Feed aggregator

100 Days of Halloween: A Witch's Desire - Adventure for Old-School Essentials

The Other Side -

A Witch's Desire - Adventure for Old-School EssentialsHonestly, I could not pass this one up. It is a low-level adventure featuring a witch, it is quick and it is for Old-School Essentials.  So yeah, I had to grab it.  But how does it play?  Let's look into it.

As always I will be following my rules for these reviews.

A Witch's Desire - Adventure for Old-School Essentials

PDF and PoD. 27 pages. Color covers and interior art.

The designed levels for this are 1 to 3, but I find that it works well as an "interlude" adventure, that is as the characters are moving from one major adventure to the other.  Not to say that this can't be a major adventure, it can. But for me, I wanted to feel more like the characters "wandered into a dream" sort of deal. 

To start with, and what helps fuel this notion of an interlude, are some rules for travel.  While the PCs are moving from their last adventure to this one using these rules helps give this one it's own feel. Yes they can be used elsewhere and adapted. Adding to this is the section after the travel and before the adventure proper, and that is the influence the witch has on the lands near her. I have been using something similar for my War of the Witch Queens based on the old superstition of Hex Signs, but the rules here are more explicit in their application.

 The adventure is a "straightforward" mission to get some water for the Witch of the Wilds they meet at the start of the adventure. I say "straightforward" because obviously, it isn't.  They are plenty of hazards along the way and foes to fight. The adventure is scaleable so that is also quite good. 

There are no stats for the witch herself, nor should there be. The PCs should not be fighting her.

This adventure is set in the Forever Winter setting. Honestly a name like screams to be used.  Also, there is mention of the Ice Queen and her rivalry with the Witch of the Wilds.  The Ice Queen is not mentioned much here save for a sidebar, but the potential is great.  So great in fact that I have an idea of how to work the Ice Queen (also a witch in my world naturally) into my War of the Witch Queens.  I'll discuss her tomorrow. It is likely that their A Wintry Death adventures could be used in conjunction with this one, but I am pretty pleased with it as is to be honest.

While the art is wonderful for this it does make you think the Witch of the Wild could be something of an evil-ish character, certainly otherworldly.  While reading through this I kept asking myself, what if this witch was good and just really needed the character's help?

Suddenly all I could think of was Ginny Di's character Morelia the Wood Witch.  She would need the water for her potions obviously. Changes the whole tenor of the adventure.   Not that I have any problems coming up with witches. It would also change the nature of the relationship between the Witch of the Wilds and the Ice Queen. They are still rivals, but now it is different.

Witch of the Wilds VS Morelia the Wood Witch

Note: I just noticed that Morelia's familiar Crimini is a cat with white fur and gold eyes. Much like the art for the Witch of the Wilds. Maybe Morelia polymorphs Crimini to act as the scary Witch of the Wild? She then hides in the background so that the PCs she is hiring don't know she really is about as dangerous as a bunny. A lot like Balok in the classic Trek episode "The Corbomite Maneuver."  Instead of tranya she offers them tea of course. Yeah, I like this idea. 

In either case, the Witch of this adventure would need to be a potential ally for the characters in my game.  I can't actually see Morelia getting mad with them anyway. And I really want to use Morelia. I just don't think I can pull off the voice Ginny Di uses for her!

In any case a fun adventure with a lot of ideas for use in my home campaign. The PDF version comes with separate maps. The PDF also features layers so you can turn on the background image for readability. That's worth an extra star in my book to be honest. 

October Horror Movie Challenge: Witchouse (1999)

The Other Side -

Witchouse (1999)My "soft theme" this challenge is "films with pentagrams on the cover." Silly I know, but I have subscribed to a few streaming services and I was adding a bunch of movies and noticed many of them had pentagrams on the covers. So I decided to just kept going with it.

Tonight I am already questioning the logic of this plan.

Witchouse (1999)

This comes to us from 1999 and Full Moon Features. Now I love Full Moon. Their movies are short, silly, and usually fun. You can expect some kids to get themselves into stupid situations and usually dying in dumb ways.

Our plot concerns Elizabeth LaFey (yes that is her name) inviting a bunch of her old high school friends to her new house for a party. The house has a "dark history" as does LaFey.  It also has copies of "Le Necronomicon." The characters are less than characters and really little more than clichés. But that is fine because you are not really supposed to be relating to them as characters but rather as relatable archetypes. The stoner, the football player, the cheerleader, the hot girl who doesn't know she is hot, the juvenile delinquent, the nerd, and so on. 

Elizabeth plans to sacrifice her friends on May 1 to resurrect her ancient witch ancestor.  Nothing shocking or surprising here really, but it was still kind of fun. The acting, for the most part, is pretty terrible. Honestly, it looks like it was filmed in a single night. 

This one has been on my list for a bit largely just based on the name. 

Directed by David DeCoteau, responsible for, I have no idea how many Full Moon movies.  This one even features scenes from Dark Angel: The Ascent. Actually, the scenes of Hell here have been in at least two other movies.


October Horror Movie Challenge 2022
Viewed: 3
First Time Views: 2

October Horror Movie Challenge 2022

Monstrous Mondays: Fiend Folio (3e)

The Other Side -

Fiend Folio (3e)Welcome to October. If there is any time of year to remind me of my love of monsters it is now. Watching horror movies (or "monster movies" as my dad and I used to call them when I was little) is so deeply tied into my love of both Halloween and D&D that it is hard to tease them apart.  

This month I want to cover some horror-themed monster books for review. My ultimate goal here is to get a good feeling of what makes a monster book "good" and what doesn't. Or maybe what makes them good for me. All year I have been focusing on D&D monster books of all sorts. My second goal is to wrap up this process before 2023 when I do something a little different.

Given I have some D&D 3.x books still cover and five Mondays in October I am going to cover some of these or at least the ones that have the most horror elements to them.

Up first, the Fiend Folio.

Fiend Folio (3e)

PDF and Hardcover. 226 pages. Color covers and interior art.

This is the third "Fiend Folio" we have gotten for *D&D over the last 20+ years.  Like the first one for 1st Ed AD&D, this one is a hardcover book. Like the second one for 2nd AD&D, this one expands the list of monsters. 

This Fiend Folio lives up to its title a little bit more by giving us a lot more fiends. There are demons and devils here as well as the demodands (originally from the AD&D Monster Manual II). Here they get the alignment of "often Neutral Evil."  There are plenty of new demons and devils here too.

There are some Fiend Folio "repeats" here, or my updates is the better term.Just eyeballing it there is the Blood Hawk, Caryatid Column, Dark Creeper and Stalker, Death Dog, Disenchanter, Flame/Fire Snake, Fossergrim, Huecuva (now a template), Iron Cobra, Kelpie, Necrophidius, Skulk, Slaad, Yellow Musk Creeper, and Zombie.

No flumphs though. 

There are also plenty of new monsters too, like the Bacchae and Feytouched which are fun. All in all 167 monsters for D&D 3.0 (3.5 is still a couple of months off).  We are a point in the 3.x development cycle where the monsters still run from one to the next, like the original Fiend Folio. 

This book also includes some Prestige Classes, some Grafts and Symbionts, 

There was a free "Web Enhancement" back when this was new called Fiendish Fun which extended some of the ideas in the Fiend Folio. It is still out there thanks to Archive.org.

This is one of the books I consider central for a D&D 3.x horror campaign. The rest, well that is what the rest of this month is for. 

Miskatonic Monday #133: Hunter and Hunted

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: Hunter and HuntedPublisher: Chaosium, Inc.
Author: Florian Klamt

Setting: Rocky Mountains, CanadaProduct: Scenario
What You Get: Thirteen page, 1.67 MB Full Colour PDF
Elevator Pitch: Some predators are worse than man...Plot Hook: A hunting trip turns to horror as the host becomes the hunter.
Plot Support: Staging advice, six NPCs and one Mythos monster.Production Values: Decent.
Pros# Event-driven exploratory scenario# Easy to adapt to Cthulhu by Gaslight and other time periods# Ideal for Investigators with physical skills# Potential addition to an Ithaqua-focused campaign# Pleasing sense of place and atmosphere# Arkoudaphobia
Cons# Needs an edit# No map# No pre-generated Investigators# Ideal for Investigators with physical skills# Involves hunting of animals# Exploratory and event-driven nature may be harder for the Keeper to run
Conclusion# Solid hunter-turned hunted one-shot which really needs a map.# Easy to adapt to other time periods and settings.

100 Days of Halloween: When Comes the Witching Hour

The Other Side -

When Comes the Witching HourAnother adventure from casl Entertainment featuring the "Witch Queen" which may or may not be Iggwilv. 

When Comes the Witching Hour

PDF and Print. 80 Pages. Color covers. Black & White art.

This adventure is designed for levels 9 to 12 for the OSRIC game, which is the clone of AD&D 1st Edition.

I grabbed this adventure back in February after reviewing The Witch-Queen's Lament, a later, but lower-level adventure.

There is a nudge-nudge-wink-wink commentary on how to fit this adventure into the World of Greyhawk. But it is also fully usable in any world. 

The adventure is overtly the search for a missing princess. What makes this different is the missing princess is likely in the Dungeons of the Mad Archmage and might have something to do with the Queen of Witches.

Now. Before I get too much further let me point out what this adventure can do. Obviously, there are the fans of the World of Greayhawk who can use this to expand on their game worlds. You can grab nearly any other version of the Castle or Dungeons of the Mad Arch Mage.  It is really a nice piece that could fit into a lot of campaigns. 

The adventure is a wonderful romp through some of the storied locations of the World of Greyhawk, if in a thinly veiled manner. Also, anything that involves Iggwilv or the Witch Queen is a must-buy in my mind.

The adventure covers the first half of the book. The last half has new monsters including many unique demons, new magic items, pre-gen characters, and finally the maps. Note. The print version maps are a little difficult to read. I have the PDF so I printed them out.

One other nitpick. There are no page numbers printed on each page. 

When Come the Witching Hour

--

For Use in War of the Witch Queens

This one is so on brand for my War of the Witch Queens that I am shocked how well it works for me. It covers several bases for me. For starters, it is OSRIC thus satisfying my need to involve all sorts of OSR rule sets. It is set in Greyhawk which satisfies my desire to involve many of the game worlds as I can. And most of all it features the machinations of not just "A" Witch Queen, but "THE" Witch Queen. I mean really. If I have any complaints about this adventure it is I didn't write it myself.

For Use in NIGHT SHIFT

While I love to use some of these adventures for NIGHT SHIFT not everything will fit. This is a perfect example, while I love the idea of this adventure it would not be good for NIGHT SHIFT. This adventure is too deeply tied to the World of D&D and especially Greyhawk.

The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Hagazussa (2017)

The Other Side -

Hagazussa (2017)This one had been on my radar for a bit. Described as a "gothic folk tale" I knew I had to check it out. The name of the movie also comes from the old German word for "Witch."

Hagazussa (2017)

Told in four acts with very little dialog we see how the local villagers treated a goat-herding woman and later her daughter, Albrun, as witches.

In the first act young Albrun begin to menstruate, but before she can even talk about it with her mother all sorts of strange things happen. They are accosted one night by men wearing masks. Soon after Mother comes down with the Bubonic plague.

While attending to her mother Albrun is sexually assaulted by her mother, who is losing her mind.  At some point, Mother runs out of their cabin and dies in the night. Alburn finds her dead mother the next day covered in snakes. 

Act 2 takes place 15 years later. Alburn is still living in her cabin and now how has a baby of her own. She lives alone and is a little strange now. She is treated as a pariah in the local town where the local boys pick on her, and the local priest gives her the decorated skull of her mother.  She befriends another local woman, Swinda. But when Swinda sees the skull of Alburn's mother set up on an altar. Swinda later takes Alburn up into the mountains where they encounter a man Swinda knows. Swinda holds down Alburn while the man rapes her.  In revenge, she takes a dead rat and blood and poisons the water supply.

Act 3 Alburn comes to town with her baby and sees a lot of people dead and dying. She walks into the woods and eats some mushrooms. She begins to hallucinate and accidentally drowns her baby. 

Act 4 Alburn wakes up and discovers her baby is dead. So she cooks the baby in a stew and eats it. She gets sick. Her hallucinations come back as she hears her mother talking to her. She wanders outside and catches fire in the rising sun.

The horror of this movie is the abuse of Alburn from her childhood to her adulthood. She would be considered a witch or hag in the legends of the local village and that is the tragedy of this tale.  It is not a feel-good movie. 

Use for War of the Witch Queens

This movie has something of a timeless feel about it. It takes place in the 14th century or thereabouts, so it would be a good background for any sort of lower-level witch. To quote the TV show Magicians "magic is pain" and Alburn knows pain.  From this, you can assume there is really no such thing as a happy witch.

It is also a good example of how others treat these women, outside of outright hate. 

October Horror Movie Challenge 2022
Viewed: 2
First Time Views: 1


October Horror Movie Challenge

da Vinci’s Dystopia

Reviews from R'lyeh -

The year is 1510. Italy is not just being transformed by the Renaissance, but by the New Science that is driving the Republic of Florence to new prominence. Water-powered looms and assembly lines radically alter its industries and their output, gliders soar above the city’s skies and provide reconnaissance and a message service, paddle steamers ferry goods and people far and wide, and the republic’s military fields new rapid-firing organ guns, armoured turtle-tanks, and more, that have seen it defeat all traditional armies sent against it. At the heart of the city is the Gran Meccanismo, a complex calculating engine driven by water clocks, windmills, and capstans turned day and night by prisoners of war and debtors, which uses the new mathematics to forecast the weather and provide calculations for a wide variety of projects, military and civil. With the rush to mechanise and advance the New Science, the Florentine Republic has thrown off the shackles of old social attitudes. Neither women nor Jews are seen as secondary citizens, especially if they can contribute towards the New Science. Yet all is not well in the Republic of Florence. Pope Julius II denounces the New Science as a Satanic design, the Venetian Republic sends its spies to ferret out the secrets of its new arisen rival’s technology, and worse, the Gran Meccanismo may yet become an engine of uniformity and control. Already Florentine citizens are required to carry a Catalogo identity card, although they are not yet commonly checked, but if some apostles of hydronetic management theory have their way, how far and how rigid will its control go? Imagine a world if Niccolò Machiavelli, military commissioner of the Republic of Florence, had not seen the potential in the drawings and designs of Leonardo da Vinci and instead left him to his painting?

This is the setting for Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence, a roleplaying game designed by Mark Galeotti, best known as the designer of Mythic Russia: Heroism and Adventure in the Land of the Firebird and his contributions to the setting of Glorantha, and an academic specialising in Russian affairs. Notably, he brings his experience with the storytelling mechanics of the HeroQuest to Gran Meccanismo in what is a slightly radical shift in choice of mechanics for the publisher of the roleplaying game, Osprey Games. Although set at the height of the Renaissance, Gran Meccanismo takes the machismo and bravado, fractious politics and religious orthodoxy, and rigid social attitudes and superstitions of the period and combines and contrasts them with the features of two other, connected genres—Cyberpunk and Steampunk. These two feature a combination of lowlifes and high tech, advanced and rapidly advancing technology, both a reverence for and a fear of this new technology, but one aspect of these genres that Gran Meccanismo does not include is societal collapse or decay, although there is potential for the utopia promised by the New Science and the city block-sized Gran Meccanismo to turn the Florentine Republic into a dystopian nightmare of control and uniformity.

The first third or so of Gran Meccanismo is dedicated to its background, covering the state of Italy and its various other city-states, republics, and kingdoms, including Venice, Milan, Genoa, Rome, and others. The neighbouring nations of Europe—France, Spain, England, and others—and beyond are detailed in broader detail since they are not necessarily the stage for Gran Meccanismo, although their agents possess an interest in and will doubtless want to intervene in the affairs of the Florentine Republic. This is understandable, since taking a Gran Meccanismo campaign too far away and too often from the city of Florence would in part deny access to the technological wonders that are the roleplaying game’s raison d’être. Florence is given more detail, including its bureaucracy and notable figures, such as Leonardo da Vinci, the now one-eyed engineer and inventor due to an explosion of a device, and of course, Niccolò Machiavelli, as well as everyday life, business, war and the military, medicine, scholarship, faith—both Catholicism and the heretical, vice, and more. Mostly, this is covered in broad detail, enough to both intrigue the reader and bring that flavour to the Guide’s game. Where perhaps Gran Meccanismo is a little short on detail is in its coverage of New Science and the devices that are being invented as a result of it. This leaves scope for the Guide and the Player Characters to create their own inventions, but more starting suggestions would have been welcome.

A Player Character in Gran Meccanismo is defined by his Attributes and Traits, with the Traits being grouped under the Attributes. There are three of the latter, Body, Mind, and Soul. Both Attributes and Traits are rated in terms of the number six-sided dice assigned to them, and Traits can be as simple as Swordsmanship d2 or Student of the Dardi School d6. In comparison, a simple NPC can be defined as By the Clock Bureaucrat d3 or Drunken Tough d3. To create a character, a player defines a concept, such as ‘Religious Scholar Obsessed with the God in the Gran Meccanismo’ or ‘Rake on the make’. Nine points are divided between the three attributes and then the player is given three options in terms of defining the character’s Traits. These are by Archetype, Narrative, or Improvisation. In the Narrative method, the player assigns fifteen Traits ranging in value from one to four, and in the Improvisation method, the player starts with just two Traits and defines the rest through play. The Archetype method is a case of selecting a role such as Artificer, Banker, Bravo, Nobleman and Noblewoman, Rabble-Rouser, and more. All of the Archetypes have variations as alternative suggestions. To this the player adds three goals—one long term, one medium, and one short term, again valued by a dice pool, three Nudges, and Traits for the Player Character’s Origins. The Archetype method is the easiest and most flavoursome, whilst the others are suited to more experienced players.

Artificer Viviana Valente
Origins: Florence
Knows Florence 1d, Unfazed by the New Science 1d
Body 2
Draughtsman 2d, Fine Manipulation 2d, Dressed for Success 2d
Mind 4
Gadgeteer 4d, Knows Scientific Principles 4d, Can Read and Write 2d
Soul 3
Obsessed with the New Science 6d
Goals: Discover God in the Gran Meccanismo (Long Term), Serve my apprenticeship to Madame Patrizia Moretti (Medium Term), Pass Today’s Examination (Short Term)
Nudges: 3
Equipment: Small knife (+1d), Tools of the Trade (+2d), Pen and papers

Mechanically, Gran Meccanismo employs the TRIPOD or ‘Traits In Pools Of Dice’ system. Once the player and Guide have agreed on the intent of the test and its outcome, this involves a player building dice pools typically consisting of an Attribute and a Trait plus any benefits from the situation or scene or equipment. This is rolled against the difficulty of the test, which will require the player to roll a number of successes. For an Easy Test, just two successes are required, but a Challenging Test requires six. Rolls of four or five count as one success, but rolls of six count as two. The Guide can do this for her NPCs, which will come into play if the situation requires a confrontation or contest, such as a race, a duel, or a debate. Where this occurs, the Margin of Victory table indicates the effect of each participant’s roll, which if one or more can inflict a Damage Trait on an opponent’s Attribute. If all together the value of the Damage Traits exceeds an Attribute, then the participant in the contest or confrontation will be knocked out of play. Which might be that he is successfully robbed in a mugging, flees the scene, or is forced to concede in a debate.

To some extent, once a confrontation begins to go in favour of one participant or the other, it is difficult for the other to make a successful comeback. Fortunately, each player has several Nudges that he can use each session. Each Nudge shifts a die roll up one step, from a failure (one, two, or three on the die) to a success (four or five on the die) or from a success to a double success (six on the die). The Guide also has Nudges to use on her NPCs, but these are fewer in number. Some Traits can be Flaws though, and a player is encouraged to nominate one of his character’s Traits as such each session. Then once or twice in that session, the Guide should use it against the Player Character to make his life more complicated and the story interesting and then reward him with an extra Nudge and a Minor Advancement at the end of the session. Goals also work as Traits and can also add extra dice if the task at hand is relevant. The reward for using them is fairly substantial, but if unsuccessful, the Player Character earns a Doubt Trait, which persists until the Player Character can work it off by successfully using the Goal Trait in pursuit of the goal.

When it comes to the New Science, the Florentine Republic of 1510 has yet to achieve mass production. Some devices have been standardised, mostly for the battlefield, otherwise every item is an individual piece, almost a prototype and highly decorated. The advice is thus to make almost every item bespoke and a one-off, as well as temperamental and fragile. Mechanically, the TRIPOD system means that the numbers for a New Science device equate to that for a more traditional one, and the New Science adds flavour and verisimilitude. Which highlights the fact that the New Science is also a narrative device. Further as much as the Clockpunk of Gran Meccanismo are informed and influenced by the Steampunk and Cyberpunk genres, the one aspect of either that Gran Meccanismo lacks is the equivalent of the Internet. There is though the possibility of Clockers hacking the Gran Meccanismo in Florence, either directly at the central machine in the Palazzo Altoviti, a dedicated cogent engine attached to some nascent industrial process, or one of the stations at the city’s guard posts where one day Catalogo identity card checks might be carried out.

For the Guide there is advice on running Gran Meccanismo and on the types of games that can be run. Suggestions include Missione Impossible espionage-style games, travelogues, family sagas built around noble or even crime families, and of course, tilting the Republic of Florence into a Clockpunk Dystopia. There is advice too on scaling up the game to include the clash of armies, as well as keeping combat exciting and pushing towards a cinematic, even slightly pulpy style of play, with the use of cliffhangers. Although there is no scenario included, there are hooks throughout the book, along with numerous asides and historical notes in sidebars.

Gran Meccanismo is missing an index and a glossary as well as a timeline, which would have been useful. Similarly, given the historicity of the setting, a bibliography would have been equally useful. The lack of all three does make the roleplaying game that much harder to use as a ready reference, let alone prepare a scenario or campaign.

Physically, Gran Meccanismo is a decent looking book. The artwork is excellent, the book is well written, and the flavour text helps bring the setting of Florence and its surroundings alive.

Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence is arguably the first storytelling roleplaying game from Osprey Games—or at least the first to use storytelling mechanics. It combines the fast-playing, easy to grasp rules of the TRIPOD system with a setting that not only can genuinely be called unique, but one to which your first response should be, “That’s a cool idea!”

100 Days of Halloween: The Coven

The Other Side -

The CovenTonight I am starting my deep dive into a bunch of witch-related adventures, many of which I would like to use with my War of the Witch Queens campaign.

The adventures will come from the various versions of D&D and the retro-clones in the OSR. They all have or feature witches in them.  Sometimes these witches are the antagonists, other times they are allies or even friends. The point is to show this rise in witch-related activity.  The players would see this rise but only later learn the reason is that the High Witch Queen had been murdered and now the witches are running wild.

As always I will be following my rules for these reviews.

The Coven

PDF. 45 pages. Black & White cover and B&W and color interior art.

This is a 0-level or 1st-level "adventure". In fact the adventure covers creating a coven of new "witches" (1st level magic-users).  There are a lot of random tables to help generate these characters including their background, patrons, enemies, and more for these witches. You also generate the lands and homes of these witches and their enemies.

This book is designed for Lamentations of the Flame Princess, but that is close enough to B/X that you can use that or OSE instead. 

I say "adventure" in quotes because there is not an adventure here. There is a setup for future adventures and there are plenty of ideas here to create your own. But no "going to point A to point B and kill monster X."

What it might lack (and I don't think it is lacking) in structure it makes up for in style and detail.

For Use in War of the Witch Queens

I would use this as a session zero for a future run of WotWQ (right now my characters are around 3rd level) but this would be a fun start.

Instead on 1st level magic-users I would use my witches, with a random table to also help choose their tradition.  

For Use in NIGHT SHIFT

So this is set up for LotFP, but with some tooling, I could make it work for a modern-age NIGHT SHIFT game. Certainly something for Ordinary World or even Generation HEX.


The Other Side - 100 Days of Halloween


October Horror Movie Challenge: Day Shift (2022)

The Other Side -

Day Shift (2021)Starting off the Halloween October Horror Movie Challenge with a brand new one.  

I watched this for the Monster Movie Fun Time Go podcast. You can hear it all here

So I am not sure whether to consider this as part of the challenge or not. I am going to count it as a "Previously Watched" for today.

The premise is simple. Jamie Foxx plays Bud Jablonski, a divorced father who works as a pool cleaner. In truth, he is a vampire hunter who had worked for The Union. He kills vampires and sells the teeth on the black market to Troy played by the always fantastic Peter Stormare.

Now I have this sort of love/hate relationship with Jamie Foxx. Typically he is playing the exact same character in every movie he is in. This is not really that big of a deal. I mean it worked for Bruce Willis. Here is playing that same character. But I do have to remind myself this is the same guy that played Ray Charles and was amazing.  So here, he is good.

So the only way Bud is going to get all the money he needs for bills and his daughter's braces is to rejoin The Union that kicked him out. He gets the help of his friend, and vampire hunting legend, "Big" John Elliott, played in scene chewing wonder by Snoop Dogg. 

They let him rejoin and he is saddled with desk jockey Seth played by Dave Franco.  

Turns out the vampire Bud kills in the opener was the daughter of this higher-up vampire in LA, Audrey San Fernando played by Karla Souza.  We know Audrey is not at the top of the Vampire hierarchy (seriously has White Wolf completely saturated all Vampire mythology these days??) but she is striking out on her own to control as much of LA as she can.

The title comes from the shift Bud is assigned to; the safer, and less profitable, Day Shift.

The vampires here were all played by Cirque du Soleil acrobats and contortionists who were out of work due to the pandemic. The result is some really fun fights with the vampires as they bend, flip, and generally look inhuman.  We also learn there are different vampire clans (there you go again) and finding a nest full of vampires from different clans is something that concerns our heroes.

The movie is fun, but not great. It has all the tropes of horror but none of the scares. It leaves a lot of room for sequels.

In a scene that pays homage to Lost Boys, Snoop's Big John says "That's what I love about LA. All the damn Vampires!" 

"Welcome to the motherfucking Night Shift!" - Bud Jablonski

This movie is tailor-made for a NIGHT SHIFT game. Freelance vampire hunters working for a mysterious organization is the stuff of great roleplaying games. Exploring the vampire hierarchy and even the history of the Union would be fun.

October Horror Movie Challenge 2022
Viewed: 1
First Time Views: 0* (but it was new to me just last month)

October Horror Movie Challenge 2022


Grim & Perilous Medium

Reviews from R'lyeh -

It is four decades since the armies of the Zahjik Khaliphate stood before the walls of Drakenheim. It was a turning point for the Cimbrian Empire. The Burgher Wars which broke the power of the emperor and nobility, and saw the rise of the both the merchant classes and the city-states were forgotten in the face of the invasion from the east across the steppes. Emperor Maximillian III rallied the empire and together with the High Prelate of the Sigurdian Church, in command of a retinue of Siguardian templar-monks, broke the siege and drove out the invading forces. In the decades since, the city-states have retained their sense of independence, but maintained stronger ties of fealty to the emperor; the Sigurdian Church has cemented its place as the dominant faith in the empire; the nobility, their power greatly weakened by the Burgher Wars, have strengthened their ties with the merchants; and the peasantry has continued to toil, whether on the land itself or in the towns, either for the merchants or the nobility. The Cimbrian Empire has also undergone a new renaissance in terms of the arts and sciences. Despite having driven out the armies of the Zahjik Khaliphate and remained at peace for some four decades, the Cimbrian Empire is not entirely safe. Crime is rife, especially in the city-states. Dark cults hide across all strata of society, their members worshipping all manner of demons and malevolent beings, whilst sorcerers practice dark magic in secret—and both sorcerers and cultists are the targets of the empire’s witchfinders. The restless dead haunt the ancient ruins to found in the mountains and deep forests which separate the city states, and that is when the forests are not infested by ape-like beastmen or by bestial mutants transformed by corrupting magic, both intent on murder—or worse. There are rumours too of monsters out of legend still being found in dark places, and of the Zahjik Khaliphate once again preparing to invade, and of the Elves, the masters of the land before the rise of men and the founding of the Cimbrian Empire, manipulating those in power and working to restore their control once again.
This is the setting for Streets of Peril: Fantasy Roleplay, published by Broken Blade Publishing. It is a grimdark roleplaying game set in an empire of Germanic city states, which humanocentric, combines elements of science and magic, and sees a few desperate men and women prepared to step up and if not be heroes, then at least do their best to protect the empire, for even if they succeed, their efforts will rarely be recognised. Streets of Peril: Fantasy Roleplay includes complete rules, numerous character options, mixes firearms and magic and fencing, a bestiary, campaign options, and a starting scenario.

A Player Character in Streets of Peril: Fantasy Roleplay is defined by six attributes—Might, Toughness, Agility, Willpower, Intelligence, and Fate—rated between one and four, a Lineage, and a Class. A Player Character will also have three ambitions, one of which he will have in common with the other Player Characters. These will reward the Player Character with Experience Points as he works towards fulfilling them and encourages the player to roleplay and look for opportunities to work toward their completion. The Lineages each provide two special traits and can be divided between the Cimbrian and the non-Cimbrian. The Burgher, Commoner, Highborn are Cimbrian, whilst the non-Cimbrian are Brythonian (from the Brythonian Isles to the north), Changeling, Smolyani (travellers noted for their luck), Valentino (from Valenti, the dominant city-state of the former Tiberean Empire to the south), and Zahjik (from the Zahjik Khaliphate). There are eight Classes in Streets of Peril: Fantasy Roleplay, each of which provides several Class traits, skill and equipment proficiencies, and starting equipment. Each also has several Subclasses, for example, the Brute has Berserker, Brawler, Folk Hero, and Thug, each of which has its own Special Trait. The Classes are Brute, Cultist, Duellist, Engineer, Magister, Man-at-Arms, Scoundrel, and Wayfarer. Of these, the Cultist includes Priests and Templars rather than members of a demonic or other cult; Duellists study at Schools of Fencing and the Engineer actually does not have Subclasses; and the Magister includes the Alchemist, Necromancer, Seer, and Wizard.

To create a Player Character, a player assigns one attribute at Rank 4, two each at Rank 3 and Rank 2, and one at Rank 1. He selects a Lineage, chooses a name, decides on three Ambitions, selects a Class, and then one Class Trait. If selecting a Class like the Engineer or the Magister, the player also selects Inventions or spells as appropriate. The process is quick and simple.

Name: Otto Vogel
Lineage: Commoner (Cimerian)
Class: Brute Subclass: Thug
Ambitions: Humiliate Hans Hiegel, Keep the neighbourhood safe, Do right by his old mum
Might 4 Toughness 3 Agility 2
Willpower 3 Intelligence 1 Fate 2
Traits: Labourer, Rugged, Crushing Blows, Ignore Pain, Mighty Blows, Rogue
Skill Proficiencies: Athletics 1, Fighting 2, Grit 3, Intimidate 2
Equipment Proficiencies: Light, Medium, & Heavy Armour, Common & Heavy Melee Weapons, Throwing Ranged Weapons
Equipment: Club, gambeson, bottle of spirits, dice, seven pennies

Mechanically, Streets of Peril: Fantasy Roleplay employs a dice pool system using just six-sided dice, although dice of three different colours. This is white, red, and black, but other colours can be substituted. Rolls of four or more are counted as successes, but that is only on the white dice. On the red dice, rolls of three or more are counted as successes, and rolls of two or more are counted as successes on the black dice. All of the dice explode on rolls of six or more. Modifiers—bonuses and penalties—adjust the number of dice in the pool, with a Player Character’s Fate attribute providing a number of luck points a player can spend each session to provide a bonus of two dice. The dice are rolled against Difficulty Values which range from one for routine to four for impossible. Various items and traits upgrade the white dice to red or black dice, whilst others downgrade the red and the black back down to white. The outcome of opposed rolls is determined by the number of successes rolled. In general, dice pools are formed from the appropriate attribute value for an attribute check or the combination of the attribute and skill for a skill check.

Combat consists of opposed rolls, typically the attacker’s Fighting skill or Ranged skill against the defender’s Defence skill. The number of the successes rolled determines the number of bonus damage dice rolled in addition to that of the weapon. Successes rolled on the damage dice rolled inflict Grit damage. The combat rules cover most situations, including shooting in melee, dual wielding, grappling, and more. The weapons include bombs like grenades and choking gas bombs, and firearms such as the blunderbuss, harquebus, musket, and pistol. Weapons can have special traits, as can armour.

Although there are rules for a Critical Failure, there are no rules for a Critical Success. In general, if a player rolls enough Successes, his character succeeds at the action, but that is that. Combat is the exception, since Successes increase the number of Damage Dice rolled, but in other situations the excess Success have no effect. However, one feature missing from Streets of Peril: Fantasy Roleplay found in similar roleplaying games is that of a critical hits table.

Magic is divided into white magic and black magic. White magic is acceptable to most of society in the Cimerian Empire, with divine magic being the rarest forms of white magic, whilst back magic is the province of necromancers, cultists, demon worshippers, and the like. With arcane magic, there is the chance of backlash and aetheric manifestations. This occurs when ones are rolled on a skill roll for a Magic check, and might be tremors shaking the earth, the temperature suddenly changing, a swarm of locusts blacking out the sky, and so on. Casters of arcane magic directly manipulate aetheric energy and need their hands free, so cannot wear armour and must have their hands free. Miracles, or divine magic, also uses the Magic check to see if the caster is successful. However, casters of miracles can wear armour and do not suffer from aetheric manifestations, but they call upon the deity they worship, and potentially invoke said deity’s wrath or mercy. What this means is that the Difficulty Value of the Magic check increases for each spell cast over the course of each day. If a subsequent Magic check is failed, then the caster loses the ability to cast miracles for the day. This makes arcane magic much freer and miracles much more of a resource to hold in reserve.

Streets of Peril: Fantasy Roleplay includes a list of miracles and spells, as a well as a list of apothecary’s ingredients and potions, the latter useful for the Alchemist Subclass. For the Engineer Class there is a list of Inventions, such as Bounding Boots, Electric Cloak, Targeting System, or Wrist Rocket. Magical items are intended to be rare and difficult to find, but numerous examples are included. For example, Ghost mail has been enchanted to be silent; Zahjik Janissaries carry a single, one-use Black Arrow which is enchanted to slay enemy champions and powerful monsters, and can do great damage and pierce armour; Witch Bottles protect the owner from curses; Hag’s Fingers enable the spell Wither to be cast once per encounter; and more. The bestiary includes beasts like the Bogtopus and werewolf, the Deep One-like Drowners, Fey such as the Banshee and the Spriggan, Formorians, and more.
A broad overview of the Cimerian Empire is given, including its geography, law and order, crime, attitudes to duelling, religions, and more, there is a good discussion about campaign types. These include having the Player Characters as house retainers, ship’s crews, members of the town watch, witch finder’s assistants, and more. This is combined with themes, whether that is horror, politics, mystery, trade, or others. The advice for the Game Master is short, but to the point—keep it grim and keep it gritty, and whilst there are plenty of monsters in the bestiary, to keep their appearances rare to ensure that the horror when they do appear is maintained. Rounding out Streets of Peril: Fantasy Roleplay is a ready-to-play scenario, ‘Finkelstein’s Laboratory’. It is a short affair which plays upon Frankenstein; or, The Modern Prometheus and has the Player Characters hired by a noble to collect some property and possessions from the laboratory of a medical doctor whose work he was researching. It is a short affair, one that the players could very well complete in the same session as they create their characters and should provide them with a feel for the setting and the roleplaying game’s mechanics.

Physically, Streets of Peril: Fantasy Roleplay is presented in black and white with red used here and there. It does need a slight edit in places, but the artwork is decent and the book well written.

Ultimately, it is difficult to avoid comparisons between Streets of Peril: Fantasy Roleplay and Warhammer Fantasy Roleplay. Both are set in an empire of Germanic city-states, both have a dominant faith whilst allowing the worship of the Old Gods, both have a grimdark tone, and so on.

However, Streets of Peril: Fantasy Roleplay is a humanocentric roleplaying game and the other race, the Elves, are mistrusted and feared. The setting is not beset by the forces of Chaos. The Classes for the Player Characters are kept simple and streamlined and there is no great progression along varying career paths, which means that progression wise, the roleplaying game is quite limited in scope; and the mechanics are designed to be easier, faster, and more abstract than simulationist.

Streets of Peril: Fantasy Roleplay offers grimdark fantasy roleplaying, even grim and perilous roleplaying, but with lighter, faster mechanics. It is a solid entry in the grimdark fantasy subgenre and if a gaming group is looking for a lighter alternative to those available in the hobby, then it might be just what they need.

Valley of the Partwork

Reviews from R'lyeh -

Welcome to the Valley takes you into ‘The Valley Out of Time’. Written for use with both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, ‘The Valley Out of Time’ is a ‘Lost Worlds’ style setting a la X1 The Isle of Dread, and films such as The Land that Time Forgot, The Lost World, Journey to the Centre of the Earth, One Million years, B.C., and others, plus the artwork of Frank Frazetta. Combining dinosaurs, Neanderthals, and a closed environment, it is intended to be dropped into a campaign with relative ease and would work in both a fantasy campaign or a post-apocalyptic campaign. It could even work as a bridge between the two, with two different entries into ‘The Valley Out of Time’, one from a fantasy campaign and one from a post-apocalyptic campaign.

The Valley Out of Time: Welcome to the Valley, however, is short. Published by Skeeter Green Productions, it is the first part of a series of fanzine-sized scenarios and just an introduction, and by the end of it, the Judge is definitely going to want to know more about its setting of the Timeless Valley and where the rest of The Valley Out of Time series will take her campaign. The problem is that although The Valley Out of Time: Welcome to the Valley provides ideas on how to get the Player Characters into the setting—and why, but not necessarily and not definitively how to keep them there. However, it has a strong sense of atmosphere, sweltering and sweaty, and it will provide a session or so’s worth of play. The adventure which is included along with the introduction is designed to be played by four to six Player Characters of First and Second Level.

It opens with a list of hooks and motivations to get the Player Characters into the Timeless Valley, whether that is to search for a rare item or McGuffin, ending up in the valley via random gate or teleport, simple discovery of the vale between two mountain chains, or a previously closed off valley suddenly being opened by gods or the like, for reasons which will become clear. Regardless of the reasons, the adventure has the Player Characters make their way into the valley and struggle through the dense undergrowth and under the thick canopy, suffering from the sweaty heat and the attentions of the local insect life, ultimately to find themselves lost. Then they encounter the first signs of life, a tribe of massive bipedal humanoids going about their business. Tall and hairy, these are Urmanoids, who have the level of development equal to that of the Neanderthals. The Player Characters are free to engage with them in any way they see fit and several options are given for the Urmanoids’ reaction to how the Player Characters act—docile, sneaky, or bold and/or violent. Ideally, if the Player Characters opt for the former options, the Urmanoids will attempt to communicate with them. This sets up some challenging roleplay because the Urmanoids are unable to speak, so the players and their characters will have to find another way.

Once the Player Characters and the Urmanoids have begun to communicate, the camp comes under attack, not once, but twice. First by a giant lizard and then by a pack of Dinychus attracted by the first attack. Helping to defend the Urmanoids cements the relationship between them and the Player Characters, and this should be compounded after a further attack on the way to the Urmanoids’ next camp. This is where the adventure, such as it is, comes to a close.

Supporting the adventure in The Valley Out of Time: Welcome to the Valley and ‘The Valley Out of Time’ setting is a trio of appendices. The first, ‘Appendix A: New Monsters’ gives full write-ups for the various monsters and creatures which appear in the adventure, including the Urmanoids and Dinychus. The second, ‘Appendix B: Appendix N Monsters for use in the Timeless Valley’ lists some of the creatures in both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic that could be sued in the setting of the Timeless Valley. The list is not exhaustive and a whole lot more can likely be found in the ‘Dinosaur Crawl Classics’ article in the Goodman Games Gen Con 2017 Program Book. (In addition, The Valley Out of Time: Welcome to the Valley could be used as a way into the setting of ‘Dinosaur Crawl Classics’, or even be used as a dinosaur disaster film scenario using ‘1970’s Earth Characters for DCC’ from Goodman Games Gen Con 2016 Program Book.)
The third, ‘Appendix C: The Timeless Valley’ further discusses some ideas as to how the Player Characters might be motivated to enter the Timeless Valley and potentially keep them there, such as searching for resources which can be exported back home, looking for cities paved for gold, looking for a lost mentor, and so on. These, however, are suggestions that the Judge can add rather than The Valley Out of Time: Welcome to the Valley give any through the setting itself. The appendix also details the other aspect apart from the dinosaurs where The Valley Out of Time is different, and that is ‘Ultrascience’. This is a mixture of magic and technological, which combines and replaces those elements from Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. The Timeless Valley is a low magic, low technology environment, which often reduces the effects of technology, sometimes limiting the access of Clerics to their deity and Shaman to their A.I. Patron, Elves and Wizards definitely need to keep their spellbooks with them, and the denizens of the Timeless Valley are resistant to the effects of ‘Ultrascience’.

Physically, The Valley Out of Time: Welcome to the Valley is well presented, although the artwork does vary in quality. The Valley Out of Time: Welcome to the Valley presents an intriguing set-up, but it does not intrigue beyond that—and that is because of its almost ‘Partwork’-like structure. The Judge and her players will simply have to wait for the next issue to hopefully receive that.

100 Days of Halloween: Octhorrorfest and Lost Classes: The Arnesonian Classes

The Other Side -

OcthorrorfestIt is the first of October! It is the month of Halloween finally.  I am going to start this auspicious night with a treat from last year, Appendix N's Octhorrorfest, and some more.  For this month I am going to focus largely on D&D in general and material for my War of the Witch Queens in particular.

As always I will be following my rules for these reviews.

Octhorrorfest!

PDF. 50 pages. Color covers. Black & white interior art.

This book is designed for Old-School Essentials, so that is already a plus in my mind.

It is filled with some wonderful art that is both creepy and evocative. 

We begin with an introduction from author R.J. Thompson about Halloween, and all the things that make Halloween great.  

There is a bit on Samhain (with correct pronunciation) and All Hallows with ideas of how to add them to your game. This includes what classes can do and the effects on magic. 

There are new classes and since this is OSE there are race-as-classes.  The classes include The Jack-o-Kin racial class and race for Advanced OSE. A jack-o-lantern race is a really interesting idea. Maybe not one I would play myself, but I am sure I would use it as an NPC race.

The next class is the Witch. Ah. Now we are talking. The class is a Wisdom-based spellcaster. They are fairly close to the Cleric class. There are a lot of interesting features to this class like healing, cure poison, and my favorite the Dying Curse. 

There is also a Witch Hunter class. A fighter type that also can turn undead and detect evil.  Essentially like a less devout paladin.

Magic of Hallows covers the spells for the witch. There are some ones that are familiar from OSE or SRD sources and four new spells.  This section also covers Ritual Spell Casting which is adapted from the old d20 Relics & Rituals converted to OSE. It is rather good to be honest.  There are 11 "new" spells. They are familiar spells but re-presented as ritual spells.

There is a section on Curing Vampirism, Demons and Exorcism.  Another section on Turning the creatures of the Outer Dark (like Undead Turning). 

Up next, around page 40, we get some movie monsters. 

Since this Appendix N Entertainment, we get an Appendix N with new readings, music, and film. 

In its 50 pages we get a lot of fun material. Well worth the price.

 The Arnesonian ClassesLost Classes: The Arnesonian Classes

PDF. 30 pages. Black & white covers and interior art.

This one is not really a "Halloween" issue, but given I am doing Octhorrorfest I figure I would add this one is as well. Plus, it is for Old-School Essentials so that is reason enough.

Plus I think today is the last day of Dave Arneson week, so there is that.

This book covers what is called the Arnesonian Classes. This includes the Merchant and the Sage, as standard classes.  We also get the Beastfolk. This includes Chimpanzee Folk and Duck Folk.  We get both Basic race-as-class versions and Advanced races.

I have to admit I want to make a Chimpanzee Sage. I think that would be rather fun.

This little book is a great addition to OSE.

Both books are great fun.


The Other Side - 100 Days of Halloween



Profitable Packets

Reviews from R'lyeh -

Cyberpunk RED Data Pack is a supplement for Cyberpunk RED, the fourth edition of the classic Cyberpunk roleplaying game. It provides a number of tools that the Game Master can use to support her Cyberpunk RED game, including scenarios, lists, maps and character sheets. These are useful in a number of different ways, the least of which is probably the pad of character sheets. The character sheets are done in landscape rather than in portrait and in a mix of red and black. They are clear and easy to use. The twelve maps are full colour, double-sided, and marked in one-inch squares. The majority of them are road sections and connect link up easily. There are plain desert sections too, as well as a helicopter or aerodyne landing pad atop a building and an underground carpark—the latter which Game Masters and players alike will probably recognise from playing through Cyberpunk 2077. However, there are no internal locations mapped, which restricts their use. Perhaps Cyberpunk RED Data Pack 2.0 will address that? Fortunately, they are compatible with the Cyberpunk RED Battle Maps from Loke Battlemats and that range does include some internal buildings.

The meat of Cyberpunk RED Data Pack consists of a thirty-six-page booklet, which can be divided into two sections. The first consists of six Screamsheets, the single-sheet newspapers which can be purchased from kiosks on the streets of Night City and contain the most up to date news, printed at the moment of purchase. In game terms, they consist of a one-sheet which contains several news stories that can be handed to the players to provide them with information about what is going on in Night City, some of which form the background to the scenario which is effectively on the back of the Screamsheet. So effectively, one side for the players and their Edgerunners, and one side for the Game Master. For example, the first Screamsheet has stories about Night City PD reporting a rise in missing persons cases, a Militech executive being sacked for ethics violations, Night City hiring labourers for the city’s continued reconstruction, a rise in gang activity, and a hit on the Forlorn Hope, the signature Solo bar, by the Bozos, the clown gang. On the other side is ‘Hilaria 2045’. This is a scenario outline, in which the Edgerunners are hired to protect a block from an annual and very violent celebration held by the Bozos, Night City’s ultraviolent clown gang. This is in effect a big sprawling combat as the Bozo gang members ride into the neighbourhood in ice cream vans and will definitely be easier to run and manage with maps and counters.

The other Screamsheet scenarios continue with ‘The Digital Divas Burn It Down’ and its sequel, ‘Don’t Fear the Reaper’. In the former, the Edgerunners investigate a rash of arson attacks linked to an up-and-coming local band, whilst in the latter, they follow up a death that occurred at one of the concerts for the band. ‘Cargo Race’ sends the Edgerunners into the Badlands in search of a downed Delta and the cargo it was smuggling. It leads to a standoff between several interested parties. ‘Snuff’ is another investigation, this time into someone selling bad Braindances and giving other ‘legitimate’ sellers a bad name… The sixth scenario is the longest in the Cyberpunk RED Data Pack. ‘ThrillKill’ drops the Edgerunners into the middle of a new craze, a competition for territory between gangs in which points are scored for killing particular types of individuals. The Edgerunners are hired to shut the competition down and this requires them to identify the next victims and prevent them from being killed, which means tracking the gangs involved. This is this the most mobile of the half dozen scenarios and the Edgerunners will definitely need the Drive skill. Of course, there are other stories on the front of the Screamsheets which are not given the scenario treatment and so there is potential there for the Game Master to develop them into something playable for her campaign.

Rounding out Cyberpunk RED Data Pack is ‘20 Things in Night City’. This consists of five separate lists: ‘20 Freelancers of Night City’, ‘20 Night Spots in Night City’, ‘20 People in the Night City Subway’, ‘20 Safehouses in Night City’, and ‘20 Vendors at Mister K’s Market’. These are an excellent set of tables of thumbnail descriptions for each of the categories and they can either be rolled on or an entry be selected by the Game Master to provide an element which she can add to her campaign. This can be done as their broader subject comes up in play, or the Game Master could consult the tables ahead of time, possibly even for inspiration. Overall, these tables are ready to add detail and flavour to a Game Master’s Night City.

Physically, Cyberpunk RED Data Pack is decently done. The booklet is sturdy, the maps colourful if not necessarily as varied as they could be, and the character sheets serviceable.

Cyberpunk RED Data Pack provides solid support for Cyberpunk RED. Whilst the maps and the character sheets are serviceable, the Screamsheets and the quintet of ‘20 Things in Night City’ tables really help support a Game Master’s campaign. The ‘20 Things in Night City’ quintet is rife with inspiration and ideas and flavour, and the Screamsheets are a varied selection of scenarios and set-ups. They can easily be dropped into a Night City-set campaign or run as the occasional scenario. Hopefully, Cyberpunk RED Data Pack will provide as equally good support for Cyberpunk RED.

October Horror Movie Challenge 2022

The Other Side -

Today is the last day of September and that means tomorrow is the first day of Halloween, er...October.

And you know what that means here! Yes, the start of the October Horror Movie Challenge!

I have been doing the October Horror Movie Challenge for years now.  I am not doing anything wildly different than in previous years, and I am largely following the rules as set out by Krell Laboratories.

You have 31 days, October 1st to October 31st, to watch 31 Horror movies. At least 20 of these need to be first-time views.  

I am largely going themeless this year. I have a few I want to hit, a few brand new ones, and a few leftovers from last year.  If I have a theme so far it is "movies that have a pentagram on the cover."

Some Movies

I have learned over the years that if there is a movie you want to watch and it is on a streaming service you need to watch it right away.   So yeah, I have a lot of "witch" movies. 

Again I am hoping to have content for NIGHT SHIFT, my Monstrous Mondays, and more. 

If you want to join me here is a banner image to use.

October Horror Movie Challenge 2022

Let the Spooky Season begin!

Friday Fantasy: Relic of the Lost Kingdom

Reviews from R'lyeh -

Relic of the Lost Kingdom is an adventure for Dungeons & Dragons, Fifth Edition. Published by Fumble Folks, it is designed as a ‘Starter Adventure for New Game Masters’ as well as four to five new Player Characters of First and Second Level. The set-up is simple, the plot direct, and the background manages to be detailed enough to support the plot, but sufficiently generic that the Dungeon Master could easily drop it into or adapt it to her own campaign world. The setting is an alpine valley, once part of a great realm—the Lost Kingdom of the title, now dotted by farms, small villages, and the occasional town, but still important as a trade route through to neighbouring kingdoms. At the foot of the mountains stands a monastery dedicated to the Goddess of Grain. For the past few weeks, the undead have poured out of nearby crypts where the dead from the battles between the barbarians and the Lost Kingdom were buried centuries ago, and on successive nights, attacked the monastery in an attempt to break in. The Player Characters are hired to travel to the crypt, there to replace a stolen artefact, and so help to repel the undead, if not put them to rest.

Relic of the Lost Kingdom begins in the town with the Player Characters either seeing the notice for the job or hearing it announced by town crier—a nice touch given that not every Player Character is literate—and then being interviewed by the Elven priest, Rhys, at the monastery. He is direct in what he asks the Player Characters, including telling them not to trick him by running off with the artefact or dumping it in the river. If they decide to trick him, it is outside the scope of the adventure, but otherwise, this pushes the players and their characters to follow the scenario’s plot. In any other scenario this might be seen as the designers pushing the players and their characters down a railroad, but the point of Relic of the Lost Kingdom is to introduce the Dungeon Master to running Dungeons & Dragons, Fifth Edition and to do so in a direct and uncomplicated fashion. Another nice touch is that the adventure introduces the idea of there being other adventurers in the world, as they were the ones responsible for having opened the crypt and removed the artefact in the first place—although Rhys does not blame them for that. Rhys can also have Lilith Mosswater, a Halfling Cleric, to accompany them, and she will be the main NPC who the Dungeon Master will portray in the adventure. She is there if the Player Characters do not have a Cleric or Paladin amongst their number.

After an encounter in the Veridian Woods, the Player Characters arrive at the crypt. The crypt itself is linear and involves a mix of exploration and combat. There are two combat encounters which will be quite challenging for the Player Characters, the final one in particular. Both can be avoided though—one by not following a particular route through the crypt and the other through interaction. However, that interaction relies upon a Player Character being able to speak a particular language, otherwise, a fight ensues. Perhaps an alternative here would have been to give Lilith Mosswater that language just in case the Player Characters do not have it.

Physically, Relic of the Lost Kingdom is in general, well presented and well written. It is lightly illustrated in mostly silhouettes and the cartography is simple and clear. It does need an edit in places, for example, the adventure cannot decide whether it is an abbey, monastery, or temple, which is being assaulted by the undead, or indeed a tomb or crypt where the undead can be found.

Relic of the Lost Kingdom can be run in a four-hour session and so at a convention as well. It is easy to use, it is easy to adapt to a campaign world, and it is easy for the experienced Dungeon Master to develop as necessary. Unfortunately, Relic of the Lost Kingdom is not quite as helpful as it could be for the new Dungeon Master. For example, it lacks the stats for Lilith Mosswater. Not only could she be a replacement Player Character, but she could also be a useful source of information for the Player Characters. Now she is in places in the adventure, but arguably not enough. The advice for the Dungeon Master in terms of staging each encounter or room and reacting to the players and their characters could also have been a bit stronger in places too. Of course, an experienced Dungeon Master will be able to run Relic of the Lost Kingdom with a minimum of preparation and effort.

Relic of the Lost Kingdom is a simple, direct adventure. It is suitable to be run by the neophyte Dungeon Master as intended. However, it does need a little more development in places and consequently requires a little more preparation time for the new Dungeon Master than it necessarily should have done.

100 Days of Halloween: BaF - The Muse

The Other Side -

The MuseKeeping with the OSR books tonight.  This one is a bit special.  First, it is produced by Basic Witch Games which is just a great name.  Secondly, the game is produced by a couple of friends of mine, Miranda Hunt and her wife Caitlin Hliwa doing the art. Thirdly I contributed a few spells for this book.

So...that makes reviewing this a little more difficult. So in addition to following my rules I am also going to be especially careful here.  I am not going to review the spells for example.

BaF - The Muse

PDF. 8 pages. Color cover. Black & white internal art.

BaF is short for "Basic as Fuck" a philosophy and a game design ethic. These classes (of which the Muse is the first) are designed for B/X D&D or OSE. 

This class, the Muse, is a magic-using class that alters emotions and enchants their companions. This is a Charisma base class and it cast spells in a similar manner to the witch classes. 

The XP charts follow the same format as Old School Essentials. The muse is similar in advancement to the Cleric and Magic-users. The Muse casts spells up to the 5th level. 

While I don't feel it would be right to review the spells there is a good number here and many that are original.  

There is also a new magic weapon featured.

The class is really fun and I can see a lot of uses for it as a great support character (like the Cleric) and some magic firepower (like the Magic-user).


The Other Side - 100 Days of Halloween


The Official Night Shift: VSW MEAD!

The Other Side -

Now for something a little different.

Reposted from The Official Night Shift: VSW MEAD!

From Jason Vey creator and co-author of NIGHT SHIFT:

NIGHT SHIFT Twilight Queen MeadTwilight Queen, the official mead of Night Shift: Veterans of the Supernatural Wars


Apis Mead & Winery in Carnegie, PAI am pleased to announce the release party for the official Night Shift: Veterans of the Supernatural Wars mead: Twilight Queen on October 8! This release makes us the first ever tabletop role  playing game company to have our own official mead!
Even better, the mead connects with the game, as the favorite drink of Maeve Antinea, the woman who calls the shots, and the Twilight Queen herself, served in Club Khalsa, the most popular nightclub/watering hole in the City.

This mead, a collaboration with Apis Mead & Winery in Carnegie, PA, is a buckwheat mead with black cherries, vanilla, allspice, and cinnamon. The release party will be at Apis on Saturday, October 8, from 2:00 PM until whenever. We will have gaming events and giveaways, and both the mead and the game will be on sale! Our friends from Drawbridge Games will be on site as well!

Apis Mead & Winery in Carnegie, PAI should also mention here that this is not just me slapping my company name on something. I'm a mead maker and have been for about 15 years. I collaborated closely with Dave from Apis on every aspect of this, from the initial flavor profile to the level of spice and flavoring in it, adjusting, tweaking, and the entire process of brewing the beverage. This is very much an Elf Lair creation as much as it is an Apis Mead, and after several rounds of tasting and tweaking, I am absolutely confident in saying IT IS A WINNER.

Please save the date and stop down! And if you can't make it, Apis can ship to any state that is allowed, through Vinoshipper!

You can find more information about Apis at their website here:

https://www.apismead.com/


Tim here now.

I don't do a lot of drinking anymore, save for coffee (I did enough in college for myself, my kids, you, your kids...) but this is fun.

Will it help the sales of NIGHT SHIFT? No, and I would be surprised if it did, but that is not the point is it. This is a fun thing to have and I'll happily pick up a few bottles.

Can you say your RPG has its own mead? No.

NOW, what would be totally on-brand for me? A "From the Editor's Cup" Weirdly World News coffee roast. Dark, imposing, and each cup is the LD50 of caffeine for a grown adult!

Pages

Subscribe to Orc.One aggregator