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Escape to New York

Reviews from R'lyeh -

With Everyday Heroes, publisher Evil Genius Games did for Dungeons & Dragons, Fifth Edition in 2202 what d20 Modern did for Dungeons & Dragons, Third Edition in 2002. That is, facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It went even further though by doing something not actually included in the rulebook. This is providing access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby. These consist of The Crow™ Cinematic Adventure, Escape From New York™ Cinematic Adventure, Highlander Cinematic Adventure, Kong: Skull Island Cinematic Adventure, Pacific Rim Cinematic Adventure, and Total Recall Cinematic Adventure. These showcase at least, what Everyday Heroes can do and are, equally, six good reasons to play Everyday Heroes. Each entry in this Cinematic Adventure series draws on the core film it is based upon as well as extra source material, to provide background material for the setting, new options for Player Characters, advice for the Game Master, and a full-length adventure, ready to play.
Escape From New York™ Cinematic Adventure is the second cinematic adventure sourcebook for Everyday Heroes. It is based on the 1981 film directed by John Carpenter, in which a convicted criminal has to rescue the president of the USA from the maximum security prison that the prisoner is about to be incarcerated in and get out again in order to save the world. The prison is the whole of Manhattan Island, the convicted criminal is decorated war hero turned cynical criminal Snake Plissken, and once you go into New York Max, you never come out again. The film combines fantastic world-building, radical anti-authoritarian themes, and hard-bitten cynicism in a post-apocalyptical setting of a late seventies style New York left to fend for itself. Plus, it has to be said, a really rather good soundtrack. However, the film leaves the Escape From New York™ Cinematic Adventure with a problem. This is that there simply is not enough information in the film to build a world, so the authors have, for example, created a timeline that fits both the world and Snake Plissken’s background. In this, the supplement does draw upon the sequel, Escape from L.A., but that is extent to which the sequel is referenced. Thankfully.
Although the focus of the Escape From New York™ Cinematic Adventure is on the Manhattan of New York Max, it extrapolates a world in which successive Republican presidents intervene heavily in the Middle East, pushing the USA and the USSR into direct conflict with each other, though not a war. War is declared in 1987 when a disguised Soviet tanker explodes and unleashes the Reagent 18 nerve agent. It will kill millions, but many more are turned into psychopathic ‘crazies’ after exposure. There is no cure and when martial law is declared due to the subsequent unrest and the United States Police Force founded to deal with it, both the crazies and criminals beyond rehabilitation from across the USA are incarcerated in the newly established and blockaded New York Maximum Security Prison. This takes place a decade before the events of the film and the Escape From New York™ Cinematic Adventure fills in details here and there, pushing the timeline all the way to 2013 and the end of Escape from L.A. This gives plenty of room still for the Game Master add her own stories and details to the broadly drawn background.
This is supported by details of the US government, the United States Police Force (USPF), and the US military, plus two revolutionary groups—the Guiding Star Family and the National Liberation Front of America (it is the latter that triggers the events of Escape from New York), before moves on to describing New York Max. This covers everything from the levels of security around it and the economy—mostly barter, to the crazies and organisations in the prison. ‘A Number One’, of course, is The Duke, but there are numerous street gangs in the old city too. These are given thumbnail descriptions, as well as their colours and territories. Some of the gangs are more than the traditional idea of gangs—like those depicted in The Warriors—in New York. For example, the Hippies, of course, manufacture recreational drugs, the Flying Dragons are renowned as skilled tailors, the Broadway Boys promote the arts and culture, and the Nightshades have cleared parts of Central Park and its soil of Reagent 18 to grow food. There is good range and variety of gangs given here. A map of Manhattan is marked with their respective turfs along with notable locations of the island, including Broadway, the Empire State Building, and the World Trade Centre. Overall, it is not a huge amount of detail, but it is enough for the Game Master to work with and again, leaves room for her to add her own details.
The new Hero options in the Escape From New York™ Cinematic Adventure include a number of new Backgrounds and Professions. The former consists of Convict, Legend (such as Snake Plissken, despite the fact that everyone thinks he is dead), New York Native (like Cabbie in the film), and War Veteran like Bob Hauk in the film), whilst the latter consists of Nightshade Druid, Drug Cook, Fixer, Gang Soldier, Prison Gladiator, and Rat Catcher. Most suggest roles, like Nightshade Druid, a member of the Nightshades gang, on New York Max or why the character is there in terms of the crimes he committed. The Revolutionary Soldier and the USPGF Soldier lend themselves to other origins and explanations for why they are involved with the prison. Three Classes are given. The are the Gutter Rat, Motorhead, and Street Warrior. The Gutter Rat is an Agile Hero who uses a mixture of tricks, charm, lies, a certain slipperiness, and vicious attacks to get what he wants. For example, he has Play the Fool to distract others and Slippery which gives Advantage on checks to escape bonds and grapples, as well as Tricks such as Gloat and Hobbling Strike. The character of Romero, the lieutenant of The Duke, would be a Gutter Rat. The Motorhead is also an Agile Hero, but modeled on the character of Cabbie—as played by Ernest Borgnine. So the Class specialises in driving and piloting, in and out of combat, and his Motor Pool abilities include Daredevil Driver, Quick Fix, and Repo Man. His suggested equipment includes Molotov Cocktails! the Street Warrior is a Strong Hero and is essentially good at fighting, but not more than that. All three Classes are quite specialised, the Street Fighter in particular, but all fit the feel of the film.

As a then alternate future, the technology of Escape from New York looks and is clunky and this is embraced in the Escape From New York™ Cinematic Adventure. It notes the fact that firearms are rare in New York Max and many weapons are improvised or constructed from what was available, such as crossbows and spiked clubs. One notable inclusion is the Fun Gun, tranquiliser pistols firing darts loaded with designer drugs that cause confusion and euphoria in a target. Despite the lack of petrol, vehicles feature heavily in Escape from New York, leading to the possibility of vehicular combat using the rules from Everyday Heroes. The supplement gives a list of modifications such as body spikes, oil slick devices, and spike droppers which lend themselves to Car Wars or Mad Max style combat, for which the Motorhead Class would be very useful. And course, the list of modifications includes Decorations, so yes, you too, can mount chandeliers on your 1977 Cadillac Fleetwood Brougham if you want to. Which you do—and not just because they give the owner advantage on the first Charisma check in an encounter. Other equipment in the Escape From New York™ Cinematic Adventure includes details of Reagent 18, the Survival Pod used by President Harker to escape Airforce One, and the Vascular Explosive Shot implanted in Snake Plissken to force him to complete the mission.

The new rules are limited to adding Street Cred as a means of handling reputation and trade and the effects of Reagent 18 on the poor unfortunates who would become the crazies. For the Game Master there is advice and discussion of the themes to Escape from New York—the authoritarianism, anarchy versus freedom, street gangs, Science Fiction, and of course, New York itself. This is not in great depth, but it makes the point clear for each theme and it is supported by a series of scenario hooks and a three-act adventure. This is ‘Liberty lost’, a prequel to the film set in 1993 in which a team of five convicted criminals are about to be incarcerated onto New York Max, when they are pulled aside and given a mission which if completed successfully will grant them a presidential pardon each for their crimes. The mission is of course, against the clock. Revolutionaries of the National Liberation Front of America have infiltrated Liberty Island—the base for the USPF’s operations in maintaining the blockade of New York Max—and stolen the arming device for the nuclear bomb planted in the Statue of Liberty that is only meant to be detonated if the walls of the prison completely fail. The revolutionaries have fled on Manhattan Island and are threatening to detonate the bomb in twenty-four hours unless their demands are met. They are shot onto the island via a submarine and once on New York Max, must find their find and fight their way through crazies and gangs, assault the Empire State Building (because), and engage in a street race that is mostly to the death. It is a fairly tightly plotted scenario, but it is attempting to emulate the style of the film and it is to the sound of ticking clock, the countdown to the detonation of the nuclear bomb. The scenario makes use of the various elements and rules presented in the supplement, though only Romero from the film makes an appearance in the scenario. Thematically, the potential destruction of the Statue of Liberty illustrates the limits to which the authorities will go… There are notes too on running a shorter version of the scenario, possibly for a convention, but that would be to miss out on a lot of the fun of the action-packed adventure.
Lastly, ‘The Cast’ chapter provides stats and details of a variety of NPCs and more. They start off with the antagonists from the film including The Duke, President Harker, and Romero, though there are no stats for The Duke’s champion Slag, who is killed by Snake Plissken in a deathmatch. Although there are details for Bob Hauk, USPF commissioner and Rehme, the USPF captain, the Game Master is advised to use stats taken from the Everyday Heroes core rulebook. These are followed by the stats for various NPCs from the scenario, ‘Liberty lost’, then those from the cast of the film—Plissken, Cabbie, the Brain, and Maggie—and lastly, five pre-generated Player Characters for use with ‘Liberty lost’.
Physically, Escape From New York™ Cinematic Adventure is cleanly, tidily presented. Unfortunately, the sourcebook is not illustrated with images from the films and does not illustrate all of the characters from the film. Whilst the artwork instead of using photographs is serviceable enough, they are only approximations of the characters in the film.
The Escape From New York™ Cinematic Adventure is about as a close to a sourcebook for the film as is possible. That it is not more than this, is down to the lack of wider information and background about the setting than the fault of the authors. In fact, the authors have squeezed as much potential out of Escape from New York as they possibly could in the presenting the great world-building of the film and adding to it in order to make it gameable. This is definitely a gaming supplement for fans of Escape from New York and of eighties action and Science Fiction cinema.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 3

The Other Side -

 Room 3 covers the 13 alcoves on either side of this gallery (26 total).

Room 3

Each alcove features the bust of an ancient dwarven king.  Their names and lineages are inscribed along with their accomplishments.  The dates go back to the dwarven mountain kingdom when the mountain was to the north.

Of the 26 busts, at least five have been completely destroyed. Another eight had secret panels, but those have all been looted centuries prior.  All have damage.

Between Light and Dark

Reviews from R'lyeh -

The world of Fyera is divided. Once it spun upon its axis like any other, but that stopped centuries ago. Known as ‘The Ruination’ it divided the world into three. One side of the world would always face the sun, the ‘Lands of the Old Days’, their waters and rivers long gone, the red soil dried into endless swathes of sand and heat. The other will never know the sun, ‘The Darklands’, frozen and diseased withered, but within its permanent shadow lurk beasts and beings of the dark unknown before The Ruination. Between them is the band known as the ‘Penumbra’ which runs right around the world, where the survivors of The Ruination have learned to adapt to a world with no diurnal cycle, no night and day, at the mercy of attacks from deep within The Darklands. In response, the peoples of Fyera constructed the Cressets of Vigil, great towering portable beacons of light, and placed them further into The Darklands, bringing a light that reveals both the lands and their secrets lost to the dark and advanced warnings of attacks upon Penumbra. These attacks seem endless as if the very darkness would reach out and swallow the last of the light. The Ruination would also have an effect upon the survivors’ souls, for they would be granted ‘The Gifts of Fyera’, abilities that none of the peoples of Fyera had possessed before The Ruination. These gifts can help in holding back the darkness, but there is the ever-present danger of the valiant defenders of the Penumbra falling into the Darkness as a result of committing or witnessing sins done in the name of the Light, of their souls being scarred by both the Light and the Dark.
This is the setting for Soulmist: A Journey from Darkness to Light, a dark fantasy setting compatible with Dungeons & Dragons, Fifth Edition. Published by Black Lantern following a successful Kickstarter campaign, this is the first roleplaying game and setting to be published by a Greek publisher and reach the English-speaking market. It is designed primarily for the player, with details given on creating five new Races, eight new Classes, between three and five Sub-Class per Class, new Feats, spells, and magics, and more. The core rulebook for Soulmist: A Journey from Darkness to Light is not quite standalone, the Player’s Handbook needed for the full list of spells at the very least.

The Soulmist: A Journey from Darkness to Light core book begins with an examination of the three subsystems that measure a Player Character’s relationship between the Light and the Dark. These are ‘Erebos’, ‘Sparks of Light and Darkness’, and ‘The Scales of Nebula’. They derive from and feed into the ‘Soulmist’, the Nebula of Souls that surrounds the world of Fyera and reflects back onto it. The more that Dark souls pass into the Soulmist and the more the world is given over to cold, fear, and despair, whilst more Light souls increases the light, warmth, and innocence of the world. Erebos—‘darkness’ or ‘gloom’, named for the primordial Greek God of Darkness—is measured between zero and ten. At zero, a Player Character is a ‘Torchbearer’ who embodies the Light and has empathy for both the beings of the Light and those in the shadows; at three and four, he is ‘Wavering’, able to feel the touch of the dark, but all the better for seeing the Light; and at eight and nine, he is ‘Tarnished’, his sense of self lost even as he is concerned with self-preservation. At ten, he is an ‘Apostate’ of the dark and all but lost. When a Player Character is in a situation where an act—witnessed or his own—his player has to make an Erebos Roll. Depending upon the situation, the Player Character can lose or gain levels of Erebos, and this can lead him to acquiring a Soulscar. For example, at levels one to three, the Lesser effects of a Soulscar might be that the Player Character suffers from Separation anxiety, Panic attacks, Insomnia, and worse. At levels seven and eight, the Greater effects are either mania or illusions. In many cases, a Light Spark can be spent to negate these effects, at least temporarily. The only way to negate these effects in the long term is to work back down to being with the Light.

Through his connection with the Soulmist, a Player Character possesses a Light Spark. Once spent, it can be recovered with a Long Rest. What it is spent on varies from Sub-Class to Sub-Class. For example, the Pyromancer Sub-Class can spend a Light Spark to target a particular area to set alight with a bomb and at later Levels, empower his bomb with a Light Spark to infuse it with the essence of a Star-Dust Devil, a moving inferno with the form of an animal. The Oracle Sub-Class has the ‘Spin the Hourglass’ ability, which lets him take two turns, one after the other, but he chooses which one to use. With the expenditure of a Light Spark, he can empower ‘Spin the Hourglass’ to negate a single target’s action. All of the Sub-Classes have abilities which work with Light Sparks, although not at First Level. The Game Master uses Dark Sparks to power the abilities of the monsters and dark creatures under her control.

If the ‘Erebos’ mechanic tracks a Player Character’s internal struggle—not unlike, but more nuanced than the alignment system of Dungeons & Dragons—then ‘The Scales of Nebula’ externalises the struggle between the Light and the Dark within the Soulmist. It is specifically used in battles between the Light, that is, the Player Characters, and the monsters of the Dark. At the start of a battle, two pools of sparks are created, a pool of Light Sparks shared between the players and their characters, and a pool of Dark Sparks for the Game Master. These can be used over the course of the battle, but at the end, if there are more Light Sparks than Dark Sparks left over, there is a chance that the Player Characters’ Erebos level will fall, but a chance it will rise if there are more Dark Sparks left over. The tension here is whether or not the Player Characters use all of the power of the Light they can to defeat their foes, or retain some of it to maintain their hope.

Soulmist: A Journey from Darkness to Light details five Player Character Races. These are Avernians, Lumens, Primus, and Draesyr, the latter split between the Eldrasyr and the Yildrasyr. Avernians are in touch with their animal spirits and can harmonise with them to transform into their animal forms, either partially or fully. Lumens can peer into the past or the future at the cost of their age. The Primus are vampires, highly militarised and embrace the intricacies of high society, and can be powered by their blood to inflict more damage, move faster, and resist physical and necrotic damage. The Draesyr embrace nature, the Eldrasyr more than the Yildrasyr, who partially embrace the Darkness in order to protect the Penumbra and are scorned for it. All of the Race are given details about their cultural background and ethics, places and cities, and so on, helping to develop the background further.

The eight Classes are Fighter, Barbarian, Rogue, Monk, Seeker, Scholar, Spiritualist, and Mistweaver. The Fighter, the Barbarian, the Monk, and the Rogue are standard as per Dungeons & Dragons, Fifth Edition, but the others are new. The Seeker is a hunter and tracker akin to the Ranger, always looking for something or exploring; the Scholar is an educated Class, whose knowledge can benefit others with a Cognition die for an ability check or saving throw or use it as a reaction to penalise another, and knowledge of Insider Trading gives a bonus on barter and bargain checks. The Scholar is intended to replace the Bard Class as an inspiring Class. The Spiritualist is the link between the material world and the Soulmist, able to perceive Light Sparks and Dark Sparks, and can actually channel the Soulmist to power spell effects. The Mistweaver is the equivalent of the Wizard. The core Classes are in places quite basic, but Soulmist: A Journey from Darkness to Light adds flavour and detail with some twenty-eight Sub-Classes.

Thus, for the Fighter, there is the Warrior, the Dark Knight, the Blood Prince, the Templar, and the Pack Alpha; for the Rogue there is the Trickster, the Assassin, and the Pyromancer; the Diplomat, the Engineer, and the Herbalist for the Scholar; the Healer, the Necromancer, the Shaman, and the Witch Doctor for the Spiritualist; and the Elementalist, the Blood Mage, and Oracle for the Mistweaver. Many of these are specific to the particular Races, are essentially, Racial Archetypes. For example, the Blood Prince and the Blood Mage are for the Primus only, the Ashen Berserker and the Witch Doctor are for the Yildrasyr, and the Oracle and the Templar for the Lumens. These are interesting and add further flavour and detail to the base Classes. For example, the Ashen Barbarian manufactures and consumes toxins that grant him better natural armour, extra attacks, bone spikes that increase natural damage, and even poison fangs! Using them can leave him poisoned, but this lessens as he acquires higher Levels. Later on, he can craft toxins using materials from the Darklands. These Dark Toxins can cause Foul Bloody, which turns the Ashen Barbarian’s blood acidic, and Dragontongue, which gives him a venomous bite. Lastly, the Ashen Barbarian can be ‘Embraced by the Dark’, drawing Dark Sparks into his body, increasing his Erebos to maximum level, his skin cracked and grey, eyes black, and his body smokes… The Blood Mage can substitute Hit Points for spell components, spill his blood to add necromantic damage to a spell, take damage in order to cast a spell without expending a slot, maximise a spell’s damage, and cast a spell without the need for line of sight, have the target save against the spell at Disadvantage, change the damage to necrotic, and even if the spell requires a to hit roll, it automatically succeeds!

The roleplaying game also adds three types of feat—general, racial, and then Class, as well as Backgrounds, all suitable for the Soulmist setting. Soulmist: A Journey from Darkness to Light discusses the nature of magic in the setting as well, noting that Spiritualists and Mistweavers are based on the Cleric and Wizard Classes, that Schools of Magic are replaced by spells tailored to the spellcasting archetypes, and adds Prohibited Magic too. This is practised by witches and sorcerers who delve into the darkest of secrets of the Darklands, drawing upon their own life force and those of others to cast spells such as Inner Offer, the consumption of a creature’s organs to gain benefits to saving throws or damage, and Black Mass to control all of the Dark Sparks in the vicinity, which gives the caster an advantage in situations where ‘The Scales of Nebula’ come into play. To properly study Prohibited Magic, a Spiritualist, Mistweaver, or Witch Doctor needs a Feat such as Dark Acolyte’s Indoctrination or Tarnished Petitioner’s Sacrilege, but both need knowledge of a Prohibited Spell. Knowledge of Prohibited Spells is not widely known, and they must be found or learned from a Dark Acolyte, an existing practitioner. However, when found, Prohibited Spells can be learned by non-spell casters. The use of Prohibited Magic will literally Taint the caster’s soul, force Erebos rolls, and drive up his Erebos level. Although the practice of Prohibited Magic is reviled, the Witch Doctor will sometimes do so in order to turn the power of the Dark back at his enemies.

Rounding out Soulmist: A Journey from Darkness to Light is a list of scenario hooks. There is a decent range here, organised by each of the five Races in the Soulmist setting. This is followed by some notes on how to use the content of SSoulmist: A Journey from Darkness to Light in a standard Dungeons & Dragons, Fifth Edition game. This requires some major decisions, including whether or not to include the use of the Erebos system and Light Sparks and Dark Sparks as the former replaces the Alignment system and the latter empowers numerous abilities.

Physically, Soulmist: A Journey from Darkness to Light is generally well presented and the artwork decent throughout. However, the map of the single area of Fyera given is bland. It does lie within the Penumbra, so falls in part under the shadow, but some variation and some colour, even if muted, would have made it stand out. The main issue is that the book does need further editing as spelling errors and missing text can be found here and there. The index, more a table of contents, is also difficult to use.

The core rulebook for Soulmist: A Journey from Darkness to Light introduces an interesting setting, array of character archetypes with the new Races, Classes, and Sub-Classes, and a potentially engaging set of mechanics with the ‘Erebos’, ‘Sparks of Light and Darkness’, and ‘The Scales of Nebula’ systems that help enforce the back and forth between Light and Dark. However, the setting itself is never really brought to life, its introduction all too brief before the book begins discussing its core new mechanics. There is setting and cultural background for each of the five Races, but this is placed after each of the mechanical details of the Races have been given, so not immediately accessible. Consequently, you get more of a broad overview of the setting rather than one that necessarily draws the reader in and intrigues him. Conversely, the combination of the mechanics—the ‘Erebos’, ‘Sparks of Light and Darkness’, and ‘The Scales of Nebula’ systems—and the new Classes and Sub-Classes do draw the reader in as they present new and interesting options for play. Yet even the mechanics are problematic. The ‘Erebos’ system works fine, but the options for the ‘Sparks of Light and Darkness’ and ‘The Scales of Nebula’ systems are limited. A Player Character only gets two abilities that he can empower with a Spark of Light and only at Second or Third Level and then at Fourteenth Level. There are never going to be a large number of Light Sparks in play at any one time, but it definitely feels as there should be more options that a player can choose from in order to use them. This could be gaining or granting temporary Hit Points, a temporary bonus to hit or Armour Class, and so on. Part of the aim with the ‘The Scales of Nebula’ system is to give the players and their characters the choice to use them or not. Use too many and they risk increasing their Erebos level, use too few and they might not survive the encounter unscathed. With too few options, that intent is not as obviously present as it should be.

The other main issue with Soulmist: A Journey from Darkness to Light is what to do with it. There are scenario hooks at the back of the book, but with a limited sense of the world of Fyera and no discussion at all as to the nature of the forces of the Dark, the Soulmist: A Journey from Darkness to Light is the equivalent of the Player’s Handbook. The Game Master will really need the Darklands supplement to provide that threat. Hopefully, a scenario will follow to showcase what Soulmist: A Journey from Darkness to Light adventure looks like.

Soulmist: A Journey from Darkness to Light introduces a game and setting that has a lot of potential. The conflict between light and dark feels both desperate and epic, and is supported by mechanics and an array of Player Character options to engage in that conflict. Yet the mechanics in particular feel underdeveloped in places and do not quite support the core conflict as well as they should. Despite this, there is a lot in Soulmist: A Journey from Darkness to Light that will intrigue and interest the Game Master who is looking for a different grim dark fantasy roleplaying game.

Mapping Your Heists

Reviews from R'lyeh -

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in Blackmarsh; Dwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; and any number of publishers have sold maps as PDFs via Drivethrurpg.com. Loke BattleMats does something a little different with its maps. It publishes them as books.
A Loke BattleMats book comes as a spiral-bound book. Every page is a map and every page actually light card with a plastic covering. The fact that it is spiral-bound means that the book lies completely flat and because there is a map on every page, every map can be used on its own or combined with the map on the opposite page to work as one big, double-page spread map. The fact that the book is spiral bound means that it can be folded back on itself and thus just one map used with ease or the book unfolded to reveal the other half of the map as necessary. The fact that every page has a plastic covering means that every page can be drawn on using a write-on/wipe-off pen. It is a brilliantly simple concept which has already garnered the publisher the UK Games Expo 2019 People’s Choice Awards for Best Accessory for the Big Book of Battlemats and both the UK Games Expo 2019 Best Accessory and UK Games Expo 2019 People’s Choice Awards Best Accessory for Giant Book of Battle Mats.
The newest release from Loke Battle Mats is the Big Book of Battle Mats: Rooms, Vaults, & Chambers, which presents “Battle maps for Tabletop Roleplaying Ideal for Heists and Other Exciting Encounters!”, marked in either one-inch squares. Unlike other map books from Loke Battle Mats, the plain maps, simple floors without any detail or furnishings, are left until the end, so the volume gets straight to presenting interesting locations that a Game Master can add to her game. It starts with a tavern, all wood flooring and trestle tables on one page, but a stone-floored cellar, connected by a set of stairs on the opposite page. Next, there is some kind of office, which could be town hall or a minor guild hall, but next to that is a gaol with several cells, so together the two maps become a watch house or town guard station complete with its set of cells in which hold suspects or prisoners. Similarly, there are work desks and an office on the next map, but a room with shelves containing books or papers on the other, turning the location into a records office or a library, a plain series of tunnels snake around the map only to connect to room via a hole in the wall (either dug open or blown open with magic of even explosives), whilst an unremarkable work area is turned into something interesting—the backstage of a theatre—because it connects to a stage and auditorium on the opposite page, and an innocent-looking restaurant hides a gambling den complete with dueling room should satisfaction be demanded on the opposite page. Other maps depict warehouses and sections of a sewer system—the latter easy to line up with the sewer maps in other map volumes from the publisher, a sauna complex, a museum foyer complete with triceratops skeleton on display, an abandoned house complete with cobwebs, and even a banqueting hall and kitchen.
The maps are also nicely detailed in places. Food in particular features throughout, whether that is the lonely plate on the desk in the room backstage or sumptuous choice of dishes laid out on the banqueting table, but there are also numerous tools, weapons, and pieces of armour dotting the various locations as appropriate. Another feature is that the maps do not always specifically work for the fantasy genre. They will work in others too. For example, the inn and gambling den would be perfect for the nineteen twenties and thirties, the sauna complex feels very modern, and the museum foyer with its triceratops skeleton would work in numerous genres.
The main feature of the maps in the Big Book of Battle Mats: Rooms, Vaults, & Chambers is their capacity to tell stories. Want the Player Characters to tunnel into the vault of a bank? There is a tunnel and map with a broken wall for that, as well as vault on another map. Or, for a bank robbery, take the office and gaol and make the cells individual vaults. The gambling den is perfect for a raid by the police or a rival gang. The stage is ripe for an interrupted performance. All the Game Master or her players and their characters have to do is supply the details of the interruption. Essentially, depending upon the story being played out, the multiple maps can be used as the Player Characters move from one location to another as events unfold. In addition, because the maps in the Big Book of Battle Mats: Rooms, Vaults, & Chambers depict urban locations, they can often be used again and again, especially in a campaign which takes place in one town or city.
Physically, Big Book of Battle Mats: Rooms, Vaults, & Chambers is very nicely produced. The maps are clear, easy to use, fully painted, and vibrant with colour. One issue may well be with binding and the user might want to be a little careful folding the pages back and forth lest the pages crease or break around the spiral comb of the binding.
It is clear that a lot of thought of has been put into the design of the Big Book of Battle Mats: Rooms, Vaults, & Chambers. Although not every room or map in the collection is either exciting or inspirational, they can all be useful. The best of them are and many of the maps will inspire a gaming group to use them as locations and more, using them to help create the stories they roleplay. The Big Book of Battle Mats: Rooms, Vaults, & Chambers is a really useful sourcebook for city campaigns and its capacity to help tell stories is very nicely thought out.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 2

The Other Side -

The level opens up to a large open gallery. The design is dwarven, but has been modified. The gallery is over 600 ft long.

Room 2

This room is filled with the shadows of dwarven lords and wizard students. They seem to be from different times since they do not interact at all with each other.

Hidden among these shadows are four (4) Spectres.  

These are former minions of the Vampire Queen in life and serve her still after death.

The specters have normal treasure E x4. 

There are also Type A, C, D here as well, but no magic items. The Vampire Queen has used all of those.

On each side of the gallery there are multiple alcoves and exits.

Friday Fantasy: DCC Day #1 Shadow of the Beakmen

Reviews from R'lyeh -

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, can be a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2020’, which took place on Saturday, May 16th, 2020, the publisher released two items. The first was DCC Day #1: Shadow of the Beakmen, a single scenario for the Dungeon Crawl Classics Role Playing Game. The second was the DCC Day 2020 Adventure Pack, which not only provided support for the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, but also for the Dungeon Crawl Classics Lankhmar Boxed Set, with a scenario for each. This format has been has been followed for each subsequent DCC Day, that is, a single scenario and an anthology containing two or three scenarios, all of them short, relatively easy to run and add to an ongoing campaign, or even use as a one-shot of convention game.

DCC Day #1: Shadow of the Beakmen is short and it is designed to be played within a four-hour slot, whether that is at a convention or on DCC Day itself. The scenario is designed for a party of four to eight First Level Player Characters. They are travelling between locations when they come across a small village standing on a lake. From the settlement echo screams and cries of terror, smoke hangs over its rooftops from the buildings already set ablaze, and strange figures move in the shimmering light, some riding crocodiles and wielding a lance of stone tipped with a weird green light in a perversion of the knights of old. Yet this is not what catches the eyes of the adventurers, for a blazing emerald light emanates from beside the lake. There is something dangerous happening there, more dangerous than the marauders roving the streets of the village. As befits a one-shot or convention-style scenario, such as DCC Day #1: Shadow of the Beakmen is that it leaps straight into the situation, presenting the players and their characters with a choice—do they rush to the villagers’ aid or do they ride away? Now to be fair, the Player Characters will be pulled into the adventure whatever choice they make, but DCC Day #1: Shadow of the Beakmen will be all the more interesting if the players decide that the best course of action is to intervene.
Intervention then, sets up what is actually the best scene in the scenario. This is the running battle across the village, down its streets and into the marketplace to the docks and the edge of the lake. It is handled as a series of random encounters, with villagers begging for help, buildings collapsing into flames, and encounters with the strange beaked humanoids, some of whom are riding crocodiles and wielding green-tipped lances, that are attacking the village and attempting to capture the villagers. It feels brutal and desperate. Once at the lakeside, the Player Characters can discover the cause of the light, something strange is summoning something even worse than that attacking the village. More of the beak-faced men! This sets a big battle, but defeating them gives the Player Characters the chance to discover more about the invaders.
The second part of the scenario takes place in the Malachite Stele, a giant stone tower that has erupted from the lake as a result of the summoning. It is a traditional dungeon, although limited to just nine locations and is thus linear in nature. Fortunately, its brevity is made up by its atmosphere, which is muddy and murky, squelchy and slimy, the damp meaning it is also cold. It is thoroughly unpleasant. There is also a good mix of encounters throughout the dungeon. There are pools where the Player Characters can gain great boons or suffer terrible banes in classically random chances, there are chambers with egg sacs incubating more beakmen much like those of Aliens, and there is a challenging big boss encounter at the end, but in between there is the second-best scene in the scenario. This is with the Weaver, a corpulent woman with long silver hair and eight segmented limbs, who spinning the silk that each egg sac is made from. She wants to escape and in the main bit of roleplaying in the scenario, will negotiate for her release. Of course, she cannot be exactly trusted, and it is suggested that if freed, she will want to play a role in the future lives of the Player Characters. Further, if her web is plucked, it enables a Player Character to scry another location in the Malachite Stele complex. This can be random, but it can also be used to hint that the complex contains more rooms than at first seems. Several are behind a secret door—though there is another, more dangerous means of access—and the foresight granted by the web should help the Player Characters to progress further.
Finally, at the top of the Malachite Stele, the Player Characters will face the villain of the scenario, the Master of Shadows. This is a challenging fight, both for the Player Characters to fight and the Judge to run.
Physically, DCC Day #1: Shadow of the Beakmen is decently done. It is lightly illustrated, but the artwork is decent. If there is an issue with the artwork, it is that the Weaver is not illustrated and considering that she has the possibility of her playing a role in the future lives of the Player Characters, not illustrating her was a missed opportunity. Both maps are well done though, and the monsters stats being placed on their stat cards at the back of the adventure makes them easy to use.

DCC Day #1: Shadow of the Beakmen starts with the cliché of a village in peril and gives it an immediacy rarely embraced by that cliché, throwing the Player Characters straight into the action and facing some very strange creatures! The scenario has a couple of really good scenes and plenty of action and really makes for a good low-Level one-shot or convention scenario.

Kickstart Your Weekend: Artist Edition

The Other Side -

 A couple of art Kickstarters this weekend. Both are pretty well known for their witches.

Larry Elmore: The Complete Elmore Volume III hardcover book

 The Complete Elmore Volume III hardcover book

https://www.kickstarter.com/projects/larryelmore/larry-elmore-the-complete-elmore-volume-iii-hardcover-book?ref=theotherside

There is not a D&D player who doesn't know the art of Larry Elmore. I am not even sure what I need to say here.

It's Larry. It's his D&D art. Buy it. 


Broomsticks & Brushwork

A collection of ink illustrations celebrating witches from around the magical world.


https://www.kickstarter.com/projects/kesingersketchcraft/sketchcraft?ref=theotherside

This one just looks fun. 

All sorts of little witches. I would have LOVED to grab an original commission, but I can't easily part with $850.  

But it all looks like fun.


#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 1

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 These stairs take the party down to level 9. The temperatures are much cooler now. 

Room 1

As the stairs descend (at least 200 ft) there are other staircases. Many are broken, but other still look viable. These others usually lead to dead ends, lairs of monsters (use Wandering Monsters), or fall into darkness.

The feeling here should look like a broken and destroyed kingdom of stone.  This is more of the original dwarven mountain and has been less "renovated" by the Vampire Queen.  There are also areas of the original Citadel of Necromancers here too, under the devastation of the mountain.  Dwarven character will be able point out at least four different types of structures here: the original stone of the island, the dwarven mountain, modifications by various wizards and necromancers who lived here, and finally, modifications from the experiments of the Vampire Queen herself.

The Necromantic aura of the upper levels mixes with the demonic ones of the level above and something else that even the most learned magic-user can't quite identify.

Every 6 turns roll for wandering monsters as normal. There is a 25% chance that the monster encountered is a "Shadow" version. It looks like the shadow of the monster. It attacks, but it has no physical form so it can't damage or be damaged. Every 3 turns a "Shadow Wizard" will be spotted. This is a dead wizard or student who does not know they are dead. They go about their business as if it were a normal day for them. They do not damage or interact, but they are creepy.

The Blizzard of Summer 2023!

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One of the best things about blogging and writing about games for so long is I have gotten to meet so many really great people and made some really great friends.

Two such are Tim Knight over at Hero Press and Pun Issac over at Halls of the Nephilim. Both are great guys, and we all have many intersecting interests in RPGs, comics, and movies.  So it is no real shock then when we decide to go over and play in each other's sandboxes.

Over the summer, they graciously allowed me to use two of their iconic characters, The Acrobatic Flea and The Web Archivist, for The Wasted Lands.

Now they have returned to honor and built versions of my misanthrope villain, The Refrigerator, for their own respective supers games, along with tweaks to make him work in their worlds. 

The Refrigerator

Both are great takes on my villain, and I love the additional little details they have both added. 

What is the point of having an iconic character if you can't share it?

#RPGaDay2023 FAVOURITE RPG of all time

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 This is a tough one. I have had so many favorites over the years. Each one representing a different point in my life and gaming.

Favorite RPGs

Most of these will be known to readers here.

Basic (B/X) D&D - not the one I started with that would be the Holmes Basic, but the one that got me deep into the hobby.

AD&D 1st Edition - This is the one I played the most in those early days. The Monster Manual was my gateway drug to RPGs coming from Mythology.

Chill 1st Edition - This was either my first or second RPG after D&D (tied with Traveller) but it was my first horror RPG, and it spawned everything after.

Call of Cthulhu - Not my first Horror RPG, but one of my favorites. Really set the bar on what a horror RPG should be.

Masque of the Red Death - not an RPG by itself, and a bit wonky, it did something I always wanted: it brought my AD&D 2nd ed rules to Gothic Victorian Earth and Horror. Ravenloft brought some of this earlier, and both were my game of choice throughout the 90s until D&D-burnout set in and I went to my next big thing. 

CJ Carella's WitchCraft - I can't overestimate how much this RPG changed things for me. The world was close enough to that of Chill, Call of Cthulhu, and Masque of the Red Death that my ideas for those games gained new life under Unisystem. I loved the game so much I pestered the publisher, Eden Studios, to let me write for them. The result was my next favorite.

Ghosts of Albion - while this might be self-serving, it is my favorite for a reason. Everything I wanted in a Unisystem game is here. Victorian era, magic, horror, and Unisystem. I would have happily written for Unisystem for ever if I could have.  Which leads me to my last one and the top of my list.

NIGHT SHIFT Veterans of the Supernatural Wars - Again, a little self serving but NIGHT SHIFT is everything I have ever wanted in a game. It combines the best mechanics of all the games above along with a play style I love and in a world, or more to the point worlds, I enjoy.

If I only get to pick one, then it will be NIGHT SHIFT.

NIGHT SHIFT

I have had the luxury and the privilege to work on a great number of RPGs over the years. Some of which were dream jobs and dream games. I consider myself lucky. But of all of those, NIGHT SHIFT is not just my favorite game, favorite rules, and favorite setting; it was also my favorite writing experience. Only Ghosts of Albion and my various Witch books come close.


Thank you, Dave Chapman for hosting this again! I had a great time.

RPGaDay2023


#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 31

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 The last room on this level is dominated by a large treasure horde and an equally impressive guardian.

Room 31

Red dragons were promised all the treasure in the former Dwarven kingdom. This Red Dragon is the last of their offspring. He is not as crafty or as strong as his forebearers, but he is still challenging.

He has H x5 treasure. There are a couple of chests of holding as well.



#RPGaDay2023 OBSCURE RPG you've played

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 I have a soft spot for Obscure RPGs. But I think one of my favorites, warts and all, is Lee Gold's "Lands of Adventure."

Lands of Adventure

The game has some flaws, but it is such a fun concept and a great idea. Plus, the art and design are fantastic. 

I reviewed it a couple of years ago but have only played once or twice since then. It really is an old-school gem from the ancient days of Dragon Magazine.


RPGaDay2023


#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 30

The Other Side -

 Continuing on past the Queen's broken throne room, the party turns a corner to the left and sees a horrific sight.

Room 29

Trapped inside a magic circle is an ancient Chaos Hag. Though it is hard to know which kind she is, but she tries, and fails to shift her shape to that a beautiful elf maiden.

She croaks out, her voice dry and cracking, to be let out. She is in a panic. These are the first people she has seen in centuries. 

She will make a weak attempt to claim she is an elf polymorphed into a hag. This ruse though can't last, since she is so hungry. Her's is a similar tale to other creatures here. 

IF the party says they are hunting for the Vampire Queen then she will say she was trapped here after the Queen took over. This is true. She also says that there is only one seal left holding her in. Also true.

If the party agrees to free her she will give them the Hand of Glory at her feet and that will allow them to sneak past the guard of this level.  Mostly true. She will give it to them yes, but the Hand is so old it won't work very well.

Also there is 50% chance that if freed she will attack the party and eat them.

Mail Call Tuesday: New Dice from Threshold Diceworks

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 Hello. My is Tim, and I am addicted to dice.

It began innocently enough. I got a set in my D&D Basic. Then another in my D&D Expert Box. Then B. Dalton's Bookseller in White Oaks Mall had Dragon Dice in full sets and percentile genators.

Then I got clear sets. Blue sets. Discover more. Now...well, now I have no clear idea how many I have. I have sets for characters, a set for each game, and sets for DMing certain campaigns. Metal dice, tiny dice, huge dice.

So what did I get in the mail yesterday? You guessed it.

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

I even have some Armory Dice Markers for them! I might swap a d10 in each set for a proper set of percentile dice. I can even use them for Star Frontiers.

Now. I just need a good dice bag for them.

These will likely be my Old School Essentials dice or my Wasted Lands ones. 

In any case, I am really happy to have them. When they start selling more I need to snag an orange d8.

#RPGaDay2023 Most memorable ENCOUNTER

The Other Side -

AD&D Lich
Ah. This one stuck with me as the most memorable encounter.

It would have to be the first time I encountered a Lich in the AD&D 1st Edition days. I think it was the summer of 82 or so.

The DM read the monster's description, and she decided that it had all these new spells because it was a former high-level magic-user. She played the monster as we would have today, but back then, that was kind of a new thing. Not only that she had poping in and out of the Ethereal Plane more or less at will. 

Needless to say it kicked our 6th to 7th level asses. That lich kicked our asses.

While I was annoyed, I later looked back on it and thought about how well she had done with it all. 

So yeah, freaking Liches are dangerous.

Since that day, my undead have all been way more powerful. 


RPGaDay2023



#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 29

The Other Side -

 The cave continues. Further ahead is an open area. There is what appears to be a broken stone throne. 

Room 29

This appears to be the queen's throne room, but it appears to have been destroyed. There is subtle magic on the throne. 

If a dwarf or female character sits on the throne a scene is played out of the throne room in it's glory days. All the PCs see dwarven courtiers with gnome, human, and even elven dignitaries. All enjoying themselves as scenes through the years are shown. One scene shows what appears to be an informal gathering interrupted as the figure of the Vampire Queen comes into the room ridding on the back of some demonic hell-beast. Demons soon overrun the room and kill everyone in sight.

Characters must save vs. Paralysis or feel the death shock of those victims. Failing, they take 2d6 hp of damage, save for half.

Characters gain 45 xp each for seeing this scene.

If a female dwarf sits on the throne, then she sees the same tableau, but does not need to make a save and she takes no damage. She also gains The Blessing of the Dwarf Queen for the remainder of this level. This is a +1 to hit and +1 to all saves.

Monstrous...Harvest

The Other Side -

 I interrupt my regularly scheduled Monstrous Monday post for our monster harvest we worked on over the weekend.

Tomatoes
More tomatoes
More tomatoes
Garlic
Garlic
Garlic


Peppers
Veggies
Veggies

Long-time readers will know that my wife has a huge garden. She has over 115 tomato plants and somewhere north of 120 peppers from sweet to super hot. 

We brought in tomatoes, peppers, carrots, garlic, some onions, okra, beans, basil, and even some potatoes. 

We spent Sunday processing them all.

Tomato sauce
Tomato sauce and soup

I processed about 3 gallons of Tomato sauce and we also made tomato soup to freeze.

This was our third harvest this year so far and we have least two more.  With all the picking (and you have to do the weeding then too), processing, and freezing, we hit the couch last night, and both of us crashed.  This was all a lot easier 25 years ago when she started her garden.

Honestly, I should have made a "Tomato Monster" but was too beat.

Now to convince my chef son to make me something will all this garden fresh produce!

#RPGaDay2023 SCARIEST game you've played

The Other Side -

 Scares do not come easy to me anymore. I consume horror movies like most people watch sitcoms (and laugh as much), nearly all my non-D&D games are horror and a fair amount of my D&D ones are as well.  So for a game to REALLY scare me, it has to be special. And it is usually NOT due to the rules being used.

Case in point. My online games from 2006 to 2009 that I called "Vacation in Vancouver."  I played it starting with WitchCraft and then moved over to True20 (a game not known for its horror).

True20True20 Adepts Handbook

The hook was that members of Vancouver's supernatural community were going missing.  Long story short, there was this entire underground where vampyres, demons, and witches were getting together and engaging in all sorts of lewd sexual acts in exchange for essence.  After a while, even open acts of magic were considered acceptable.

The game, though was not really about sex or even depravity (there was a lot of sexual slavery going on and it was hard to know who was using who), but about addiction and losing yourself.

A couple of characters had to be literally pulled back from the edge.

As a role-playing experience, it was intense.  There was not much combat, to be honest.  Part of that was out of choice (the characters were investigators, not thugs) and part out of necessity (combats online can be dull, even in Unisystem).

The game ended like many others, not with a big finale but gradually dying off.

The mystery of where all the supernaturals were going was solved, but not the one of the demonic sex trafficking. The demons never actually killed anyone. In fact, they seemed to be concerned for the welfare of the Gifted and Lesser Gifted in their "care".  And there were plenty of volunteers for the demons, too, since the exchange of Essence was pleasurable for both (but only humans can 'regenerate' Essence).

There were some very interesting games, though, that came from all of that.  It was one of those rare RPG moments where the bad guys might have won, and there was nothing the PCs/Cast could do about it.  While the game was fun and provided some of the best pure Horror roleplaying I have run in a long time, I am just not sure how it could even be revisited.

RPGaDay2023


#RPGaDay2023 Game you'd like a new EDITION of...

The Other Side -

 This is a two-fer for me. There are two games I want to see a new edition of and I hope that once again they are the same system.

I would love to see a new edition of Mutants & Masterminds AND a new edition of a DC Comics RPG.

DC Adventures and Mutants & Masterminds

I started with M&M back in 2nd Edition and I loved it. Such a great game.

When 3rd Edition came out I grabbed the PDFs right away and was going to pick up the print versions, but Green Ronin also had released the DC Adventures game that used the same M&M 3rd edition system. So I got all of those books.

I'd love a 4th edition of M&M and wonder if it couldn't move a little closer to their AGE system.

I also want a new DC comics RPG. I know there is a new Marvel game out and yes it looks great, but I have always been more of a DC guy.  I also want to buy more Green Ronin stuff.


RPGaDay2023


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