkeeper, or more, work to build and shape the future of a city. From round to round, the players take control of these Masks and narrate how they attempt to solve problems and issues caused by the unclaimed Masks and created by the players in turn. This is an engaging storytelling and city-building game which could even be used to create a city’s history for another game.
‘Getting Away With It’ by Adam Bell is more complex than the previous entries and requires the use of a deck of tarot cards rather than a standard deck. It is about loosely affiliated supervillains in a long-term struggle against a league of heroes. Primarily, each villain is pursuing their own master plan, but can interact with the plans of their evil cohorts and of course, can sometimes be thwarted by a do-gooding superhero. This has plenty of scope for storytelling, but consequently requires a lot of input by the players. The complexity continues with ‘Friends on a Walk’, the contribution from Tim Hutchings, the designer of the ENnie award winning Thousand Year Old Vampire. This is a procedural game in which the players create and explore a tableau of changing scenery as several characters go on a walk. It is played silently, and that combined with the point-by-point of the way the game is presented and it feels not a little sterile. Mara Li’s ‘Restoration’ is a two-player game in which one player is Veteran returned from the Great War with an injury to his face, the other the Artist charged with creating a Mask which will restore his features. Based on the movement following the Great War to help restore damaged veterans’ faces (detailed here), this is a short game with the potential for personal intimacy and emotion as it does involve one of the player’s face. It does require a photograph and potentially some artwork too, as well as strong degree of trust.
Jonathon ‘Starshine’ Greenall’s ‘We Are The Order’ is about cultists, their rituals, and their masks. The players take the roles of Detectives undercover infiltrating The Order’s grand party with the Game Master as the Cult Order. Rituals are part of the party and so the Player Characters have to perform them even as they conduct their undercover operation. Unfortunately, the rituals have an almost brainwashing effect, turning The Order’s strongest critics into happy members, seemingly without resistance—and that means the Detectives. This is an interesting adversarial game in which first the Game Master is against the players and if one of them defects, then the player against the others. In ‘The Ascent of Todd’ by Michael Faulk, the players are faced by a terrible choice. They have travelled far to ritually destroy an ancient MASK, but their friend Todd has put it on! The players need to decide if their characters will try thwarting Todd or continue with the ritual. The powers and strength of an unthwarted Todd grow and grow, ultimately to the game ends and the ritual cannot be performed. The game comes with four pre-generated characters and can be played solo or with up to four players. This the game to play in remembrance of that one player who invariably did the most inappropriate thing at the most inappropriate time. In Josh Hittie’s ‘Death Mask’ the players take the roles of Revenants protecting Tomb City unsure of why they are bound to it and what lies beyond… As they explore Tomb City and protect it from Aberrations, they will uncover truths about it, strengthen their Reliquary or Fracture their Mask until they either become an unholy saint bound to Tomb City or their spirit is freed and they move toward the light…
‘The Chaos Café’ by Tim McCracken is about robots who think they are humans. Not just robots, but ‘Wrecks’ who and emotionally unstable and prone to giving into one single emotion, who have each set themselves three goals in life, such as ‘List out date ideas’ or ‘Work out self-doubt’, all whilst occasionally suffering from random acts of chaos. Players take it in turns to be the Game Master in this slice of silicon silliness, focusing on one Wreck with the others as possible NPCs. Lysa Penrose’s ‘Coven of Crones’ is about crones protecting the Loom of Destiny despite it having been broken and thus damaging your ability to do magic. They undertake mortal missions at any point in time and space, but their capacity to do magic is not only limited on the mortal realms, it causes chaos too! This is modelled with Spell Tokens which are flipped to become Chaos Tokens, and then back again when the Game Master uses them to cause mayhem about the crones. A balancing act is required between the two, but towards the end of the mission, the Game Master should be using and flipping more Chaos Tokens to ensure that the crones have the Spell Tokens to achieve their objective. Ultimately ‘Coven of Crones’ is about how the Player Characters succeed rather than if they will. Jack Rosetree’s ‘Skeletal Remains’ is set in world where everyone is undead and the Player Characters are skeletons attempting to fill in time when they have no objectives, but only memories. This is an interesting idea, but it is underdeveloped as it does not effectively bring the memories into play and acknowledges the lack of motivations for the characters by then offering three story ideas.
Maxwell Lander’s ‘Vis-a-Visage’ is a two-player game in which each has an opposing goal or opinion. Each character has a goal, a weakness, something that he will not compromise on, and a tell. This on the top half of the sheet, whilst his physical details and contacts are on the bottom half. This divide is because the players will swap the bottom halves of the sheets with each other. What this means is that each player will be trying to achieve a mission hindered—and sometimes even helped—by their characters looking like each. Essentially, the Player Characters Face-off until one has achieved his goal and then wants his face back to replace the mask he is currently using. The included character sheet is definitely needed to fully explain the game’s set-up. ‘Tooth or Truth’ by Dawn Metcalf is a game about building trust in which the characters answer questions truthfully—the aim of the game, or get drunk, and the drunker they get, the greater the chance of their swallowing a tooth. Presumably the tooth is in the drink, the rules are not quite clear on this. It is designed as an in-game drinking game and a means of developing and further roleplaying the Player Characters. The default is for Dungeons & Dragons, but ‘Tooth or Truth’ could be adapted to any rules or setting. It comes with twenty-five questions of increasing maturity, but it is easy to replace them. Playing this live would be another matter… Lastly, R.K. Payne’s ‘STALAG 14’ is about allied prisoners of war who have allowed themselves to be captured in order to conduct missions of sabotage, disruption, and disinformation deep inside of Nazi Germany, inspired by Hogan’s Heroes, Stalag 17, and The Great Escape. Instead of escaping, the Player Characters are using the tunnels to get out, complete their missions, and get back in. They take the roles like Medic, Fixer, Conman, Scrounger, Grunt, and Snitch and have Story Points which can be used to modify dice rolls or buy off stress. Mechanically, more dice are rolled depending upon how dramatic a scene and any doubles rolled means that a character has failed and suffered Stress. A Player Character can suffer a maximum of two Stress, whereas NPCs only one. Complete with a mission generator, ‘STALAG 14’ is intended to be a light-hearted game, more action-orientated than an accurate depiction of the war.
LEVEL 1 – volume 2 2021 is a slim, digest-sized book. Although it needs an edit in places, the book is well presented, and reasonably illustrated. In general, it is an easy read, and everything is easy to grasp. It should be noted that the issue carries advertising, so it does have the feel of a magazine.
As with LEVEL 1 – volume 1 2020 before it, LEVEL 1 – volume 2 2021 is the richest and deepest of the releases for Free RPG Day 2021. Not every one of the fifteen games in the anthology explores its theme of masks, but for the most part, the fifteen are interesting, even challenging, and will provide good sessions of roleplaying. The standouts are ‘Ball of the Wild’ and ‘Tiny Tusks’ as these nicely explore to issue’s theme to its best. Once again, despite the variable quality of its content, of all the releases for Free RPG Day 2021, LEVEL 1 - volume 2 2021 is the title that playing groups will come back to again and again to try something new each time.
Reviews from R'lyeh Post-Christmas Dozen 2021
Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.
—oOo—Have a Safe New Year
Jonstown Jottings #50: The Company of the Dragon
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—The Company of the Dragon is a campaign for use with RuneQuest: Roleplaying in Glorantha. It is based on a campaign developed on the author’s blog.
It is a sequel to the author’s earlier Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, which can also be run as a standalone campaign.
Notes are included so that The Company of the Dragon can be run using Questworlds (formerly known as HeroQuest: Glorantha) or 13th Age Glorantha.
It is a two-hundred-and-seventy page, full colour, 222.29 MB PDF or alternatively a two-hundred-and-seventy page, full colour hardback book.
The layout is clean and tidy. It uses classic RuneQuest cartorgraphy, the artwork is good, and although it requires an edit in places, is well written and easy to read.
Where is it set?
The Company of the Dragon is set across Sartar in Dragon Pass. Specifically, it is set between Earth Season, 1620 ST and Darkness Season, 1625 ST.
If The Company of the Dragon is played as the direct sequel to Six Seasons in Sartar, the Player Characters will be dispossessed and on the run members of the Haraborn Clan, broken following a confrontation with the occupying forces of the Lunar Empire.
Alternatively, if The Company of the Dragon is played as a standalone campaign, the Player Characters should be Sartarites who have been rendered clanless due to the actions or influence of the Lunar Empire and therefore have a dislike of either Chaos or the Lunar Empire.
What do you need?
The Company of the Dragon requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, the RuneQuest Gamemaster Screen Pack, and The Book of Red Magic. The Startar Campaign may also be useful.
What do you get?The truth of the matter is that like Six Seasons in Sartar before it, The Company of the Dragon is not one thing. Both are campaigns and both are more than the sum of their parts, for each and every one of those parts stands out on its own. Not necessarily because they are gameable, but together they contribute to the campaign as a very satisfactory whole.
First—and most obviously, The Company of the Dragon is a campaign and a sequel to Six Seasons in Sartar. In Six Seasons in Sartar, the players and their characters, newly initiated members of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan play out the last year of existence before its sundering at the hands of the Lunar Empire. Brought to the attention of Kallyr Starbrow, the last few members of the clan—including the Player Characters—are on the run, hunted by both occupying Lunar forces and the empire’s indigent servants. They have taken to hills, one more dispossessed band of the clanless, relying at best on the generosity of those Sartarite hill clans prepared to support the victims of the Lunar Empire. Some—mostly the ‘gentrified’ Sartarites of the towns and cities—instead view them as bandits and rebels in the face of the peace and prosperity that comes with being a Lunar client state, and the divide between the Sartarites of the towns and the hills is an important aspect of the campaign.
As a campaign, the focus and setting for Six Seasons in Sartar was narrow—the Vale that is home to the Haraborn and the six seasons which run from 1619 ST and into 1620 ST. It did not so much take the Player Characters out of those confines, as force them out at the end of the campaign. The Company of the Dragon takes place between Earth Season, 1620 ST and Darkness Season, 1625 ST, during which time the Player Characters and their band, will crisscross Sartar, often with the enemy dogging their heels, potentially participating in the great events of the period, such as the Battle of Auroch Hills. Ultimately, as the campaign comes to a climax, the Player Characters will participate in the Dragonrise (which takes place just weeks before the beginning of RuneQuest: Roleplaying in Glorantha) and the ascension of Kallyr Starbrow. Chronologically, this equates to the same period that players are rolling the family backgrounds for the active five years of their characters’ own adventuring in character generation in RuneQuest: Roleplaying in Glorantha. What this means is that The Company of the Dragon could be used as a means not to simply generate the backgrounds for the Player Characters, but rather play them out. This would work playing the campaign as members of the Haraborn clan or simply the dispossessed if run as a standalone campaign.
As a campaign, The Company of the Dragon consists of some twenty-seven seasons, covering some five years, into each of which can be slotted the campaign’s episodes. Some of these come pre-filled, such as The Forging, the campaign’s starting point, and then The Battle of Auroch Hills, Famine, Dragonrise, and Kallyr Starbrow. The rest are left empty for the Game Master to populate as best suits her campaign and her players. Over half of the book is dedicated to these, each broken down into its what, when, where, who, why, and how, before presenting potential exits. Some are connected, but many are standalone and many can be repeated, such as encountering ‘rival’ bandits, escaping from capture, facing the famine which besets Sartar due to the Great Winter, being hunted by the authorities, and so on. In many cases, these episodes can be varied slightly so that they do not feel repetitive. The episodes range in tone, some are merely exciting, others epic, and some truly horrific and creepy. Depending upon the players, there are some episodes which are of a mature nature and so may not be suitable for all groups, even though their roleplaying potential is still very high.
Second, The Company of the Dragon is a means to quantify and run an organisation—in this a band of rebels which will rise above mere banditry and become a warband associated with and allied to Kallyr Starbrow. As a band on the run, the organisation becomes the Player Characters’ community, a mobile one, but a community, nevertheless. This is the ‘Company of the Dragon’ itself and the Player Characters form its Ring, its heart and ruling body, along with any other surviving NPCs from the Haraborn Clan, if the campaign is being run as a sequel to Six Seasons in Sartar. The community/warband is done as a Player Character in its own right, complete with Community characteristics, Runes, Reputation, and even skills. The Community characteristics interact with the world around in two ways. One is directly against another organisation, for example, against a Lunar force sent to track them down, and this is handled with opposed rolls, whilst the other is as resources, for example, donating food to a starving Clan and in doing so, depleting the warband’s Community Constitution. Throughout the campaign, the Player Characters must constantly keep track of and maintain the Community characteristics to ensure the warband’s survival.
Third, The Company of the Dragon is also a guide to Illumination, for the warband is also its own cult and has its own Wyter. This stems from the final scenarios in the earlier Six Seasons in Sartar, and ultimately the loss and replacement of Clan Haraborn’s Wyter. The Illumination involved is neither that of Nysalor or the Red Goddess, but that of Draconic Consciousness. Here The Company of the Dragon resolutely veers into ‘Your Glorantha Will Vary’ territory and the author’s interpretation may not match that of the Game Master running the campaign. However, it does push the members of the company to become something more than a mere warband and perhaps achieve the mythic, if in a very different fashion.
Fourth, The Company of the Dragon is an initiation into the mysteries of Glorantha. These are primarily explored through the alternative form of Illumination, but The Company of the Dragon continues the writings in Six Seasons in Sartar which examined initiation rituals. Six Seasons in Sartar included detailed initiations for both Orlanth lay worshippers and Ernalda lay worshippers, but here expands on that to detail the rituals involved for Orlanth Adventurous, Vinga, Humakt, Babeester Gor, and Storm Bull. The last one detailed is that for The Company of the Dragon itself.
Fifth, The Company of the Dragon, much like Six Seasons in Sartar, is a toolkit. Take the various bits of the campaign and what you have is a set of tools and elements which the Game Master can obviously use as part of running The Company of the Dragon, but can also take them and use them in her own campaign. So this is not just the advice and discussion as to the nature of initiations and how to run them, but also the rules for creating and running streamlined NPCs—supported by a wide range of NPCs which the Game Master can modify, a guide to running character and story arcs, running and handling communities, and of course, advice on running both the campaign and RuneQuest: Roleplaying in Glorantha in general.
Sixth, The Company of the Dragon, much like Six Seasons in Sartar, is a conceit. Throughout the campaign, commentary is provided by a number of notable Gloranthan scholars and experts in Third Age literature, not necessarily upon the campaign itself, but upon the events detailed The Warbands of Sartar Under the Pax Imperii by Temerin the Younger, a Lunarised Sartarite who was intrigued enough by the ‘rebels’ of The Company of the Dragon to want understand what motivated its members. Again there are excepts from later authors, such as ‘Bands of Brothers, Circles of Sisters’ – The Warbands of Ancient Sartar by Deborah Abadi, or Miguel Moreno’s ‘Between Two Nations: Temerin the Younger’s Identity Struggle’ from The Journal of Heortling Studies, October 1998. As before, this device enables the author himself to step out of the campaign itself and add further commentary, not just from his own point of view, but from opposing views. Beyond that, the conceit pushes The Company of the Dragon as a campaign from being a mere campaign into being an epic, because essentially, it is what a heroic poem does.
Of course, The Company of the Dragon comes to an end. The climax manages to be epic and monstrous, gloriously involving the Company of the Dragon and the Player Characters. It enables them to be involved in the most pivotal events of the recent Gloranthan history and likely prove themselves to heroes worthy of myth and legend.
Is it worth your time?
Yes—The Company of the Dragon is a superb treatment of community, myth, and destiny in Glorantha, which pushes the players and their characters to build and maintain their own community, to create their own myth, and ultimately, have them forge their own destiny. Packed with tools, advice, and discussion, this is exactly the sequel that Six Seasons in Sartar needed and whether as a sequel or a standalone campaign, is a superb prequel to the events of RuneQuest: Roleplaying in Glorantha and the Sartar Campaign.
No—The Company of the Dragon presents an alternative campaign set-up, one which takes place prior to the default starting date for RuneQuest: Roleplaying in Glorantha and requires you to play out season by season—and you may already have begun your campaign.Maybe—The Company of the Dragon includes content which is useful beyond the limits of its campaign—the initiation rites, the notes on heroquests, rules for streamlined NPCs, quick resolution rules for battles, and more. That more consists of almost thirty fully detailed adventures and adventure seeds which can be drawn out and developed by the Game Master. All useful in an ongoing campaign.
“Change, my dear, and it seems not a moment too soon.”
1981: X2 Castle Amber
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
X2 Castle Amber is designed for a party of six to ten Player Characters, between Third and Sixth Level. The total of the party’s Experience Levels should be between twenty-six and thirty-four, ideally averaging thirty in total. Both X1 The Isle of Dread and X2 Castle Amber begin with the Player Characters on the Continent of the ‘Known World’. In X1 The Isle of Dread, they discover the journal describing a trip to the Thanegioth Archipelago, and lured by the mention of great treasure, sail off on the thousand-mile journey as soon as possible. In X2 Castle Amber, they are traveling to the Glantri City where they are hoping to find employment with one of the princes, but along the way, they get lost and are forced to make camp. After a sleep filled with nightmares, they awake to find themselves in the foyer of a mansion—a French mansion no less! With the mansion surrounded by a strange and very deadly mist, the Player Characters have no choice but to go forward and explore. In room after room, they will be confronted by one strange encounter after another—a nobleman who wants to set-up a bare-knuckle boxing match between his magen (or magical men) and whomever the party nominates as their champion, with bets on the outcome encouraged; a great banquet attended by ghosts which the Player Characters can attend and eat their fill, and in doing so gain great benefits or dire consequences; a room with its floor covered in a Green Slime, ceiling in a Black Pudding, and its only furniture, a very full treasure chest, is covered in a Grey Ooze; an Ogre servant who killed his mistress and now dresses like her and attempts to emulate her; a river in an Indoor Forest crossed by a bridge under which lives a troll; a noblewoman buried accidentally alive in the chapel by her brother—in a very obvious nod to Edgar Allan Poe; a throne room populated by skeletons frozen in their last moments; and a mad, misshapen court jester with the power to charm others and turn them into white apes! And this is only the start.
X2 Castle Amber is home to the aristocratic Amber or D’Amberville family, and they are either incredibly bored or insane, often both. Their aim, when encountering the Player Characters is not necessarily to kill them, but toy with them and extract some entertainment value. This is not to say that Castle Amber is not deadly or that its inhabitants are all friendly—it is deadly in a great many places and many of the inhabitants are decidedly hostile. It is deadly—and weird—in another way too. There are multiple means of a Player Character dying simply by eating the wrong thing or making the wrong choice, notably at the banquet and later when picking cards from a tarot deck, and then failing a Saving Throw. However, death is not the only effect that a Player Character might suffer, such as having the spell Feeblemind cast on him or being turned into a ghost, and there are also many beneficial effects that a Player Character might gain. For example, he might gain a permanent increase in Hit Points or actual attributes or an increase by one Level upon the completion of his next adventure beyond that of Château d’Amberville. There is also quite a lot of treasure, both monetary and magical, to be found if the Player Characters are thorough and are prepared to brave the castle’s many dangers.
For the most part, X2 Castle Amber is fairly linear. The Player Characters start at the foyer of the castle and work their through the West Wing into the Indoor Forest and from there either into the East Wing or the Chapel. Although this is a mansion, it does not have a lived-in quality. It is all quite self-contained and all but frozen in time. This applies to many of the individual rooms and locations too, which often feel more like tableaus awaiting the arrival of the Player Characters and their involvement, the mix involving opportunities for roleplaying in interacting with the inhabitants and deduction in working out the tricks and traps to be found in the castle—as well as combat. This sense of the scenario being frozen in time applies to the Player Characters too, for at the end of each gaming session, they are encircled by a cloud of amber light, a space in which they are protected from the denizens of the castle, including wandering monsters, can recover Hit Points and spells, and even train to go up a Level if they have acquired enough Experience Points. This not only enhances the oddness of the Château d’Amberville, but it suggests a degree of agency upon the part of someone else… This though is only the first part of X2 Castle Amber.
Much of the first part of the scenario is presented as a mystery. Not so much a murder mystery—although that is sort of present in the scenario’s overall plot—but a mystery as what is going on and why the Player Characters have been pulled into the weird and whimsical world of Castle Amber. Plus of course, how they escape the castle and ultimately the grey mist. The scenario makes this relatively easy in placing a scroll in several places around the castle which gives explicit instructions as to the means of escape. This requires that the Player Characters locate several Silver Keys and then the Gate of the Silver Keys, which is located in the dungeons below Castle Amber, and from there travel to the original homeland of the D’Amberville family, Averoigne, and this is where the scenario opens up and again marks it out as something different to previous scenarios.
Averoigne is a mythical province of France and the setting of a series of short stories by Clark Ashton Smith which originally appeared in Weird Tales magazine. Used with permission, this marks X2 Castle Amber out as one of the first scenarios for Dungeons & Dragons to use licensed content and the module includes a list of all of the stories in its bibliography. Unlike in the castle, the Player Characters have far more freedom of movement in Averoigne—to an extent. No longer are they in a Dungeons & Dragons-style fantasy land, but an ahistorical fantasy land, one based on mediaeval France in which magic is outlawed by the church and the likelihood is that any demi-human Player Character is likely to be regarded as an abomination. So as much as they freedom of movement, they are constricted by the society of the land they are in. Like any good wilderness scenario, the Averoigne section of X2 Castle Amber is a sandbox which the Player Characters must explore driven by the need to locate the four items they need to unravel the final scenes of the scenario. So there is a need for subterfuge here unless the Player Characters want to become outlaws and fugitives.
However, advice and background for the Dungeon Master for this section of the scenario is perhaps a little underwritten. X2 Castle Amber is definitely not a sourcebook for Clark Ashton Smith’s Averoigne—though it could certainly form the basis of one—and so states that, “The encounters in this part of the module are left sketchy since most take place in cities and would require more detail and space than is available in this module. The DM should flesh out each adventure as he or she desires, designing NPCs, town streets and other details as necessary.” Potentially, this does leave the Dungeon Master with a lot of work to develop encounters and NPCs should her Player Characters deviate too much from the four quests to find the items necessary for them to progress onwards. At the very least, the Dungeon Master will need to improvise some of the encounters and NPCs outside of the scenario’s plot, and as a consequence, X2 Castle Amber is best run by an experienced Dungeon Master rather than one new to Dungeons & Dragons.
Lastly, the Player Characters can enter the scenario’s final dungeon, The Tomb of Stephen Amber. This is X2 Castle Amber at its mostly deadly, a complex of nine rooms, containing in turn, a Blue Dragon, a Flame Salamander, a Wyvern, a Stone Giant, a Manticore, a Mud Golem, a Great White Shark, and a five-headed Hydra, and that is in addition to dangerous environments in these denizens reside. Now the Player Characters will not face all of these creatures, but they will face most of them, making for a tough physically challenging end to the module. If the Player Characters persevere and survive, they will encounter the NPC who has been sort of helping them along the way, be thanked, and richly rewarded for their efforts, including the resurrection four of their dead comrades—if they want. Surely, there can be no clearer indication of how tough a module if the Player Characters are being offered the chance of resurrection at the end?
Rounding out X2 Castle Amber is a bestiary of seventeen new—or mostly new—monsters. These include Amber Lotus Flowers, Giant Amoeba, Aranea, Brain Collector, Death Demon, Mud Golem, Grab Grass, Gremlin, Killer Trees, Lupin, Magen (of various types), Pagans, Phantoms, Rakasta, Slime Worm, Sun Brother, and Vampire Roses. Of these, the Aranea and the Rakasta originally appeared in X1 The Isle of Dread, and of the rest, the Pagans are worshippers of nature some of whom actually practice human sacrifice…! They can be found in the castle and in Averoigne, whilst some of the larger monsters are confined to the castle’s dungeon, including the Neh-Thalggu, or brain collector, and the Slime Worm.
Physically, X2 Castle Amber is done in the traditional format for TSR, Inc.’s modules—a wraparound cover with maps on the inside, containing a plain black and white booklet inside. The Errol Otus cover depicting a giant wielding a tree trunk and grabbing a castle tower is excellent, but not necessarily appropriate to the events of the scenario. The internal illustrations, many of them done by Jim Holloway are superb, imparting both the horror and the humour of the module.
One interesting aspect of X2 Castle Amber is how in 1981 it prefigures I6 Ravenloft and Ravenloft itself as a campaign setting. Surrounded by a strange grey mist, Castle Amber is essentially a pocket dimension all of its very own—as is Averoigne in the later part of the module—and both would sit very easily on the Demiplane of Dread as Domains in their own right. Of course, the module is completely unconnected to Ravenloft for obvious reasons, but the similarities are there such that importing X2 Castle Amber into the Realm of Terror campaign setting for Advanced Dungeons & Dragons, Second Edition, without any difficulty at all. Further, given that both have the influence of Edgar Allan Poe in common, with some adjustment, X2 Castle Amber could also be adapted to be run as part of a Masque of the Red Death campaign as well.
As a complete scenario, X2 Castle Amber is principally a ‘funhouse’ dungeon, essentially a series of self-contained tests and challenges consisting of mostly puzzles and traps with little to any overarching plot or nod to consistency. Hence you have a weird room layered with puddings and oozes, and a ceiling with shafts in that hide a myriad of traps. The effect initially then, is to confuse both Dungeon Master and then her players. First the Dungeon Master, because the module provides a sort of over view and of course, advises her to read the module through carefully, yet until she has actually done so, she will not really grasp what is going on and what the full plot is. This is because it is not effectively explained in the introduction to an infuriating degree, leaving it to the Dungeon Master to thoroughly read through the module to find out what is going on. Second for the players and their characters. They will have no idea what is going with the characters’ abduction and limited choice but to go forward and explore. Only once the Player Characters find the scroll they will at least have an objective and even then, there is the possibility that they will find the scroll, collect everything they need in Averoigne, do everything necessary to solve the mystery of how to leave Castle Amber, but never work out or learn what the overall plot is. However, by this point, the Dungeon Master will of course know what is going on.
The funhouse aspect of X2 Castle Amber also comes out in the humour, often dark humour, of the scenario. This includes squirrels with the Midas touch, the Jester with his White Ape companions, and Gremlins whose Chaotic area of effect will reflect spells, prevent mechanical effects from working, trousers to fall down, helmets to slip down over the eyes, and the like, all at their whim and amusement.
One issue with X2 Castle Amber which will require an experienced Game Master is the underwritten motivations of the NPCs, specifically the members of the D’Amberville family. Although the background to the Amber family is given and it is made clear that none of them is actually sane, ranging from slightly eccentric to completely insane, that they are Chaotic, uncooperative, bored, and looking for some diversion to relieve that boredom, individual motivations—apart from one or two—are sorely lacking. Which leaves the Dungeon Master with a lot of effort to put into the portrayal of these NPCs, many of them of high-Level Magic-users and Clerics beyond that possible in Basic Dungeons & Dragons and Expert Dungeons & Dragons at the time of the module’s publication.
—oOo—
X2 Castle Amber was reviewed by Jim in White Dwarf No 35 (November, 1982), who said, “Castle Amber is the second module for use with the Expert Set and is an attempt to bring randomness back into D&D. The 3rd and 6th level party become trapped in Castle Amber where they are beset by the members of the Amber family. Escape lies into a wilderness on another world where magic is frowned upon and spell casters may well come to the attention of the Inquisition. Non-humans are going to have a hard time here as they will be very conspicuous. Amber Castle depends a lot on chance leaving little room for skill and at times can be deadly.” His conclusion was that “I don’t recommend X2 unless you like chaotic adventures and designing urban areas.” and gave it a score of six out of ten.
More recently, X2 Castle Amber was included in ‘The 30 Greatest D&D Adventures of All Time’ in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004). Author of Return to the Keep on the Borderlands, John Rateliff said, “A rare example of a licensed product that shines both for its treatment of the original setting and for its excellence as a D&D adventure. Inspired by the ‘Averoigne’ stories of Clarke Ashton Smith, the best of the Weird Tales writers, it has a distinctive quirkiness, dangerous and sensuous and slightly amused all at the same time. There’s a reason it inspired not one but two sequels.”
—oOo—
By being set on an alternate plane of existence, X2 Castle Amber is very self-contained, which means that it is incredibly easy to adapt to other settings, whether that is as a Demiplane of Ravenloft or elsewhere. Yet initially, X2 Castle Amber feels incomprehensibly weird, leaving the Dungeon Master with little or no idea as to what exactly is going on, but give it the careful read through that every module demands—and is warranted here more than most—and the module’s weirdness and whimsy begins to come together. In places, underwritten and underdeveloped by modern standards though it is, X2 Castle Amber does have a coherency, eventually, that the archetypal ‘funhouse’ dungeon often lacks and the challenge perhaps lies in imparting that sense of coherency to the players. In addition to that, X2 Castle Amber does leave the Dungeon Master with a lot to develop to get the very most out of the adventure, whether that is fleshing out the motivations of individual D’Amberville family members or expanding upon the Averoigne wilderness section. The latter is arguably a not much more than a fascinating snapshot of the county which deserved further exploration which it never got in Dungeons & Dragons. It certainly would have made a fine addition to Ravenloft.
X2 Castle Amber is not perfect and it requires a lot of input upon the part of the Dungeon Master, but it is a fantastic Dungeons & Dragons adventure, made all the more enjoyable by its whimsy and weirdness, its humour and its horror. This with the combination of the Gothic and the Pulp Horror push it away from the classic medievalism of earlier modules into a much darker fantasy than that typically found in Dungeons & Dragons, and that is why X2 Castle Amber is regarded as a classic.
Triffid Ranch Preparations For 2022
My Old School Gaming Project
Spend any time here and you know that I do love my old-school gaming. Also for me, my introduction to RPGs coincided with my introduction to computers. For me, RPGs and computers have always gone hand-in-hand.
So it should be no surprise then that if I am going to spend so much time working on bringing old-school games back to life I might be doing the same with old-school computers.
Here is my current project.
This a "proof of concept." It is a 3D printed case, housing a Raspberry Pi with 8Gigs of RAM. It is wifi enabled and has HDMI ports. Currently running the CoCo-Pi software.
Back in 1985, I bought my first computer. It was a Tandy Color Computer 2 with 16k of ROM, a tape-cassette drive for storage and I plugged it into a color TV. One of the first things I did with it was to write programs to roll dice, do character abilities and even mimic combat. Eventually, my DM and I would spend our gaming sessions working on some software we called "BARD" and it was a combat manager. We could load 10 characters in at a time, roll for initiative and have them battle any number of monsters we wanted. Some special abilities were a problem (beholders gave us no end of grief) but we had it worked out so that even dragons with breath weapons worked well. I even had a character, my one and only even ninja, killed by a black dragon, taking 70 hp of damage in the first attack. The death was so spectacular that my DM and I sat back and laughed our asses off as this black dragon attacked only the ninja and kept on attacking him until he was at -400 hp.
It was great fun and I still have the source code.
Fast forward to later this year when my brother got me this:
That's not just any CoCo2, that is the one my DM and I wrote BARD on. He had sold it to my brother years ago because one of the EPROM pins broke off and at the time it was too costly to replace and better computers were out. I have even gone from my CoCo2 to a CoCo3, to a Tandy 1000, to an 8086, and then to an Intel 286 by that time. I was getting ready to buy my next computer, my Gateway 486 that I upgraded for years until it got to be so full I needed to keep the case off and have fans blowing in.
But I digress. This "new" machine is close to 40 years old and I have been spending my Christmas break cleaning it, upgrading the internal components, and even 3D printing new parts for it. What I have not be able to make or re-use I have been ordering online.
I hope to show her off soon. Right now I need to stop so I can transfer some files to USB. Yes, I got it working with some new USB ports.
This will be a lot fun. Scratch that, this has been a lot of fun already.
The Texas Triffid Ranch Occasional Newsletter and Feedlot Clearance Sale – #28
Monstrous Monday: Aamon, Grand Marquis of Hell
Another social media-inspired post today. My wife was reading something on Geek Girls and she got very excited about the idea of there being border-lands in Hell. Which naturally got us talking about my Demons for Basic Bestariy III. Not knowing anything about the D&D Blood War, she thought the idea of multiple demonic species in "Hell" a really fun idea. She was really excited when I mentioned that my Basic Bestarity Demons come in 12 different species, or what I am calling Lineages.
What D&D calls unique devils I refer to as the "Baalseraph" or the Devil Lords. These are the ones that fell to Hell after losing the War in Heaven. Each Baalseraph is unique and each one had a previous name from when they were spirits of good.
Today I want to investigate both of these topics and also show why I also like using OGC monsters. In this case, I am updating "Amon" from the Tome of Horrors Complete from Necromancer Games and Frog God Games.
Aamon, Grand Marquis of Hell
"Amon, or Aamon, is a great and mighty marques, and commeth abroad in the likeness of a Wolf, having a serpents tail, [vomiting] flames of fire; when he putteth on the shape of a man, he sheweth out dogs teeth, and a great head like to a mighty [night hawk]; he is the strongest prince of all other, and understandeth of all things past and to come, he procureth favor, and reconcileth both friends and foes, and rule forthy legions of devils."
- Johann Wier (1583) Pseudomonarchia Daemonum.
Large Fiend (Diabolic, Baalseraph)
Number Appearing: 1 (1)
Alignment: Chaotic [Lawful Evil]
Movement: 180' (60') [18"]
Armor Class: -2 [21]
Hit Dice: 22d8+44****** (143 hp)
Large: 22d20+44****** (165 hp)
To Hit AC 0: 6 (+14)
Attacks: 1 weapon or 2 claws, 1 biteDamage: 2d6+6 (+3 weapon, +3 strength) or 1d6+3 x2, 1d8+3
Special: Baalseraph powers and immunities, magic resistance (75%), regeneration (3 hp/round), spell-like abilities, summoning, teleapthy 100 ft. (see below)Save: Monster 22
Morale: 12 (NA)
Treasure Hoard Class: XVI, XII (G,K)
XP: 16,250 (OSE) 16,750 (LL)
Str: 19 (+3) Dex: 17 (+2) Con: 16 (+2) Int: 18 (+3) Wis: 16 (+2) Cha: 18 (+3)
Aamon, also called Amon and Nahum, appears as a wolf-headed humanoid standing 9’ tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur. He has a long tail like a snake.
Aamon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils and 40 legions of lesser shedim (devils) on his home plane in Hell. Amon wields a +3 great-mace with two hands. He can also bite in the same round for 1d8+3 hp damage. If pressed he can attack with his two massive claws instead of his sword. Amon is only harmed by +3 or better weapons. Amon is very strong (STR 19), receiving +3 to hit and damage in melee combat. He regenerates 3 hp per round.
Aamon has the following spell-like abilities, usable at will: animate dead, charm monster, detect invisibility, detect magic, dispel magic, fear (as the spell), fly, geas, know alignment, polymorph self, produce flame, read languages, read magic, suggestion, teleportation, wall of ice, and limited wish (for another being only). In addition, one time per day he may employ a symbol of hopelessness and gate (60% probability of success) 1d4 bone devils. He is able to summon all wolves in a 1-mile radius and control them to do his will.
Like all Baalseraph, Aamon has the following damage modifiers. He takes no damage from fire (mundane, magical or dragon), normal weapons, or poison (ingested). He is immune to the effects of mind-affecting magics like charm, ESP, hold, and sleep. He takes half the damage (and saves for no damage) from cold, electricity, and poisonous gases. Finally, he takes full damage (or saves for half where applicable) from acid, magic missile attacks (or similar magical energy), blessed, magical, or silvered weapons. He has magic resistance of 75%.
Prior to his fall, he had been the spirit known as Nahum, which means "who induces to eagerness." He was summoned as an impartial judge in disputes between friends. Now as one of the fallen he creates strife between friends.
As a Grand Marquis Aamon commands his troops to fend off the hordes of invading Asuras, Calabim, Tarterians.
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Aamon is not just a great example of a Grand Marquis, he is a great example of an OGC monster. He is used in Pathfinder, Swords & Wizardry, Advanced Labyrinth Lord, and others along with its original use in AD&D.
Section 15 for this monster follows:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch
Swords & Wizardry Complete Rulebook. Copyright 2010, Matthew J. Finch.
Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games.
Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; based on original material by Author Scott Greene, based on original material by Gary Gygax.
I am choosing to cleave close to the original material and the OGC material because I feel that anyone using this monster (or later using the Basic Bestiary) to be able to slot him right into an ongoing game without too many "continuity errors." So I include his "mythological" background (description, legions controlled) and his "D&D" background (allegiance to Geryon). I also include more details that are solely from my own games (Baalseraph, borderland disputes).
My Aamon is expanded and changed, but I can see where you can use Amon and Aamon interchangeably. The ability to pick up one of my monsters and use them in any game is one of my main design goals.
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