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Larina for Witchblood

The Other Side -

WitchbloodToday is October 25th, the day I traditionally observe as the "birthday" of my first real witch character Larina.  Since I rolled her up in 1986 she is now 36 years old! Not too bad really.  I thought she might be a perfect character to try out for Witchblood. I reviewed this game just this past Sunday to start my last full week of #100DaysOfHalloween

The Game: Witchblood

This is a new game from Rose Bailey, (author of the great "Die For You" RPG), Benjamin Baugh ("The Shadow of Golgotha" with Bailey), and Jacqueline Bryk (lots of Onyx Path titles). While reviewing it I knew I wanted to build some characters right away. The only downside for me is that character building for this game is best done with all the players in Session 0 so everyone knows what they are doing and how all the characters work together.

I don't have that luxury here and now, but at least using a character I know so well makes some choices easier. So I printed out my sheets and hit Chapter II: Wanderers and went through the extremely easy Character Creation process.

I knew some things up front. Larina was a Witchblood and a Wise One. But there were still things for me to discover about a character I have known for 36 years.

The Character: Larina Nix

In Witchblood you start with your name, your Birthright, and your Calling. You Birthrighe sets your points for the Identity pairs of Patience-Cunning (Mental Identities), Vigor-Grace (Active Identities), and Understanding-Persuasion Spiritual Identities).  

Your Calling sets your points for dual Quality pairs of Generosity-Selfishness and Demonstration-Observation, Courage-Wrath and Endurance-Defiance, and Trust-Faith and Honesty-Deceit.  These points can change in the course of the game. Sometimes rapidly and often. Always due to the nature of what is going on around them (these changes are called Slides).

For Larina here, these were easy choices for me. Her Birthright is Witchblood and her Calling is Wise One. For her Profile, I went back to her early incarnations as a lone solitary witch so the Stranger seemed like a good one.

Next, I added her bonus dots/points. I get to raise my Birthright or Calling by +1, I picked Calling since the earliest versions of Larina always had her hearing the "Call of the Goddess" at an early age.  I get +3 points for Identities but none can be raised over 3. All my pairs had one 3 in them, so that meant just adding to the ones with only one in them. I kept her Patience at 1 and moved Understanding to 3.  Lastly, for points, I get +5 points for Qualities. These were distributed across all six pairs. Finally I calculate my Violence Potential, which is a 9. This is mostly used in combat situations. 

What does this give me?  Well, I am actually rather pleased with it.

Larina in a purple dressLarina y Diamynedd, art by me Larina Nix

"The Witch of the Wood," "y Diamynedd (The Impatient)"

Birthright 3
Calling 2
Profile: The Stranger

Patience 1 / Cunning 3

Generosity 3 / Selfishness 1

Demonstration 1 / Observation 2

Vigor 2 / Grace 3

Courage 2 / Wrath 2

Endurance 2 / Defiance 3

Understanding 3 / Persuasion 3

Trust 1 / Faith 2

Honesty 3 / Deceit 1

Violence Potential: 9

Traits

She knows,

  • the speech of the higher animals, though they owe you no fealty.
  • the best paths through the wilds your witch dwells in, such as the forests, glaciers, or deserts.
  • appropriate gifts to attract the attention of most supernatural beings.

  • the difference between illness, poison, and curses.
  • how long a wounded or injured person has to live.
  • herbal or other remedies for common illnesses, poisons, and curses.

Liar’s Magic
Awaken the Wilds
Fulfill Fate

Predict Weather
Treat Wounds
Ward Curse

Stranger Prompts

What do they call you?
  Larina y Diamynedd (The Impatient one)

What do you do?
  I travel to learn more about the nature of magic

Why do you stand out?
   People can tell there is something off about me. Even when they can't see my witchmark on my left wrist.

Why can’t you go home?
   My home burned. I have nothing and no one left.

What have you picked up on your travels?
   Knowledge of the world and friends. 

Why do you travel with companions?
   They are my found family. People who accept me for who and what I am.

Why are you dangerous to your companions?
   There is a darkness that follows me. Whatever gave me my magic is jealous of my attention.

Why do you interfere?
   Because I must. Not everyone in this world has my gifts and the world is not just.

--

OK! I like this. In fact, I like it so much these sheets might get stapled to my D&D version of her as a role-playing guide. 

Now to find a group to play with!

Oh. And Happy Birthday Larina. 36 looks good on you!

100 Days of Halloween: The Complete Wizard's Handbook (AD&D 2nd Edition)

The Other Side -

The Complete Wizard's Handbook (AD&D 2nd Edition)This week is all about D&D. Since I have been doing spooky things in general and witchy things in particular, this one *might* stretch this notion a bit. But this book does give us our first-ever official Witch class, er... kit for AD&D. So for that reason alone I should consider it.  But there are other reasons for me to consider this.

The Complete Wizard's Handbook (AD&D 2nd Edition)

PDF and softcover editions. Black & White interior art. 128 Pages.

For this review, I am considering the PDF on DriveThruRPG and my softcover book from 1990.

So a bit of background first. AD&D 2nd Edition came out in later 1989 and introduced the concept of Kits. These were roles that could be taken by a class. They are similar in many respects to the sub-classes or archetypes of D&D 5. You took a kit at the first level and that gave some powers, abilities, and restrictions. They quickly got bloated and dare I say, game-breaking (looking at you The Complete Bard's Handbook) but the early ones like this gave the game some great flavor, and others, like The Complete Psionics Handbook, extended the rules in interesting ways.

The Complete Wizard's Handbook is all about wizards, magic-users, and magic.

Ok class what spell is this?Chapter 1: Schools of Magic

This is not a classroom-like school (though it can be) it discusses the 8 schools of magic codified by AD&D (that is still around today). In AD&D 2e you could have a "Specialist Mage" or someone dedicated to a particular school, they excel in casting spells from that school but can't cast spells from an opposing school.  The example in the Players Handbook is the Illusionist, a holdover from AD&D 1st Ed. Arguably the most popular would become the Necromancer. (more on that later).

Each school is detailed and the requirements for each are also given on top of the requirements for a Generalist Wizard. For example, a Conjurer must have some human blood (seems random) and Enchanters need a Charisma score of 16 or above (that makes sense).

Chapter 2: Creating New Schools

This covers the creation of new schools of magic that either augment or abandon the schools above. It is a great primer on how magic might work and how it could be learned. While the standard schools are not dropped here, they are reorganized. This chapter is also helpful for anyone wanting to rethink their wizards can do. If Original D&D gave us a magic-user that can do anything, this gives us multiple types of wizards that collectively can do it all and not always the same way.

Chapter 3: Wizard Kits

At only 20 some-odd pages this section feels larger. And it is also the focus of my attention today. There are 10 kits detailed here, each with requirements, preferred schools, barred schools and what they do. The kits are the Academician (scholar of magic), Amazon Sorcerers (what it says on the tin, but all the The Complete Class book had an Amazon kit), Anagakok (Wizards from primitive cultures), Militant Wizard (also what it sounds like), Mystic (in this case a sort of pacifist wizard), Patrician (a wizard of noble birth), Peasant Wizard (just the opposite), Savage Wizard (wizard from very remote areas), Witch (why we are here), and the Wu-Jen updated from the 1st Ed AD&D Oriental Adventures

I mentioned this was the first official witch in AD&D, this is true, but it is not the first official witch of D&D. That honor goes to the witch school for Magic-users in GAZ3 The Principalities of Glantri which predates this by 3 years.  The witch here is easily the most detailed of the all the kits along with the Wu-Jen.

The kit creation section was a well-used and abused feature of this book for me when working on other kits and subclasses.

Chapter 4: Role-Playing

This chapter covers all sort of role-playing advice and tips for wizard characters. Various personality types are covered here; the Altruist, the Brooder, the Mystery Man, the Showman., and more. There are also adventure ideas and plot hooks for wizard characters. 

Not the Scarlet WitchNot the Scarlet Witch

Chapter 5: Combat and the Wizard

AD&D wizards at low levels are easy to kill, so combat tips are most welcome. This covers Defensive spells and Offensive spells and how to best use them. There is also a bit about the restricted weapons list of the wizard.

Chapter 6: Casting Spells in Unusual Conditions

Details what spells are effective where and more importantly which ones are not effective. This includes the mundane underwater and the more fantastic environments like the planes. Also various conditions on the spell caster like blindness, impaired hearing, and speech.

Chapter 7: Advanced Procedures

Covers level and spell advancement to 32nd level. Details on various spells and a bunch of materials on how illusions work in the game. Details on spell components, spell research, and magic item research and creation.

Chapter 8: New Spells

Pretty much what it says. 40 new spells for AD&D.

Chapter 9: Wizardly Lists

Various lists from 25 helpful familiars, to five unusual places for spell components, nine magic items that have not been invented yet, and more. There are maps, locations, and even 12 new magic items.

The utility of this book for AD&D 2nd can't be undersold. There is more here than just class information there is also information on the very lifeblood of most fantasy games; magic.  While the book is solid AD&D 2nd ed there is enough information here for players of any edition of D&D. 

I have mentioned in the past that the magic school and wizard training information makes a great complement to the magic school found in GAZ3 The Principalities of Glantri.  In fact most of my late 90s AD&D 2nd ed games revolved around this idea.  I even brought many of those ideas back to my short-lived D&D 4th Edition game.  And most recently have gone back to this book for my newest AD&D 2nd ed character Sinéad.

I am surprised about how much I can still get from this book.

And obviously, it was the model I followed when I did my very first witch book 23 years ago this week!

Wizards and Witches



The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Witchcraft (1988)

The Other Side -

Witchcraft (1988)Here is one that has been on my list forever it seems. I had dismissed it because the later entries into this series were barely more than soft-core.

Witchcraft (1988)

Grace (Anat Topol) is a new mother. During her delivery she has visions of two witches, a man and woman, getting burned at the stake.  Her baby, William is fine and to help her out her husband John (Gary Sloan) suggests they move in with his mother Elizabeth (the impossibly named Mary Shelley). Grace already suspects something strange about Elizabeth. She keeps having bad dreams and Elizabeth keeps pushing this tea onto her.

Grace asks her priest, who took care of her after her father killed her mother and himself when she was a child.  But when he gets to the home he sees visions of Hell. When we see him next his face is covered in boils. 

John is avoiding Grace, and spending more time with his mom. Grace finds a secret room with a weird mirror that shows her the same vision she saw before but now the man and woman are seen to be John and Elizabeth. 

She tries to leave but learns her home has burned down, she reaches out to her priest, but he hangs himself, and she gets her friend to come over to help her, but she gets beheaded.

We learn that John and Elizabeth are the reincarnations of the witches burned and her baby is the baby Elizabeth was pregnant with when she was burned.   Grace is about to sacrifice to Satan when their butler stabs John and Elizabeth kills the butler (with a great practical effect). Grace kills Elizabeth and leaves with her baby.

The movie is not great, but it has good points. Ok not a lot, but given what I know about the sequels it does put them in a better light.


October Horror Movie Challenge 2022
Viewed: 37
First Time Views: 27

October Horror Movie Challenge 2022

Monstrous Mondays: Devils

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Last week I concluded my This Old Dragon retrospective of the Devil and the Nine Hells as they appeared in Dragon Magazine. Today for Monstrous Monday I want to look at some books about devils and show how there is a direct line continuity from those Dragon articles in 1983 to the 3.5 Fiendish Codex II: Tyrants of the Nine Hells from 2006 and even the 4e The Plane  Above in 2010.

Devils 3e and 4e styles

Fiendish Codex II: Tyrants of the Nine Hells (3.5)

Tyrants of the Nine HellsPDF and Hardcover. 158 Pages. Color covers and interior art.

This book does for Devils what the Fiendish Codex I: Hordes of the Abyss did for demons. Sadly there is no Fiendish Codex III. For this review I am considering my hardcover I bought back when it came out and the PDF on DriveThruRPG.

Preface: This might one of the more important bits of D&D fiction out there. Devils in D&D have always had a problem. No not from busy-body mothers and evangelicals looking to ban D&D because of devils and demons (they would find something else anyway), the issue is that the very nature of the devils in question tie them closely to the Abrahamic religions.  Asmodeus is a Jewish demon, Baalzebul comes to us from Beelzebub, another demon found in the Bible by way of Judaism. Mammon comes from the New Testament and Belial from the Old Testament.  Remove the Judeo-Christian origins who are these demons? This new(ish) preface gives us the new origins of these devils and how they fit into the D&D cosmology and the Blood War.

Introduction is just that, tells you what this book is about.

Chapter 1: All About Devils covers devils and hell. The only valuable things in Hell to the devils are souls.These are what they strive to collect, to barter, and bargain with.  Where demons are spit up from the nature of the Abyss itself, devils need souls to make more devils. This should imply there is a distinct dichotomy in the devilish hierarchy; devils that were raised up from souls to devils that fell. Speaking of hierarchy this chapter goes into that and how devils rise up from one form to the next. Also discussed are Demons and Devils and the Blood War. 

There is advice on running devilish encounters and how to deal with Faustian Pacts, devil worship and infernal alliances. Yeah, this in not 80s D&D.  Pretty much everything in this chapter can be used with any edition of D&D.

Chapter 2: The Hells. A detailed "guided tour" of Hell. We are going over some of the same ground back when Ed Greenwood took us here in 1983 in Dragon #75 and Dragon #76. There is more details here and some layers have changed a bit; Avernus comes to mind. Throughout the layers, we also get a listing of the various D&D Gods that live in the Hells. Something that I spent a lot of time covering in my series One Man's God.  There are updates not just from the AD&D 1st ed time of Ed Greenwood's article and the Blood War material of late 2nd Ed AD&D, but from 3.0 D&D as well. Phlegethos is now controlled by Fierna instead of jointly controlled by her and her father and Glasya in the newly anointed Lord of Malbolge having offed the Hag Countess. All great material and more than I'll ever use in a game.

Chapter 3: Game Rules. This cover the 3.5 D&D specific rules. There are Hellbred characters, new feats, and new Prestige Classes. Of special interest to me is the Hellfire Warlock. There are also plenty of new spells. 

Chapter 4: Devils are our new monster listings of devils. The Abishai are back, along with 16 other devils, some new and some updated.

Chapter 5: Lords of the Nine detail the Nine Archdukes. You can pretty much tell what version of D&D you are using by who the Archduke of Avernus is. In 3.5 it is Bel. Though I think he might have been it for late 2nd ed as well. All the Archdukes get a bit of a makeover from their 1st Ed days. Dispater has hair now, Mammon has a new cursed form, Levistus is the lord of Stygia, and Glasya gets the best upgrade and is now Lord of Sixth Layer Malbolge. Baalzebul still looks like a slug. Mephistopheles is still working on Hellfire. Only Asmodeus is constant. As he demands it. 

As its sister product, this is a great book on Devils and the Nine Hells for any edition of D&D.


The Plane Above: Secrets of the Astral Sea (4e)

PDF and Hardcover. 160 Pages. Color covers and interior art. I am considering both my hardcover (one of the last D&D books I ever bought at Borders I believe) and the PDF from DriveThruRPG.

4e reordered the Cosmos and that is fine for me really. In 3e they explained that how one perceives the outer planes is largely based on how they believe they should perceive them. So Hell in 4e is both a "Lower Plane" and an "Upper Plane." No contradiction really.

This book has the same relationship to The Plane Below as the Fiendish Codices have to each other. 

Chapter 1: Astral Adventures cover adventuring on the Astral Sea. Again it is easy to see why Wizards of the Coast moved their version of Spelljammer to the Astral. The seeds for that are all here. Indeed Spelljammers are mentioned on page 19 as a means of siling the Astral Sea.

Chapter 2: Divine Dominions deal with the homes of the gods and the afterlives of mortals. Different sorts of creatures are detailed here; gods, angels, the exalted, and Outsiders. A few divine domains are also detailed. Arvandor is the home of elves and eladrin. Celestia the Seven Heavens. Chernoggar is a plane/world that essentially has the Lawful Evil Gods of War Bane and Gruumsh fighting it out for all of eternity. 

The Nine Hells get their own special sections. This repeats some of the details (but not copy-paste) from 3e about the fall of Asmodeus and the creation of Hell. [Aside: D&D really needs its own Silmarillion, Kalevala, or Enūma Eliš] There some small adventure encounters here too. A few more domains are also detailed.

Chapter 3: The Deep Astral Sea is very far removed from the normal lives of mortals. Here various new races are discussed like the familiar Githyanki, and the less familiar Maruts and Quom. Here there are also forgotten and "shattered" domains like Carceri and Pandemonium. 

Chapter 4: Astral Denizens cover our "monsters." Here are 44 new monster stat blocks including six new devils. Among these, there is the return of Bahgtru, Luthic, and Other Side favorite Vaprak

This book would make for a great trilogy of books with "The Plane Below" and "Manual of the Planes." With the PDFs from DriveThruRPG it would not be too difficult to print them out and rearrange as needed.  It would be a 480-page book, but it would also be the ultimate source of the planes knowledge in D&D 4e.

Module D1 – Descent Into the Depths of the Earth

D&D Chronologically -

Cover – UK, Aus What’s New?
  • First module with tear off hand-out map for the players!
  • First module with 2 versions of a map – one for the DM, a matching partial one for the players
  • First module to have 1 map level go over 2 panels
  • First modules to have Wizard logo, not Lizard logo
  • First mention I can see of the expression “The Game Wizards”
  • First module to have the Underdark! Not that it was called that at this time
  • First TSR module to have a hex map
  • Gygax cautions the DM to read the whole module and the next two to figure out how much help the elves will be to the party, depending on their numbers and level strength
Art
  • DCS III front cover, like G1 and G3
  • Back cover by DCS III – nice for the players to see because it shows the 3 main monster types they encounter – trolls, troglodytes, bugbears
  • DCS III had the lion’s share of the incidental art as well – another 8 pieces, with Trampier only providing 3
  • The giant slug picture is just such classic D&D
Back cover – UK, Aus General
  • Interesting that the module cover mentions the forthcoming Q1 which would take years to come out
  • It’s nice to have a bit of art at the start showing the hoists across the river of lava from the end of G3
  • Gygax says this module should not be as difficult as G3 and is more of an introduction to the underworld for the players
  • Besides the main route through the underdark, there are lots of side passages and big encounter areas that are “to be designed by the DM or in a Forthcoming Module”, (which they never were)
  • Seeing as there are a lot of passages and travelling, two and half whole pages are given to random encounter tables and descriptions
  • Lots of caverns, lots of monsters
  • Like… lots of monsters – caverns and caverns of 12 bugbears, 14 bugbears, 10 trolls, 18 trolls, no treasure – as Gygax says at the start “Here are the bones of the adventure. You must breathe life into this framework after you flesh it out.”
  • There also seem to be more monsters with names than in the previous modules, eg bugbear chief Grubblik and his son Bruzblid
  • Somewhat oddly, the new monster described at the end, the Jermlaine, only appear in the random monster table for tertiary passages
Date Information – August 1978
  • See info on G1 page
  • Like the G series being released at Origins 78 after the tournament, a month later these were released after the tournament at GenCon
  • The most confirming bit of evidence for their release at GenCon is oddly enough an ad in the October Dragon mag – it’s a full page ad for the G series with a line at the bottom that states “Plus three new modules to be released at GenCon!”
  • Then next month, there’s a full page ad for the D series in the November Dragon mag #20
  • There’s more info about the release at GenCon in the history at DriveThruRPG
  • Official copyright is 1978-09-26, ie September, but that was registered on 1983-01-27

Scares in Scotland

Reviews from R'lyeh -

Station ‘S’: An Anomaly in Scotland Heralds Doom for All Mankind is a scenario for Call of Cthulhu, Seventh Edition. Published by Stygian Fox, it is set in Scotland during World War Two, and can therefore be run as part of a World War Cthulhu campaign—soon to be updated to Call of Cthulhu, Seventh Edition by Chaosium, Inc.—or with some effort adapted to play using the latest version of Achtung! Cthulhu from Modiphius Entertainment or with Delta Green: A Roleplaying Game of Lovecraftian Horror and Conspiracy. The scenario is short and can be run as a one-shot or a convention scenario and comes with its own set of four pre-generated Investigators. It is clear in its inspiration, Stanislaw Lem’s novel, Solaris, and consequently, the resulting scenario shares with it an unnerving uncertainty and a sense of secrecy which means that the horror is more personal and thus more subtle. Consequently, Station ‘S’ is a vastly superior to the previous scenario from the publisher set during World War Two, the execrable The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War. With clues and elements tied into the scenario’s four pre-generated Investigators, the scenario will be more challenging to use in an ongoing campaign, but it can be done.

Station ‘S’: An Anomaly in Scotland Heralds Doom for All Mankind opens with a briefing. Contact has been lost with a secret research station on the banks of a saltwater loch in Scotland. There a team had been set up to study a strange anomaly in the loch—the appearance of a German U-boat, missing its crew, but almost nothing has been heard from the team in the last week and even then, the messages have been odd. The Investigator team consists of an Army officer, an Army non-commissioned officer, a historian, and a scientist (curiously no-one from the Royal Navy is sent considering a submarine is involved) and they are to make contact with the staff at Station ‘S’, determine their status, and then bring both them and any technology from the U-boat back. Although the Investigators have a few files to read, information is scant and considered top secret, so the real investigation begins as the team vehicle crests the top of the rise overlooking the isolated research station and the loch.

The Investigators find the base in disarray, with just a handful of staff still present, but desperate and deranged. As the Investigators explore the ramshackle base, they begin to find anomalies and things that that should not be there, things that only they know. These secrets are intentionally seeded throughout the research station and the U-boat, with notes for the Keeper to add more and enhance the sense of mistrust and uncertainty that pervades what is a mini-sandbox. Exploring the meagre facilities is a challenge in itself, especially the U-boat, and by the time the Investigators have been everywhere, the strange anomalies and secrets are likely to have scoured away some of their Sanity.

The scenario is by design opaque, especially the threat at the heart of it. In some ways it is a locked room situation, the Investigators trapped in the valley unless they can find the solution to getting out. One primary means is provided, which is in keeping with the nature of the Mythos threat, itself equally as opaque, although the players and their Investigators are free to come up with their own and several are suggested to that end. This pushes the scenario away from the type of story where the monster is unstoppable and will kill all of the Investigators unless they determine and devise the monster’s one weakness. This is not to say that death is impossible, but it is not the main thrust of the scenario.

The scenario is also primarily player and Investigator led, the Keeper provided with a range of prompts and keys scenes in what is a relatively short affair. In fact, in comparison to the earlier overblown and decidedly underwhelming The Foulness Island Vanishings, the design and writing of Station ‘S’ is distinctly succinct. The succinct design combined with the nature of the Mythos threat does mean that the scenario requires a careful read through by the Keeper and it does mean that it needs a degree of development in places. The Investigators will need some background sheets prepared and the Significant People, Meaningful Locations, and Treasured Possessions are not marked on all of the Investigator sheets. The deckplans of a U-boat will be useful, there being only the one, rather plain map included with the scenario. One missed opportunity in the scenario is the Nordic or Viking thread, which is not as developed as it could be. Having a Viking longship sail of the mist on the loch or a Viking warrior loom out of the mist ashore would add to the weirdness happening at Station ‘S’.

Physically, Station ‘S’ is neat and tidy. It needs a slight edit in places, but is in general, well presented and accessible. A huge improvement on previous releases.

Station ‘S’: An Anomaly in Scotland Heralds Doom for All Mankind is succinct and scary, an atmospheric one-shot perfect for a night’s unsettling horror. This is the best original scenario which Stygian Fox has put out in quite a while.

The Other OSR—Cairn

Reviews from R'lyeh -

The Old School Renaissance continues to evolve although in small steps. Thus we have Cairn, a small Old School-style roleplaying game derived from two other designs, Into the Odd and Knave, both highly regarded. Designed to be played by a Warden—its term for Game Master and a handful of players, it casts the Player Characters as hardened adventurers who undertake to explore a dark and mysterious Wood populated with strange folk, hidden treasure, and unspeakable monstrosities. As a system, it does not use character Classes, eschews Experience Points in favour of in-world experience to gain new skills and abilities, has death firmly placed around the corner, and play has the Player Characters working together towards a common objective. Thus, from Into the Odd, Cairn employs three attributes, deadly combat with automatic hits which make armour a wise choice and forces a player to ask whether combat is always the right solution, armour deducting damage suffered, whilst from Knave, it uses the equipment slot mechanics for everything a Player Character carries, including the one-spell spellbooks and similar tables for determining traits for the character.

Where Cairn starts is in presenting up front its principles of play for both the Warden and her players. For the Warden these deal with how information, difficulty, danger, choice, preparation, narrative focus, treasure, and fate are handled during play, whilst for the player they cover agency, teamwork, exploration, communication, caution, planning, and ambition. For example, when it comes to danger, the Warden is told that the Player Characters face real risk of pain and death; that she should telegraph any danger clearly to the players and their characters; traps should be obvious allowing the players and their characters time to work out to disarm them; and she should provide opportunities to solve problems and interact with the world. For the players and their characters, they are advised to use teamwork, seeking consensus before rushing to act, agreeing to follow the same goals and limits, to respect each other, and consequently accomplish more as a group than single characters. Many of the points are obvious, but here they are placed up front for both player and Warden, and direct and to the point. It is a case of, “Here is what you are playing and here is how you play it to get the best out of it.” It is solid advice and both sections should be read by the Warden and her players.

A Player Character in Cairn has three abilities—Strength, Dexterity, and Willpower. These are rolled on three six-sided dice. He has between one and six points of Hit Protection. This is not Hit Points in the traditional sense of roleplaying games, but rather a measure of resilience, luck, and gumption, rather than health. He has an Inventory of ten slots, which includes backpack, both hands, and upper body. A player rolls for the three abilities, and then on tables for name and background, and various character traits, including physique, skin, hair, face, speech, clothing, virtue, vice, reputation, and misfortunes. He also rolls for armour, helmet and shields, expeditionary gear, tools, trinkets, and a bonus item. In addition, the Player Character has some rations, a torch, and some gold. Optional Gear Packages are listed if the Warden and her players want to play a more traditional style of fantasy roleplaying game. These include Cleric, Dwarf, Elf, Fighter, Magic-User, Ranger, and Thief, but also the odder Dowser, Friar, and Knight. Most of the traits are roleplaying and appearance cues, but the Player Character’s Background suggests an area of knowledge and skills, though this not reflected mechanically in the game itself. It is left up to the Game Master to decide whether that is the case or not, but mechanically, this would have made each Player Character stand out a little more. The process is straightforward and takes a few minutes.

Name: Esme Hunter
Background: Smuggler
Strength: 07 Dexterity: 10 Willpower: 08
Physique: Scrawny Skin: Soft
Hair: Filthy Face: Rat-like
Speech: Formal Clothing: Bloody
Virtue: Courageous Vice: Craven
Reputation: Respected Misfortunes: Cursed

Equipment
Armour: Brigadine
Helmet and Shield: None
Weapons: Dagger, Cudgel, Staff
Backpack: Three days’ rations, torch, Wolfsbane, Drill, Dice Set, Metal File

Mechanically in Cairn, a Player Character rolls a Save against an appropriate ability, aiming to roll equal to or under. A one is always a success and a twenty always a failure. It is as that, and combat does not much more in the way of complexity. In combat, a player will primarily be rolling to gain initiative and to inflict damage. Gaining the initiative—and therefore either the high ground or a point where an ambush can be performed—is important because it means that the Player Character can get a strike in first, inflict damage first, and hopefully defeat an opponent. This is because very attack hits and inflicts damage. Damage is rolled by weapon type, from a four-sided die for sling shots to a ten-sided die for a polearm, but attack damage can be reduced to a four-sided die no matter what the weapon if the combatants are fighting from a position of weakness or increased to a twelve-sided die if fighting from a position of strength.

Armour reduces damage, which is then deducted from the Player Character’s Hit Protection. Once that is reduced to zero, it is deducted from the defendant’s Strength. When this happens, a Strength Save is required to avoid taking critical damage. This is immediately crippling and lethal not that long after… If a defendant’s Strength is reduced to zero, then he dies anyway. If the Player Character’s Hit Protection is reduced to exactly zero without any Strength damage. The amount of damage suffered determines the result. For example, a two means that the Player Character suffers a Rattling Blow, and is disoriented and shaken. The player describes how his character refocuses and rerolls his character’s Hit Protection.

In the long term, Scars are the primary way in which the Player Characters improve. Most have the player reroll his character’s Hit Protection. If higher than the character’s maximum Hit Protection, then the new maximum is kept. Others though, do the same for the Player Character’s Strength, Dexterity, or Will. In this way, suffering Scars becomes a learning experience for the Player Character. An uncertain one, but a learning experience nonetheless.

All Player Characters in Cairn can read and cast magic from a Spellbook, each of which holds one spell. The secret to writing spells is unknown and Spellbooks are mostly looted from dungeons and tombs. It is fatiguing to cast spells—modelled by having one Inventory slot filled temporarily to reflect tiredness and ability to carry items. A list of some hundred spells is included, such as Astral Prison, Flare, Ooze Form, or True Sight. Casting a spell can be done again and again, but the caster’s Fatigue grows, until he is exhausted and cannot cast any more. The variety of spells, their relative power, and the fact that they cannot be replicated makes them worth searching for.

Also searching for are Relics. These are items of magical power, perhaps imbued with a spell. Although they do not cause fatigue when used, they have limited use and the examples given possess strict means of being recharged. For example, the Honeyclasp is a rusted ring which can shrink the wearer to six inches tall and has three charges. To recharge it, it must be bathed in a thimble-sized cup of royal jelly. The few Relics here are clever and pleasing and different. However, Relics are not Treasure. Treasure—as stated in the principles at the start of Cairn, is always specific to the environment from where it is recovered, tells a story, is highly valuable, likely bulky, rarely useful beyond its worth and prestige, and in terms of game play, used as a lure to exotic locations under the protection of intimidating foes. However, there are no examples of treasure of Cairn and that contributes towards the primary issue with the roleplaying game.
Cairn includes a short bestiary of creatures, such as the Root Goblin, the Wood Troll, and the Frost Elf. These are nicely detailed and possess a certain flavour, and the bestiary is paralleled literally with a guide to creating monsters. Much like the rest of Cairn, these guidelines are short and to the point, and they include guideline for converting creatures and monsters from other Old School Renaissance roleplaying games.

So far, so good. What Cairn does is provide a simple, sturdy set of rules that play quickly and are quick to set up by the players, plus a few examples of what might be found or encountered when playing the game. Then nothing. In fact, not just one nothing, but rather three nothings, all of which could have been addressed in a handful of pages. The first omission is a lack of setting. One is implied, that the Player Characters are exploring a mysterious woodland, filled with all manner of creatures fae and fell, searching and pillaging ancient barrows, stealing powerful spellbooks, and slaying unspeakable monstrosities. Bar the half dozen monsters and four relics presented in the book, there is none of this implied setting on show, and hardly even that… So there is no example of a mysterious woodland at all. One such wood, Dolmenwood, is mentioned in the acknowledgements and that is a possible example of such a wood, but that wood tends towards a certain whimsy that Cairn does not necessarily lend itself to. Nor is there a discussion of what such a woodland might be or help and advice for the Game Master who wants to create one. That is the second omission, whilst the third is a lack of a scenario, and all three together means that Cairn is not only incomplete, but also fails to follow through on its implication.

Physically, Cairn is well presented, the writing to the point, and the artwork, all public domain, does much to suggest a dark forestial setting.

Cairn feels like it should be suited for a dark and gritty, grubby and mouldering campaign involving intrusions into the wilderness, exploring ancient woodlands, and delving into tombs and barrows of the ancient past, played by fragile men and women who might just learn from their experiences. It has the mechanics and rules to do this, quick and brutal, but backed up with some excellent design philosophies and principles placed at the front of the book. Yet as solid as the rules are in Cairn and as solid as its inspirations are in Into the Odd and KnaveCairn ultimately fails as a complete RPG because it never follows through on its implied setting. It only tells you what that setting is, it never shows you what that setting is. When Cairn, Second Edition is published with either the setting, setting advice, scenario, or all three that current edition only implies, it will be a complete roleplaying game and all the better for it.

Miskatonic Monday #137: All Roads Point South

Reviews from R'lyeh -

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

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

—oOo—
Name: All Roads Point SouthPublisher: Chaosium, Inc.
Author Michael Bertolini

Setting: Jazz Age USAProduct: Scenario
What You Get: Fourteen page, 2.38 MB Full Colour PDF
Elevator Pitch: A race against time to stop the Rise of R’lyehPlot Hook: A break in at Yale puts the Investigators on the trail of a dangerous cult.
Plot Support: Five NPCs, no handouts, and four Mythos monsters.Production Values: Ordinary.
Pros# Scriptophobia# Thalassophobia# Potentially interesting cult versus cult situation# Perfect for the Call of Cthulhu Keeper who wants a project to develop of her own
Cons# Needs a strong edit# No final Sanity rewards or losses given# Core clue difficult to obtain
# Underwritten and underdeveloped plot# A collection of scenes rather than scenario
Conclusion# A collection of scenes from an unfinished and underdeveloped scenario that vaguely apes elements of The Call of Cthulhu by H.P. Lovecraft.# Underwhelming and uninteresting scenario whose roads point to the less than perfect Shadows of Yog-Sothoth as a better purchase rather than south.

Miskatonic Monday #136: Gold Fever

Reviews from R'lyeh -

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

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

—oOo—
Name: Gold FeverPublisher: Chaosium, Inc.
Author Erik Åhlin

Setting: Jazz Age SwedenProduct: Scenario
What You Get: Twenty-nine page, 9.56 MB Full Colour PDF
Elevator Pitch: “All that glisters is not gold.”Plot Hook: A missing son leads to murder, mystery, and the Mythos under the Midnight Sun.
Plot Support: Twelve NPCs, five (ten) handouts, and two Mythos monsters.Production Values: Decent.
Pros# Silver medalist for the 2022 national Swedish Call of Cthulhu scenario competition# Solid Sweden-set investigation# Detailed notes and handouts provided to adapt the scenario to the USA# Engaging portrayal of period Sweden# Good handouts# Potential for expansion into the Dreamlands# Easy to adapt to other time periods# Ophidiophobia# Aurophobia

Cons# Needs an edit# Clearer final Sanity rewards and losses needed 
# No Swedish pre-generated Investigators# If the silver medal winning scenario is as solid as this, how good is the gold medal winning scenario?
Conclusion# Worthy medal winner in the 2022 national Swedish Call of Cthulhu scenario competition # Impressively decent scenario combines solid investigation with an engaging portrayal of Sweden in the 1920s

The Lie of the Lone-lands

Reviews from R'lyeh -

Ruins of the Lost Realm is the first supplement for The One Ring: Roleplaying in the World of Lord of the Rings, which opens up new sites and new plots beyond those in both the core book and The One Ring Starter Set. It ranges far and wide beyond the borders of the sleepy Shire across what was once the great kingdom of Arnor, first split petty feuds and then destroyed by the forces of the Witch-King of Angmar. What remains are long stretches of wilderness and dark lands, punctuated by places and sites where hope may yet lie, darkness and remnants of Shadow hide, and plots await their turning and eventual culmination at the hand of factions that reach out from beyond the very borders of this land. The locations include Tharbad, a ruined river port ruled with the tightest of fists which could become an important trade stop and so help bind the peoples of the north and south together or it could become a path for the Shadow to reach into the region. Swanfleet, a refuge fiercely protected by its inhabitants, which include giant swans and talking otters—the latter prepared to act as a guide for a price, their payment saved in a riverbank!—hides secrets and great knowledge, which could prove useful or be lost. Eryn Vorn, one of the last remnants of the great forests which stretched across Middle-earth, including The Old Forest and Fangorn, inhabited by bloodthirsty savages which could be unleashed upon the region if they fall under the sway of certain factions. This is the land known as Eriador, a land rougher and wilder than Rhovanion, the region to the east of the Misty Mountains, for here in the Lone-lands there are few if any kingdoms, only isolated points of hope, let alone civilisation.

Ruins of the Lost Realm is a regional guide to the lands of southern Eriador, casting a spotlight on particular locations, important individuals at each, and the grand plots that will play out and befall the region if nothing is done to stop them. It does not include any pre-written scenarios as such, but throughout there are numerous plots, both immediate and long term, that the Loremaster can use and develop for her campaign. In two instances, the city of Tharbad and the village of Lond Daer downstream from the river port, this has required some looser interpretation of the source texts for the region, primarily for playability, but the authors are upfront about it and advise that the Loremaster can change it to fit her interpretation. The book itself is divided into three quite lengthy chapters.

‘Chapter 1: Fog Over Eriador’ explores some of the key regions and persons of note, primarily to the south of Bree. Particular attention is paid to the once great river port of Tharbad, noted for the ships it once built and the mighty bridge, with its numerous arches and towers, which once crossed the river the city stands on, but is now stands ruined. Tharbad though, remains an important trade stop on the road, and could be a significant one if its lord, Gurnow, Captain of the Haven has his way. A former bandit, he rules with an iron fist, taxing anyone who wishes to leave, especially if a craftsman or merchant who can bring Tharbad wealth. There is a seedy criminality to the city, but also a sense of desperation too. Gurnow has no designated heir, his thuggish sons ready to send the city into civil war should he die. However, there are allies for the Player-heroes to be found, including a librarian with access to great deal of lore who could become a Patron, plus, numerous factions outside the region have taken an interest in events in the city.

Other factions and regions detailed here include the aforementioned Swanfleet and Eryn Vorn, but also Lond Daer, a village downstream from Tharbad which following her slaying the serpent which threatened it, is becoming a town under Queen Nimue, aided by the occasional guidance of the Grey Wizard himself, Gandalf; the Dwarf Halls of Harmelt, ancient mines in the Blue Mountains, where a desperate band of Dwarves dig in order to prove that the gold in the mines has not played out and their wealth and standing has not been lost; and also the Ruins of Cardolan and the Lone-lands of Minhiriath. These last two are overviews, first of what remains of the last kingdom of the Núménoreans—mostly their watch towers like that at Weathertop, and the second, the seemingly empty lands of what was once Arnor. However, it is the city of Tharbad which stands out here and is given a gorgeous map in the inside front cover of the book. As potential starting point or base of operations for the Player-heroes, Thardbad is noticeably darker and dirtier than previously presented would be Havens in The One Ring, but that highlights the rougher and darker feel of the Lone-lands.

‘Chapter Two: A Gathering Storm’ provides the Loremaster with details of several external factions with designs on the region. Although others are mentioned, three are given particular attention—a band of Black Núménoreans sent by Sauron, agents of Saruman looking for ring lore, and raiders from Dunland. All come from the south, and all have unique goals, agents, and resources, which are described in detail. The Black Núménoreans are sent by Sauron, and sail up from Umbar aboard a black fortress ship, and then travel ashore up the rivers in search of Rivendell. Saruman is the most subtle of the three factions, sending agents across the region in search of ring lore, whilst the Dunlenders are the least subtle, raiding and spreading their influence through force, secretly with the backing of Saruman. Each faction also has its own ‘Dark Designs’, a year-by-year timeline of what happens if their plans come to fruition. These run from the year 2965, the default starting year for The One Ring: Roleplaying in the World of Lord of the Rings, and end in 2975.

Use of these factions and their timelines by the Loremaster are entirely optional, but they are great narrative tools around which she can frame her campaign. They are notable for two points. One is the fact that the three timelines are contradictory—and contradictory by design. This represents the competing, although they are not necessarily aware of it, goals of the three factions, so it is possible to have them clash over their goals or simply focus on one or two of the factions and still have them threaten locations. The other notable fact is the presence of Saruman who we know will have become a villain by the time of The Lord of the Rings. The Loremaster is advised not to foreshadow this in her campaign and maintain him as primarily a force for good in the region, and even a possible Patron for the Player-heroes. Overall, these factions and timelines are a great tool for the Loremaster.

‘Chapter Three: Landmarks’ is the last and largest chapter in Ruins of the Lost Realm, taking up over half of the book. As its title suggests, it deals with individual locations or landmarks, each a possible adventure site. Each comes an associated rumour and lore, background, location, and more, including artefacts, NPCs, and one or more maps. One, ‘The Queen’s Hall’ in Lond Dear, expands upon a location detailed earlier in the book, adding further detail and presenting more as a playable location. Most are new though. ‘The Queen’s Hall’ is a potential place of safety as is ‘The Ranger-haven’ south of the Trollshaws, whilst ‘The White Towers’ treasured holdings of the Elves of Lindon which house a palantír, are a potential site of learning and for Saruman, of ring lore. Other locations explore the region’s history, for example, ‘Tindailin – an Elven Refuge’ which has fallen into horror from loss and heartache, and ‘The Fields of Slaughter’, the site of the Battle of Fornost at which a host of Elves and Men (plus Hobbits) defeated the armies of the Witch-king where spirits and the unquiet dead still wander. Most though, are sites of danger and threat, the worst of which is ‘Mount Gram’, a goblin-infested, skull-faced mountain in the far north.

Ruins of the Lost Realm is not a fully fledged campaign, but rather a toolkit with which the Loremaster can build a campaign. The primary structure for the campaign will be built around which of the three factions and their projected timelines the Loremaster decides to use, and these will likely send the Player-heroes off hither and thither to the various Landmarks detailed in the supplement. This means that the Loremaster will need to undertake some development work of her own, though in some cases, the Landmarks are already pre-written as encounters and mini-scenarios. All the Loremaster has to do is find a way for the Player-heroes to get there. There is some overlap in details between chapters, but these help to enforce the links between locations rather than simply repeat content. If there is an issue perhaps, it is the lack of a starting point or way into the campaign possibilities that Ruins of the Lost Realm suggests, but that lack is one which affects The One Ring: Roleplaying in the World of Lord of the Rings as a whole rather than just this supplement.

Physically, Ruins of the Lost Realm is stunning, following the same style as the core rulebook. It is very cleanly presented in a clear, open style, and the content itself is engaging to read. In particular, the maps are excellent, whether of Tharbad, the region, or the individual Landmarks, the latter done in three dimensions rather than from overhead. The artwork is also very good, a pen and ink style that captures the old-world rustic charm of Middle-earth and its ruins and wilderness. The style and look echoes that of the classic editions of The Lord of the Rings trilogy published by Allen & Unwin, and has a more scholarly feel as if Bilbo himself sat down to write it.

Ruins of the Lost Realm is not a regional guide to Eriador nor is it a set of scenarios or a campaign, but rather the means for the Loremaster to develop a campaign of her own. That may well be a problem in its own right, since it is not providing an easy way into playing and running The One Ring, and so Ruins of the Lost Realm is very much a supplement better suited to the experienced Loremaster rather than one new to the task. Nevertheless, for the Loremaster ready to develop a campaign set in the Lone-lands of Eriador, Ruins of the Lost Realm provides the Loremaster with everything she needs—lore, legends, plots, places, monsters, and NPCs, to make the campaign her own.

Cheerfully Clichéd Chills

Reviews from R'lyeh -

The Cursed Library: A book of scary one-shot short storiesis an anthology of scenarios for use with Shiver – Role-playing Tales in the Strange & the Unknown. Published by Parable Games, this is a fast-playing, dramatic, and generic horror roleplaying game which combines simple, thematic mechanics built around archetypal characters and a simple propriety dice mechanic, combined with a Doom Clock which escalates the tension and a wide selection of classic, nasty monsters. The Cursed Library contains five scenarios inspired by horror films old and new, ranging from The Thing and Children of the Corn to Alien and Bone Tomahawk. Consequently, each of the scenario has a very film-like feel and structure, and the film-like feel even starts before a scenario gets down to explaining the plot and the set-up to the Director by preceding it with a certificate from the ‘Shiver Board of Classification’. This lists the expected playing time, number of players, horror subgenre, film age rating, content warning, suggested ability levels for the Player Characters, and a watchlist. The latter is a list of three films that the Director can watch to understand both the tone of the scenario and its inspiration. The film age rating uses the ratings used by the British Board of Film Classification and of the five scenarios in The Cursed Library, one is rated ‘12’,whilst the other four are all rated ‘15’.
The help and structure in The Cursed Library does not end with either the ‘Shiver Board of Classification’ or the end of the scenario itself. Each scenario begins by explaining what the Director knows, the set-up for the Player Characters, the types of character that fit the scenario and their archetypes in Shiver, and then after the scenario there are suggestions as to how to expand the story, helps and hints to better run the scenario, and of course, each scenario comes with a list of Doom Clock Events and new weapons, equipment, monsters, and NPCs. Every scenario in Shiver is played against the clock as it ticks down to midnight, primarily due to the actions of the Player Characters, and at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’ certain events will happen. Each of the six scenarios provides four such events suited to both subgenre and the story. The new weapons, equipment, monsters, and NPCs are all potentially useful for the Director if she wants to use them in scenarios of her devising.
The Cursed Library: A book of scary one-shot short stories opens with ‘The Lost Ship’, inspired by The Thing, The Void, and Event Horizon. There is a dash of The X-Files in there too as the Player Characters are members of a Special Ops team assigned to locate the USS Morningstar, a United States Navy research vessel operating in the Artic which has lost communication with the outside world. When the scenario starts out in Barrow, the first response is to think of a vampire attack as in 30 Days of Night, but ‘The Lost Ship’ is actually a tale of cosmic horror than bloodsuckers. The scenario has a pleasing sense of frigid isolation as the Player Characters locate and descend into the bowels of the ship and things seem to come out of the walls and floor at them. The monsters too are fantastically otherworldly too and that is ultimately where the Player Characters will have to deal with the threat currently contained within the hull of the USS Morningstar. This is an action-packed opener which gets the anthology of to a good start.
The second scenario combines Stranger Things, People Under the Stairs, and The Haunting and sets it all on Halloween. ‘All Hallow’s Eve’ is a set in any small town with creepy old house where no one lives, in which many a teenager is challenged to see how long they will last inside its walls. The ultimate bragging rights go to the kid who can stay the whole night. This year it is the turn of the Player Characters—as teenagers from the local high school—to test their resolve, but this time when they cross the threshold, the front door not only closes, but locks too! The scenario combines two puzzles in one—how to get out of the house and what happened to the original owners. Thus the Player Characters are on the hunt for clues to both, forcing them to explore the house and in the process encounter all manner of classic haunted house elements. Animated suits of armour, Ouija boards, demonic toys, things in the bathtub, and more. The horror in the scenario tends towards being creepy rather bloody, but the Director can dial either up or down as necessary, and there are some fun suggestions as to what do with the outcome of the scenario. These include having the front door open to somewhere else rather than their hometown when the Player Characters finally get all the keys necessary to unlock it or secrets being revealed that lead the Player Characters to investigate the original owner’s background. This is a fun scenario in which both players and the Keeper play up the clichés and enjoy its gothic Americana.
‘Dark Prospect’ is set on the frontier of the Wild west in the town of Hope’s hallow. Inspired by The Blob, Bone Tomahawk, and The Descent, the fortunes of the town rest on the mines in nearby Deadwater Peak, so when all news dries up of the miners, the local sheriff—backed up by the mine owner’s $2 reward (each)—raises a local posse and rides into the mountains, up to the mine, and from there descend into the depths. Compared to the other scenarios in the anthology, this is a smaller, much tighter, and more linear affair, and more physical too.
Inspired by Alien, Event Horizon, and Starship Troopers, the fourth scenario, ‘Protocol’ is a Science Fiction thriller set in outer space. The crew and passengers of the CCV Pilgrim respond to a distress call from a nearby planet and discover a downed vessel with the majority of its crew missing despite there being signs of their being alive when the ship went down. The clues point elsewhere and if the Player Characters follow them they discover another crashed starship, this with its own definitely missing crew and still the mystery of what happened to the crew of the ship that sent the distress call. ‘Protocol’ very much takes its cues from the xenomorphs of Alien and works hard with them. It all ends with a desperate race to get back to their shuttle and back off planet as the true nature of the threat is revealed…
The final scenario in the anthology is ‘Mr Husk’. Inspired by just Children of the Corn and Scary Stories to Tell in the Dark, this is a rural slasher Folk Horror scenario. It is the seventies, and the Player Characters are driving through the flat Midwest with nothing to see but cornfields, when their vehicle breaks down. Stranded in the middle of nowhere, the Player Characters are going to need help, but what they find at the nearest farm is horror in the barn. With limited locations, but wide-open spaces of the cornfields, there is room here for stalking the Player Characters as they try and hide and get away from the farm and what is going on there (Clue: It is not cannibalism!) This is the shortest of the scenarios in The Cursed Library and the most flexible, instead having set Player Characters, it suggests a range of character types including Vietnam veterans, travelling salesmen, a band going from gig to gig, and even some low budget film makers looking to shoot some film… ‘Mr Husk’ brings the collection to a close with a swing of the scythe.
Physically, The Cursed Library is much like the core rulebook for Shiver. The artwork is excellent for the most part, done in a style similar to that of Mike Mignola and his Hellboy comic, and very much showcases the type of horror stories that Shiver was designed to handle. The writing is clear, but does need a stronger edit in places and the cartography is too plain for each scenario’s needs.
From its choice of subgenres to its choice of plots, The Cursed Library is one big book of horror clichés and familiar plots. However, that is far from being a bad thing. After all, Shiver is designed to deliver fast-playing, dramatic, and generic horror in which the players roleplay horror archetypes in various subgenres, and that is what The Cursed Library delivers. Its stories are not so much horror clichés as horror archetypes, just like the Player Characters, and they complement each other. The five scenarios in the anthology will be familiar to many, after all, they are film-inspired, but knowing and playing into that familiarity is part of the fun with a generic horror roleplaying game. Both player and Director alike need to load up on popcorn and fizzy drinks, lean into the clichés of the subgenres in five horror scenarios in The Cursed Library: A book of scary one-shot short stories, and together, they will have a blast.

—oOo—

SHIVER: Double Feature, the next expansion for Shiver – Role-playing Tales in the Strange & the Unknown is currently being funded on Gamefound.

A Cartographic Compendium

Reviews from R'lyeh -

One of the best books—and the most useful—of 2021 was The Staffortonshire Trading Company Works of John Williams. Published by Lamentations of the Flame Princess, this is a systems neutral supplement—which means it is not written for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying—which can be used with almost any roleplaying game. It is a collection of maps and illustrations based on seventeenth century historical references, first from the British Isles, then across Europe to around the world. Shops, taverns, hovels, fortifications, early industrial buildings, churches, universities, and so much are mapped in painstakingly beautiful detail and made easily accessible in the one volume. To fair, I am not unbiased, since this was a volume that I edited—but the cartography is both clear and easy to use, and that is not something that I am responsible for. That would be down to Glynn Seal, designer and publisher of the Midderlands setting through his Monkey BloodDesign. Not content with providing the maps for The Staffortonshire Trading Company Works of John Williams and the Midderlands setting, the cartographer has drawn and produced his own set of maps. Actually, not one set of maps or two, but three.

The HandyMaps series consists of three packs—HandyMaps – Buildings & Structures, HandyMaps – Towns & Villages, and HandyMaps – Dungeons, Caves, & Strange Locales. Each of the three was funded via Kickstarter— HandyMaps – Buildings & Structures, HandyMaps – Towns & Villages, and HandyMaps – Dungeons, Caves, & Strange Locales, and each consists of several double-sided cards in A5-size—148 mm × 210 mm, each done in black and white, and depicting the maps, plans, and floor plans of various locations. The cards are sturdy and in general unmarked with details. There are no numbers or names applied to them, enabling the Game Detail them however she wishes and so use them in her campaign as she likes.

HandyMaps – Buildings & Structures consists of twenty-six cards. They have a floorplan of a building on one side and an illustration of the building on other. The floor plans are done in black and white, whilst the illustration is in full colour. They are drawn on a five-feet grid and are marked with possible suggestions as to their use. So, the first map in the pack looks like a church, complete with a statue, a balcony above the ground floor, a tower, and what might be crypts below possibly accessible from a sewer. The suggestions for floorplans are church, temple, village hall, and gallery. Still connected to the sewer via the basement, more mundane is the two-storey warehouse/storage business, crate and barrel maker, ironmongers, and ship and crew hire, which stands over an open storage or possibly, a marketplace. Other buildings include an industrial site, which could be a forge, glassblowers, or pottery maker; a museum, art gallery, or temple which extends far underground, but has a statue atop that is a nod to one of the goblins in Monkey Blood Seal’s Midderlands setting; and a lop-sided building which could be an eel seller, a cooked eel seller, an eel breeder, a fishing tackle shop, or a dwelling. An obelisk might be a monument, a dimensional anchor, memorial, or summoning device, blow which a shaft extends down into the ground where there is a strange room… There is a huge variety to these maps. Not just from one set of floor plans to another, but there is variety and flexibility with individual floor plans too, since each has multiple different suggested uses. For example, the coastal tower with basement and cave tunnels to the cliff face is first listed as a lighthouse and its illustration and floorplan certainly suggest that. Alternative uses are listed as watch tower, smuggler’s den, wizard’s tower, or signal tower. Thus, the Game Master can show her players the illustration on the front and flip it over to show the floor plans, and even if the Player Characters have seen the building before and been inside, they do not what might be inside or to what use the building is being put to.

HandyMaps – Towns & Villages is in some ways the least useful and the least flexible of the three packs, mostly because the buildings are often obvious in what they are. However, the suggested uses goes a long way to mitigate this. It consists of maps of various towns and villages, including a walled town overlooked by a castle, a town of concentric walls, a large village with field boundaries marked around them, a river port, a hamlet surrounding an abbey on a hill, a port with a castle or fort on a spit of land, and a village threaded through a cave system in the middle of a river. These are all standalone pieces, but with this set, the Game Master has access to twelve cards and thus twenty-four maps, and thus a variety of maps and locations and layouts. Which means a decent selection of towns and villages with which she can populate her campaign world.

HandyMaps – Dungeons, Caves, & Strange Locales returns to the format of HandyMaps – Towns & Villages with maps on both sides of the cards. There are twenty-four cards in the set and thus the Game Master is provided with a total of forty-eight maps—or at least that is what the number of cards would suggest. In fact, there are more, because some cards contain two or three maps of smaller locations on a side, so there are closer to sixty maps in the set rather than simply forty-eight. Again, like HandyMaps – Towns & Villages they are not named, but being primarily dungeon locations, they are marked with secret doors, elevation changes, and the like. They are typically marked with a five- or ten-foot grid. Where necessary side elevations are provided for clarification. What is obvious about the set is its wider scope for inventiveness and the cartographer’s mixing of terrains. For example, a system of flooded cave or an underground river system leads to tomb or a lakeside cave opens up to network smaller caves in the rocks in the lake leading to rough hewn rooms what could be cells or tombs, and together with what could be a chapel leading off the main cave, could be a monastery or a set of catacombs. Some do stand out, such as the waterfall above a pool from which juts a giant finger of rock through which a tunnel leads to an underwater cave or lair; a ruined tower with stairs descending to a cave system that has been painstakingly worked until it resembles a skull; a large mine marked with damaged rails for the mining carts; an elongated cave network that curves out of a worked building into the form of a snake.

What the HandyMaps – Dungeons, Caves, & Strange Locales pack is not is a set of dungeon geomorphs, that is, dungeon sections designed to be cut out and laid down so that they connect to each other and so form a larger whole. There is still room for such a product from Monkey Blood Design, but with HandyMaps – Dungeons, Caves, & Strange Locales, all of the maps are designed to be discrete, although an inventive Game Master could connect them if she so wished.

Physically, each of the three sets in the series—HandyMaps – Buildings & Structures, HandyMaps – Towns & Villages, and HandyMaps – Dungeons, Caves, & Strange Locales—is solidly produced. They are presented on stiff grey card, the floor plans and maps being crisp and easy to read, and the illustrations of the buildings in the HandyMaps – Buildings & Structures done in muddy, almost washed-out colours. If there is an issue with the three sets it is that there is no index card listing the floor plans and maps and none of the cards or maps have a number or letter. The inclusion of such a letter or number would make the maps easier to use as the Game Master can note down which map or floor plan she has used and as what. Of course, if the Game Master has access to the PDFs for these sets, then she can save, print, and mark them up as she likes. They are also very useful for online play.

Maps play such an important role in roleplaying, especially fantasy roleplaying, that having maps to hand is always going to be useful. They can serve as inspiration, and they can fulfil a need if the Game Master wants a particular map or floor plan. The individual locations and floor plans—especially those of the HandyMaps – Towns & Villages and HandyMaps – Dungeons, Caves, & Strange Locales—lend themselves to campaign building, the Game Master adding them as she fits to a larger map where her campaign or world is set. Then of course, each map pack is a lovely thing to have and the three map packs do fit in a sturdy box also available from the publisher.

Altogether, the HandyMaps – Buildings & Structures, HandyMaps – Towns & Villages, and HandyMaps – Dungeons, Caves, & Strange Locales live up to their name—handy and maps. Useful as inspiration as much as maps, Glynn Seal’s excellent cartography in the series will help bring a game to life and for the modern Game Master are even more useful for online play.

Friday Fantasy: Curse of the Daughterbrides

Reviews from R'lyeh -

Curse of the Daughterbrides is a horror of a scenario, with a horrible set-up, a horrid plot, and a horrendous curse. First in the activities of the main NPCs, who break a terrible taboo, and second, in the unexpected effect of a curse cast upon the main NPCs that instead affects almost everyone else. Its set-up is likely to upset a few, thankfully, whilst there are likely to be more than that, much more, who will be upset by the effect of the curse, and then of course, there will plenty who will take offence at just everything to do with the scenario. Curse of the Daughterbrides is a scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay, and whilst the name of that roleplaying game is likely to arouse the ire of many people, let alone the fact that the scenario is written by the publisher, the likelihood is that the scenario’s subject matters are likely to anger them more. So as the title suggests, or at least hints, Curse of the Daughterbrides, deals with incest. That then is the taboo broken in the scenario. The effect of the curse is suicide, both by the NPCs—typically in front of the Player Characters—and because the curse spreads, by the Player Characters themselves. There is no Saving Throw. Given the way that the curse works, there is a strong possibility of a TPK—a Total Party Kill. Or rather, a Total Party Kill Themselves. However, it can be avoided, though doing so in the long term will be a challenge, and there are ways to potentially lift the curse. Which would solve the problem of the curse, but not the taboo.

Curse of the Daughterbrides, like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in 1630 England, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Though to be fair, it is very more of a one-shot and whilst the author suggests ways in which the scenario could be added to an ongoing campaign, he even states that the scenario is unsuitable for ongoing play. As the scenario opens, the Player Characters are visiting the Cornish village of Dammell Green—the scenario suggests that the Game Master come up with a reason—where the local festival is being held. Normally this would be pleasant, even jolly affair, but not this year. Pandemonium seems to have rained on the event and everyone there, man, woman, and child, including attendees and stallholders is dead. Almost fifty people dead and it seems by their own hand. As the Player Characters go about the small village they encounter surviving villagers, who do two things. First, they tell the Player Characters that they are screwed and second, they kill themselves using the nearest available means in front of the Player Characters. With that, the Player Characters know that they cursed, how the curse works, and that they are now vectors for the curse. A curse, remember, which will drive them to commit suicide under the right circumstances.

So what exactly, is going on in Dammell Green?

Not long before the Player Characters arrived in the village, a Wizard attending the festive encountered a family he had met before. A family he knew to practise incest, and, in his disgust, he cursed them. Unfortunately, the magical fortitude of family caused the curse to rebound affect everyone else nearby. Which it did. To terrible effect. Now the family—the family of the Daughterbrides of the title—can be talked and reasoned with. They are actually nice people. The elderly patriarch of the family, Daveth Nancarrow—he of the daughterbrides—will be protective of his family and simply want to move on. His daughters and his daughters and his daughters will defer to him, again, wanting to leave the village lest they attract trouble. The Player Characters can also find the offending and offended wizard, but is unlikely to be of immediate help.

Several solutions to the curse are suggested. The Game Master is free to choose whichever feels more appropriate. The Game Master is supported with a detailed background of the family and various members at the heart of the scenario, including a family tree, details of Neythan Liddicoat, the Wizard and his curse, advice on setting the scenario up rather than running it, a list of potential victims for the Player Characters to ensnare in the curse, and a description of the village.

There is even a Daughterbride Class given should a player decide he wants one of the brides of Daveth Nancarrow as his character in future campaigns. The anti-magical ability of the Class explains why the curse cast upon them by Neythan Liddicoat failed to work. The Class is not without its roleplaying challenges, but there definitely would have to be some lines and veils drawn for some scenes when playing her. Though of course, why would you?

Physically, Curse of the Daughterbrides is well presented. It is well written, the map is clear, and the image of an old-fashioned razor used over and over decent enough. To be fair, it is almost a relief that the various situations in the scenario are not illustrated.

The confluence of two wrongs at the heart of Curse of the Daughterbrides do set up a pair of moral quandaries that the players and their characters may have to find a solution for in the scenario. One is what to do with the Wizard whose curse went awry, and the other is what to do with the incestuous Daveth Nancarrow and his brood. Both are left up to the Game Master and her players to address, but if they can get to that point and if not necessarily deal with them both, then at least discuss the possible outcomes, perhaps there is at least some positive outcome to the suffering that the scenario puts everyone through.

Curse of the Daughterbrides does not revel in its subject matter. In fact, it is quite straightforward about it. Which makes it easy to run, and probably as a single-session one-shot. It is simple enough that it possible to envision it being played and potential outcomes explored. Yet why would you? The subject matters at the heart of the scenario are ghastly, genuinely capable of upsetting some people and disgusting others, let alone the fact that the potential outcome of the scenario could be frustrating from a play perspective or that the Game Master might have to describe fifty ways of killing yourself at a village festival. Which is unpleasant in its own way. The subject matters though, remain unpleasant and unpalatable, and for many—despite what the author says—unsuitable to be included in a roleplaying scenario. This is not say that that either subject is unsuitable to be included in a roleplaying scenario, but here there is no delicacy or subtlety. The author is unashamedly pushing it into the faces of both the players and their characters, and again, that is likely to be too much for many a player.

The set-up of Curse of the Daughterbrides is a case of dropping the Player Characters into, if not a no-win situation, then one that is very close, and forcing them to work out how to get out of it. There are plenty of scenarios like that, but here the subject matters just make it worse.

There are going to be some who will be happy to play through Curse of the Daughterbrides, and they are to be commended for their mental fortitude, emotional strength, and hardy stomachs. Others though, should definitely avoid what is a horridly horrible horror of a scenario, very likely with good reason.

Micro RPG IIIb: Blades & Spells III

Reviews from R'lyeh -

Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.

Blades & Spells: An agile, objective and dynamic minimalist RPG provides the core rules to the roleplaying game. They are a simple, straightforward set of mechanics, emphasising a deadly world of adventure in which the heroes wield both weapons and magic. Beyond the core rulesBlades & Spells is fully supported with a series of optional pamphlets which expand upon its basics and turn it into a fully rounded roleplaying game. All together these might be seen as  the equivalent of a ‘Blades & Spells Companion’, although they just as easily could be combined into the one publication. In terms of setting, Blades & Spells only goes so far in stating that the default is the Bronze Age and hinting that this setting might be in the Middle East—or at least a fantasy version of it.

Blades & Spells: The Land of Aaman describes this setting. ‘The Land of Aaman’ is roughly analogous to ancient Mesopotamia in the lands between the Euphrates and the Tigris. The rivers here are the Numadai and Thaar, the lands between them a plateau dotted by ruins of societies past, including ragged ziggurats and complexes below them populated by aberrations and filled with treasures to be plundered. These are believed to be all that is left of great and glorious civilisations once ruled by demi-gods, washed away it is said in the sacred texts, by a cataclysmic flood. The plateau is home to eight city-states. These are described as being fairly similar, most of their tightly packed buildings being constructed of mud bricks and each city being dominated by a large ziggurat temple, a palace, and an arena where bloody gladiator bouts are staged to placate the masses. What separates the city-states are their reputations and the god that each holds to be supreme. For example, Aruk was once the seat to a mighty dynasty of kings, but has declined as the squabbles and intrigues of its nobility have grown, whilst the people of Aqeron, the largest city-state, worship Amurak, the sun god to the near exclusion of all other gods. 

Blades & Spells: The Land of Aaman does describe the ‘Lands Beyond’, but not in great detail. It mentions that the Numadai and Thaar flow into the Gulf of the Qoros Sea, that various primitive tribes inhabit the Gemini Delta, and that Amazon warriors raid the peoples of the plateau for both plunder and slaves. Also mentioned is Khmet, a great pharaonic kingdom that sits on the banks of a mighty river that divides a wide desert.

Blades & Spells: The Lands Beyond goes into further detail than The Land of Aaman does, in turn, describing Kandar’s Range, the Kingdom of Khmet, and the Middle Sea. In most cases, it is easy to determine what their real-world analogies are. Thus, the Kingdom of Khmet is Ancient Egypt, straddling the great Gonn river and wealthy enough to erect huge pyramidal temples and monuments, whilst Kandar’s Range is all but impassable Himalayas, home to a forbidden monastery on the frigid plateau of Daru, where veiled monks worship in secret. The slopes of the mountains are renowned for rare and wonderful herbs that grown in their soil. These include the trance and vison-inducing lotus as well as the Lo’Ra herb, sought by many arcanists wanting to use it in their rituals. Far to the south-east of the plateau is the kingdom of Hindra, rich in spices, ivory domes, fakirs, and mystics, and thus roughly analogous to India. The supplement also details the nations along the Middle Sea which separates the Kingdom of Khmet from its nearest neighbours as well as those along the Sea Qoros into which the Numadai and Thaar flow. This includes the Amazons of Xendria.
As overviews of a setting, both Blades & Spells: The Land of Aaman and Blades & Spells: The Lands Beyond are fine. As useful descriptions of a campaign setting, they are anything but. Between the two them there simply is not enough playable content and not enough for the Game Master to really work with and create adventures from. There are no maps in either supplement, and that is less of an issue than perhaps possible scenario hooks or a little more detail that might have made them stand out a little and thus been more useful for the Game Master.
Physically, both Blades & Spells: The Land of Aaman and Blades & Spells: The Lands Beyond are fine. The layout is clean and tidy, and both titles are easy to read.
Blades & Spells: The Land of Aaman and Blades & Spells: The Lands Beyond together do provide context and setting for the Blades & Spells: An agile, objective and dynamic minimalist RPG if not the detail. They are at best a starting point for the Blades & Spells Game Master—and that is likely the point, but it does not prevent the reader from wishing that there was a little detail to make the land of Aaman stand out.

Miskatonic Monday #135: The Pharaoh’s Sacrifice

Reviews from R'lyeh -

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

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

—oOo—
Name: The Pharaoh’s SacrificePublisher: Chaosium, Inc.
Author: Keith DEdinburgh

Setting: Jazz Age EdinburghProduct: Scenario
What You Get: Fifty page, 2.66 MB Full Colour PDF
Elevator Pitch: Some moves in the game will make you lose more than the game.Plot Hook: Missing anthropologist leads to ludographic horror!
Plot Support: Eight NPCs, twelve handouts, two maps, one Mythos spell, one Mythos tome, and two Mythos monsters.Production Values: Decent.
Pros# Solid Edinburgh-set investigation# Potential addition to a Shadows Over Scotland campaign# Engaging combination of themes# Good handouts# Intriguing twist upon the widower bringing wife back from the dead set-up
# Ludophobia
Cons# Intriguing twist upon the widower bringing wife back from the dead set-up# More maps would have been useful
# Unnecessary Sanity losses in places# Potential for Investigators and players to get lost in rabbit holes# Jumpity is not a real game
Conclusion# Clichéd backstory and motivations are enlivened by solid investigation and engaging combination of themes# Decently done handouts support a scenario easily added to a Scotland or United Kingdom-set campaign

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