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Character Creation Challenge: Morgan Highstar

The Other Side -

Morgan HighstarAh. Now, here was a character. Mogan Highstar was more than Grenda's favorite character, he was in a sense his self-insert. His way of experiencing the world of Dungeons & Dragons as himself. He was more than his version of my Johan. He was Johan, Larina, and "Retsam" all rolled into one for him. 

Finn Danis may have been the first "Starmaster" and eventual head of the school of Riddle Masters, but everything Finn learned, he learned first from Morgan.

Morgan Highstar was born CY 637. He was the first Riddlemaster. His first student, Finn, did not join his school until 659 when finn was only 8. 

Morgan was an accomplished card player and a firm supporter of the Cosmic Balance (in the Michael Moorcock sense). Going over the sheets I have here, he had been a worshiper of  Uller (more examples of our blending of Greek and Norse myths), but when he began his Riddlemaster training, he converted to the worship Xan Yae

Riddlemasters, as I have mentioned off and on, were psychic characters who masked their psychic powers by disguising them as magic. They were influenced by "The Chronicles of the Deryni" by Katherine Kurtz and a lot of B-Grade movies about psychic phenomena. They were a cloistered sect that (retconned) had existed for centuries. Morgan was the first Riddlemaster.

Like Finn, I am happy to make Morgan a Psychic, though I will eventually need to post more about Riddlemasters. 

Morgan Highstar 

Class: Psychic
Level: 14
Species: Human
Alignment: Neutral
Background: Scholar

Abilities
Strength: 18 (+3) N
Agility: 17 (+2) 
Toughness: 16 (+2) 
Intelligence: 18 (+3) N
Wits: 16 (+2) 
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 1
Vitality: 95
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base) 
Ranged Bonus: +4 (base)
Saves: +5 vs Persona (Psychic)

Background
Additional languages.

Psychic Abilities
Psychic powers: 5, Supernatural attacks, Supernatural power: Astral Projection

Psychic Powers
Bio-feedback
Body Control
Empathy
Telepathy
Temporal Sense

Heroic/Divine Touchstones 
1st Level: +1 to melee attacks
3rd Level: Psychic power: Pyrokinesis
5th Level: Level 1 of Renegade (use of stealth skills)
7th Level: Level 2 of Renegade (increased stealth skills)
9th Level: +1/+5% to all attacks, saves, checks and skills
11th Level: Spell resistance 20%
13th Level: Character ceases to age

Heroic (Divine) Archetype: Balance

Gear
Sword ("Balancer")

Again, while I am very happy replicating any D&D class in Wasted Lands, Riddlemasters, by their very nature, are a little more difficult. Should I do a "Riddlemaster" class for Wasted Lands/NIGHT SHIFT/13 Parsecs? Well...there is a desire, but I am not sure how practical it would be.  The classes were not very practical for D&D to be honest! I would need to distill them to their essence and build them up from that.

Something other than "how crazy can we get with this?"

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Character Creation Challenge: Vale Warmark

The Other Side -

Vale Warmark Here is another character I do not know. He looks like he was part of a campaign of all evil characters called The Black Sun, but that is all I know. This is from his time period of 1988 to 1990 when he made a lot of characters. 

Vale Warmark is a Cheysuli, like Finn Danis. In *D&D a different species is harder to detail since bonuses and penalties need to be considered. Wasted Lands, NIGHT SHIFT, and Thirteen Parsecs new species are all baked into the rules and covered by our "Supernatural" type (from NIGHT SHIFT). Also, like many of Grenda's characters, he has psionics.

His class is listed as "Fighter (Special)." I wonder if this was some sort of play-test character. He has fighter abilities as well as cleric spells and undead turning, but he is not a Paladin.

When I originally pulled this sheet I was going to make him a point-buy character using the Night Companion rules for NIGHT SHIFT. But the results were not satisfactory. Especially since the Divine Warrior seems to do the trick very well. But, given his Lawful bent and the fact that he worships Xan Yae from the World of Greyhawk, he has led me down a different path. I think he works best as a Mystic Martial Artist.

While the Mystic Martial Artist is great for monks (AD&D) or say ninjas, or wuxia like warriors, it is also great for any sort of character that makes combat a way of life. 

Vale WarmarkVale Warmark

Class: Mystic Martial Artist
Level: 1
Species: Cheysuli (using the Supernatural type from NIGHT SHIFT and other species rules from Wasted Lands)
Alignment: Dark Evil
Background: Warrior

Abilities
Strength: 17 (+2) N
Agility: 18 (+) A 
Toughness: 17 (+2) N
Intelligence: 16 (+2)  
Wits: 17 (+2) 
Persona: 15 (+1) 

Fate Points: 1d6
Defense Value: 0
Vitality: 5 (d6)
Degeneracy: 0
Corruption: 3

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base) +3 (MMA)
Ranged Bonus: +1 (base) +3 (MMA)
Saves: +1 vs AGL and TOU saves.

Mystic Martial Arts Abilities
+3 to Agility, Add AGL bonus to attacks, Martial Arts: Sword (like Kendo)

Heroic Touchstones
Level 1: Psychic Ability: Bio-feedback

Heroic (Divine) Archetype: Order

Gear
Sword (Mailbite), Dagger, Mace, splint mail armor

Ok. He is only first level here, but looking over his AD&D sheet and the abilities that Mystic Martial Artists get as they level up, I see that this is a great fit.  I am not sure how important the cleric abilities were to this character, so I may add them later on as a Heroic Touchstone or not. 

I do wonder what class Vale was supposed to have been.

You can get the Wasted Lands RPG, the NIGHT SHIFT RPG, and Thirteen Parsecs RPG at Elf Lair Games.


Character Creation Challenge

An Achtung! Cthulhu Anthology I

Reviews from R'lyeh -

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines brings together the first five scenarios published for Achtung! Cthulhu. They will take the Agents from the White Cliffs of Dover and the coast of east Scotland to the coast of the Netherlands and into the mountains of Romania, as well as to a baseball game in the USA. In addition, there is an extra mission, new to Achtung! Cthulhu, that will involve the Agents conducting a mission that parallels Operation Chariot, the raid on St. Nazaire. All six missions can be run as one-shots, but most of them can be run in chronological order and woven into a Game Master’s ongoing campaign that will take the Agents from the Phony War of 1939 through to the height of Nazi and Axis power occupation around the world. With care, this includes being worked into and around a campaign such as Achtung! Cthulhu: Shadows of Atlantis. Two of the scenarios are not designed for this, the one set on the home front in the USA and the new addition, both being set after the events of the campaign and one of them being designed as a one-shot, suitable for convention use. Both though, offer changes of pace and tone, enabling players to experience the Secret War in other places and with other types of character.
The six missions follow the same format. Each begins with a Synopsis for the Game Master, a Mission Briefing & Goals for the Agents, and some Historical Background to provide context. This is followed by the actual scenario itself, divided into its various acts, and ending for the Agents with a Debriefing. For the Game Master there the stats for the NPCs—both enemies and allies—and monsters that the Agents will encounter over the course of the mission.

The anthology opens with the short, sharp Under the Gun. This is set both atop and in the White Cliffs of Dover, where the army, preparing fortifications against a much-feared German invasion, discover strange stone pillar which seems to make everyone feel at least queasy, if not leave them suffering nightmares… Of course, the pillar is not just of interest to Black Sun, but also the local villagers, who possess a certain goggle-eyed appearance. Effectively, this is a mini-encounter with parallels with The Shadow Over Innsmouth—or at least the 1928 raid on the town—and it is combat focused, more so than other scenarios for Achtung! Cthulhu. Its short length also makes it easy to add to a campaign or to serve as a combat-focused interlude.
The second scenario is Operation Vanguard, which could thematically carry on from ‘Under the Gun’ as the links to Deep Ones are more obvious. The action, more detailed and involving stealth and investigation, as well as combat, switches to the Dutch coast and the Dutch fishing town of Nermegen. Section M has learned of a strange installation being constructed at both St. Olaf’s lighthouse and on the nearby Skellen Island and of the presence in the town of Nachtwölfe. This is a commando-style mission, right down to having to paddle ashore in folboats—or folding canoes, as used in Operation Frankton and made famous by the film, The Cockleshell Heroes. Whether making contact with the local Resistance or investigating Nachtwölfe activities, the emphasis is on stealth and that also goes for getting into both the lighthouse and the Nazi installation on the island. In the latter, the Agents will discover what Nachtwölfe has been up to, which has been experimenting on captured Deep Ones! The scenario will end in a big, bruising battle as the escaped Deep Ones take their revenge on their Nachtwölfe scientist and soldier captors. Throughout, the Deep Ones are kept implacable and mysterious, so although the players will know what they are facing, their Agents will not. One option here is have the players handle the Deep Ones as well as their Agents in combat so that the Game Master is not rolling too many dice, especially when it comes to the monsters of the Mythos versus the Nazis.
Operation Falling Crystal takes place on the east coast of Scotland where an archaeological dig discovered a strange blue crystal in nearby caverns. The archaeologists have no idea what it is, but Section M does! It is Blauer Kristall—or Blue Crystal—much coveted by Nachtwölfe, which uses it to fuel its increasingly weird weapons of war. Section M would very much like to get its hands on some of the strange mineral so that it can study it and perhaps develop a means to counter the strange technology being fielded by Nachtwölfe. With its set-up of something strange being discovered under the ground and it attracting the attention of the Nazis and as well as Section M, this scenario is very similar to the earlier ‘Under the Gun’. However, it does go beyond this, if only a little. There is both scope for investigation beyond the archaeological dig itself and for interaction with the Mythos beyond running away or blasting it to bits. This lifts what is otherwise adequate scenario that the Game Master would not want to run too soon after ‘Under the Gun’.

The Romanian Imperative leans into the Pulp sensibilities of Achtung! Cthulhu by sending the Agents into the unstable situation of the Balkans chasing after a Zeppelin! Jokingly referred to as a “wee holiday” by Section M, the Agents are to reconnoitre the area to determine why Nachtwölfe has sent a Zeppelin to a mining village in the Mures Mountains in Romania, discover what it is doing there, and take action. This entails a flight to Belgrade, in Yugoslavia, via Athens in Greece and from there a lengthy drive across the border into Romania and to the mountains, guided by a friendly smuggler. Dealing with checkpoints—Romanian and German—will be the least of the Agents’ problems, but once they reach the village, they will be able to learn a little about what has happened recently and also in the past. This, when combined with the opportunity to observe the work camp below the nearby castle over in the next valley, gives the players and their Agents all the information they need to make their next move. Ideally, this should start with contacting the locals who have been hired to rework the mine, but can also involve investigating the ruins of the castle, the work camp, and ultimately, getting aboard the Zeppelin itself, stationed, unmoored, and unnaturally immobile above the camp. The Zeppelin, enhanced by Nachtwölfe technology, is fully detailed and comes with a set of deck plans. The scenario should end with a fight aboard the Zeppelin—although a very careful one since nobody wants to set it alight—and with the chance that the Agents capture it and fly it back to Britain. They will be handsomely rewarded for their efforts if they do. This is a fun and exciting adventure that fully plays into the Pulp action of Achtung! Cthulhu.

‘Operation Eastbourne’ is the first of the two scenarios in the anthology intended as a change of pace and the only new scenario. Thematically, it can be run as a sequel to both ‘Under the Gun’ and ‘Operation Vanguard’, but need not be. It is effectively two missions in one. The Agents make up ‘Team Beta’ accompanying ‘Team Alpha’, a unit of commandos who will assault a gun battery as part of Operation Chariot, the raid on the French port of St. Nazaire intended to put its dry dock out of action and so prevent German navy ships like the Bismarck or Tirpitz being repaired there. This means that it is set later than the other missions in the book, so the Game Moderator may want to save it for later in her campaign. However, assaulting the gun battery is not the Agents’ objective. Instead, they will investigate a Black Sun archaeological dig and determine what the Nazis are up to. The players will play through both missions as part of the scenarios, the idea being that not only do they roleplay their Agents, but also the commandos (stats for the latter are provided to enable them to do so). The Agents can stick together or they can mix and match, so the players will be roleplaying mixed group of Agents and commandos for each mission. What this means is that either team could come to the help of the other if it gets into difficulty and since, unnaturally, both missions will involve encounters with the Mythos, roleplaying the commandos will remind the players that not everyone has encountered the Mythos before and will not necessarily be quite so blasé about it.

Although divided into the three traditional acts of an Achtung! Cthulhu scenario, ‘Operation Eastbourne’ need not necessarily be run in linear fashion, but could instead be run with the action in parallel, switching back and forth between the different missions at dramatically appropriate moments. In whatever way it is run, ‘Team Beta’ should meet up with ‘Team Alpha’—or even come to the rescue of—in the third and final act when the Black Sun operatives bring their plans to fruition on the rocky beaches of the Atlantic coast. This sets the stage for a big fight as the Nazis attempt a summoning, the Allies attempt to stop them, and all hell breaks loose! It is another grand finale which plays out more like a miniatures game and which calls for big heroic action. A very classic Achtung! Cthulhu scenario.
The last scenario in Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is Seventh-Inning Slaughter! This switches the action to the USA and a game in the All-American Girls Baseball League which is being attended by President Franklin D. Roosevelt. Unfortunately, so is Jörg Becker, a Nazi sorcerer, determined to prove both himself a capable agent to his Black Sun masters and thus get promoted, and that no-one is safe from the reach of Nazi Germany, not even thousands of miles away on American home soil. This is the second of the two scenarios in the anthology intended to as a change of pace and is probably the best one suited as a one-shot. To that end, it comes with four pre-generated Player Characters, divided between two baseball players, a war correspondent, and a would-be technical genius, and a plot that is played out innings by innings, with weirder and weirder things happening from one innings to the next. Food spoils and writhes with worms, a foul ball hits a member of the crowd, a lightning storm gathers, a dog goes crazy, there is spontaneous vomiting, the same man keep disappearing and reappearing, and so on. Although there is not much that the Player Characters can do to thwart Becker’s efforts until it is almost too late, they will be kept busy dealing with all of the other weird issues as they pop up until then. Effectively, this is a firefighting mission against the Mythos until the Player Characters can root out, and are prepared, to face the cause. This is a different style of scenario to the others in the anthology, offering a change of pace and location that works as a one-shot, a convention scenario, or respite from the main campaign.

Physically, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is cleanly and tidily laid out. The illustrations and the maps are excellent, although it does need an edit in places.

Initially, the title of Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines reads like a misnomer. After all, not all of the scenarios take place behind enemy lines—at least not as far as the Allies and Section M are concerned. Once you get Black Sun and Nachtwölfe involved, then three of the scenario do take place behind enemy lines on British and American soil! If there is anything missing from the anthology it is advice on when to run the scenarios in relation with Achtung! Cthulhu: Shadows of Atlantis, as most of its scenarios would work well with the campaign. Otherwise, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is a solid collection of scenarios that offers plenty of punching, bullet flying, Pulp-action against the Nazis.

Character Creation Challenge: Rogar Addingdale

The Other Side -

Rogar Addingdale Rogar is not the first character Grenda ever created. The earliest one I can find is still Torvak, but he was a very important one. Rogar is the progenitor and patriarch of the Addingdale line.

According to my notes Rogar was born in CY 613. He is Chaotic Neutral (as a lot of Grenda's characters were), he worships Loki (makes sense), he is the son of Zeus...come again??

Ok. I have no issues at all with the "son of Zeus" bit. Zeus notoriously could not keep it in his pants. The Son of Zeus worshipping Loki though? Well...it was the 1980s, and I remember Gods, Demi-gods & Heroes making the rounds at my school back then, and yes, everyone was doing exactly what Gary and Tim Kask had explicitly told us not to do; fight gods as monsters. So, really...my groups were doing something else with gods, and it also started with an F. Mixing the Greek and Norse myths was not uncommon. I did it with my own Black Forest Mythos not that long ago. So, sure, I'll let this one slide.

Now depending on which sheet I look at Rogar is either a Cleric or a Fighter/Magic-user. Unlke others of the Addingdale line he has no psionics. I think I am going to stick with the cleric. Mostly because I want to give him a better tie-in with his offspring and try to work out his whole Zeus and Loki thing. BUT since this is for the Wasted Lands, I'll do him as a Necromancer instead. It's not a perfect fit, but I think it will be a fun one.

Rogar AddingdaleRogar Addingdale

Class: Necromancer
Level: 1
Species: Human
Alignment: Twilight Neutral
Background: Warrior

Abilities
Strength: 18 (+3) N
Agility: 16 (+2) 
Toughness: 17 (0) 
Intelligence: 18 (+) 
Wits: 17 (+2) A
Persona: 18 (+2) N

Fate Points: 1d6
Defense Value: 1
Vitality: 5 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +0 (base), +3 (STR)
Ranged Bonus: +0 (base)
Saves: +3 to all Persona Saves, +2 to Toughness (Warrior background)

Necromancer Abilities
Channel the Dead, See Dead People, Summon the Dead, Command Spirits, Protection from Undead, Turn Undead

Heroic/Divine Touchstones
1st Level: Cure Light Wounds Spell

Heroic (Divine) Archetype: Vengence

Gear
War hammer, Scale armor, Holy symbol

Not bad at all. In this case, he is a necromancer due to his hatred of the undead. So, he uses those powers to fight them.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge



Screen Shot XV

Reviews from R'lyeh -

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game’s screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack. Which is why the Dragonbane Gamemaster Screen is perhaps the most disappointing screen in some years.

The Dragonbane Gamemaster Screen is the Game Master’s Screen for Dragonbane: Mirth & Mayhem Roleplaying. Published by Free League Publishing, best known for Vaesen – Nordic Horror Roleplaying, The One Ring: Roleplaying in the World of Lord of the Rings, and Alien: The Roleplaying Game, this is a reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982. It promises to be a ‘deluxe’ Game Master Screen and it fulfils that description and it certainly showcases Johan Egerkran’s fantastic artwork for the roleplaying game on the front, facing the players where they can see it. Published in sturdy, thick card, it consists of three panels. On the left-hand panel, there is the ‘Typical NPCs’ table accompanied by spot rules for NPCs and skills, initiative, attributes, and being at zero Hit Points. The middle panel is all about combat. So, there is an ‘Actions’ table, listening possible actions as well as free actions and the effects of rolling a Demon in both melee and ranged combat. There are no tables for weapon damages, armour rating, or the like. On the right-hand panel is the ‘Fear Table’ and the tables for ‘Leaving the Adventure Site’ and ‘Pathfinder Mishaps’. This is it, so what is missing? There is no listing for ‘Special Attacks’ or ‘Conditions’ that the Player Characters are likely to suffer, or no ‘Magical Mishaps’ table. These are important omissions and so the Game Master and her players are going to need to refer to the ‘Dragonbane Rules’ book on a regular basis during play as a consequence.

The Dragonbane Gamemaster Screen is undeniably, a sturdy, attractive looking Game Master’s screen. However, its usefulness is questionable since it omits a number of tables that are commonly referred to in play, and perhaps a fourth panel with those omissions on it might have negated this issue. Then there is the matter of what accompanies the Dragonbane Gamemaster Screen. In the case of so many other Game Master screens, there have scenarios, forms, and books for the Game Master, but for the Game Master who has the Dragonbane Gamemaster Screen, there is nothing. Which only exacerbates its lack of utility.

Most Game Master’s screens are useful and do help the Game Master run the game that she wants and anything beyond that is a bonus. The Dragonbane Gamemaster Screen is of limited use and there is no bonus, so where a good Game Master’s screen is always worth purchasing, the Dragonbane Gamemaster Screen simply is not.

Which begs the question, what should, or rather, could have been included along with the Dragonbane Gamemaster Screen? One option might have the Dragonbane Monsters Standee Set. One of the great extras in the Dragonbane: Mirth & Mayhem Roleplaying core box is a set of standees, which depict in full colour, the pre-generated Player Characters and the monsters they will face over the course of the campaign, and are, of course, designed to be used with the maps in the box. Each is done on thick cardboard and is illustrated front and back so that they are easily identifiable from any angle. The Dragonbane Monsters Standee Set adds another sixty-four monster standees done in the same style and to the same standard as those that come in the Dragonbane: Mirth & Mayhem Roleplaying core box. They include cat people, ghouls, a hippogriff, a Pegasus, a giant octopus, and a whole lot more. In addition, there is also a battlemat, double-sided, on stiff, glossy paper, that they all designed to be used with. Further, they are designed to be used with the Dragonbane Bestiary as well. The artwork on the standees is excellent, the standees are all done on sturdy card, and lastly, they standees that can be used as Player Characters, which may be useful if the Game Master is allowing some of the entries from the Dragonbane Bestiary that can be used as Kin. In whatever way the Game Master decides to use the Dragonbane Monsters Standee Set, it will enhance the play and look of her game and is very nice addition to the Dragonbane roleplaying game. (And yes, it would have made an excellent accompaniment to the Dragonbane Gamemaster Screen, but is actually sold separately.)

Ultimately, an accessory like a Game Master’s Screen is not needed to play, but in a great many cases , they can be useful and they can help the Game Master run a game. The Dragonbane Gamemaster Screen is not one of them, not being as helpful it should have been. Whereas, if the Game master is using the roleplaying game’s standees in her game and has the Dragonbane Bestiary, the Dragonbane Monsters Standee Set is definitely a useful accessory, greatly expanding her threats to throw into the path of the Player Characters.

Friday Fantasy: Wyvern Songs

Reviews from R'lyeh -

An insect-infested thieves guild operating below a cliffside lighthouse whose lamp has gone out. An invisible, flying wizard’s workshop that casts a shadow on the ground and which is in danger of malfunctioning and crashing to the ground to unleash a deadly threat. A valley where the rock hoodoos and stone spires hum and sing, the last location of a missing prince lost on a secret quest. A song of Chaos radiates up and out of a dormant volcano, stealing the ability to dream wherever it is heard. These are the hooks for the four scenarios in Wyvern Songs: A Fantasy RPG Adventure Anthology. Published by Swordlords Publishing, the four are written for use with Old School Essentials, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steven M. Marsh. The anthology includes an introductory dungeon, a puzzle dungeon, a pointcrawl adventure, and a deadly dungeon, as well as extra content, all of which is presented in a charming digest-sized book. All four scenarios open with an introduction and a summary of their varying situations and all four include a quartet of adventures hooks that the Game Master can mix and match to get her players and their characters involved. In most cases, more than one of these could be used, so that there can be multiple motivations in play. In addition, each adventure closes with a list of suggestions as to what might happen next depending upon the actions and decisions of the Player Characters which the Game Master can develop herself.

Wyvern Songs: A Fantasy RPG Adventure Anthology opens with ‘The Sinister Secret Of Peacock Point’. This is for First Level Player Characters and is designed as an introductory adventure for both new players and Old-School veterans alike. They explore the guildhall belonging to the Apple Bottom Gang, a band of thieves operating out of a repurposed dungeon below a lighthouse. Whether the local mayor is concerned that the lighthouse lamp has gone out or the Player Characters are hired by a wizard to recover a music box—which he specifically warns them not to open— stolen by the Apple Bottom Gang, they discover the complex in darkness, seemly abandoned and suffering from an insect infestation. This mystery turns darker when the Player Characters discover the first bodies, stripped off their flesh… There is an element of nicely judged lurking horror to this scenario, enough to ratchet up the tension, but not overwhelm Player Characters, as they move from room to room, revealing more of what is obviously a home and a working environment that has suffered a disaster of some kind. This is reinforced by some of the encounters, such as with a teenage guild initiate, returned from his first assignment and traumatised that all of his erstwhile colleagues have disappeared.
There is also a whimsey and weirdness to the adventure, obviously in the random encounters, such as finding a peacock has got into the complex somehow from atop the cliffs or ‘Fish Guts’, the mascot for the Apple Bottom Gang, an undead, but toothless skeleton that shambles about wearing a horned helmet with his name on it in large letters. In addition, there is a link to the wider underworld—in both senses—with complex’s access to the Night Road, a subterranean highway controlled by Skunk Goblins! If the Player Characters are successful, they walk away with a lot of treasure as well, though they will need a way to transport some of it and find buyers. Overall, ‘The Sinister Secret Of Peacock Point’ is a cracking good start to the anthology.
If ‘The Sinister Secret Of Peacock Point’ had a drop of the weird and the whimsey to it, ‘Fabien’s Atelier’ has a whole vial’s worth. Designed for Player Characters of Second to Fourth Level, this is a puzzle dungeon set on a puck-shaped floating disc that is invisible to the naked eye, but which still casts a shadow on the ground. It can be run on its own, but it is actually a sequel to the author’s Hideous Daylight where it is the home to a wizard that has prevented the Sun from setting over a duke’s favourite garden—though for a good reason. In Hideous Daylight, the Player Characters were able to get up onto the disc, but not explore it. With ‘Fabien’s Atelier’ they can. As a puzzle dungeon, the puzzles themselves are more odd than overly challenging. Upfront, there is good advice on how to run a puzzle dungeon and the adventure itself has its clues repeated over and over, and ultimately, does state that the Game Master should allow for there being no right answers and that violence is always the answer! Again, there is a ticking clock at the heart of the heart of the adventure, but slightly more obvious as the floating disc rocks and rumbles. The adventure is not very big, but it is nicely detailed and there is lovely sense of otherworldliness to the whole of the wizard’s complex.
The third adventure, ‘The Singing Stones’ is even stranger than the previous two in the anthology. Designed for Player Characters of Third to Fifth Level, it is a pointcrawl set in a weird valley whose towering hoodoos and stone pillars have had their wisdom freed so that they constantly sing and drone, the sound reverberating up and down the valley. The setting also recalls both the frontier of the Old West and Death Valley of the USA, so the adventure could actually be run in a roleplaying game like Weird Frontiers. What drives the adventure is the search for a missing prince who is actually suffering from a poisoned wound that would kill him were it not for the fact that he has been turned to stone. This though, is only the start of the Player Characters’ problems as they search for a solution to both problems. Thankfully, the adventure does not give only the one solution, so there are multiple ways in which to solve both problems. In the process of looking for answers, the Player Characters will encounter various NPCs and get involved in their stories and plots and make further discoveries about the strangeness of the valley. Again, there are great random encounters, like the bottom half of a shattered stone golem futilely stomping about in search of its upper body, a rock formation being chomped on by creature that is slowly eating its way through the valley with the surrounding rocks all suddenly going silent as if in mourning or hiding, and a hungry stone giant hunting for food whose stone body has been affected by the area’s magic that it broadcasts his thoughts! ‘The Singing Stones’ really takes its central concept and develops into some wondrous ideas and encounters, combining them in a very well designed pointcrawl for the best adventure in the anthology.
The last adventure in the anthology is ‘The Dreaming Caldera’, a tough dungeon designed for Player Characters of Fifth and Sixth Levels. It is set atop and inside the dormant volcano Mount Embersnake below which a Chaos godling sings and it tries to give birth to itself. Its singing has been heard all across the region, summoning many to climb the steep sides of the volcano and descend inside to assist. During the adventure, this will include the Player Characters if their Alignment is Chaos, so they had better make their Saving Throws! What they find is a compact dungeon that is actually a cross between a factory and birthing pool with the godling’s worshippers working to put together a body suitable for young Chaos god. So, there is a chicken farm where the chickens are being slaughtered for their body parts—though nobody knows what to do with the feathers, so there is a room full of mounds of feathers—and some of the chickens have been evolved by their conditions into unsurprisingly angry Dire Chickens, whilst Ogres working as incompetent stone masons attempting carve bones for the godling, but blaming their incompetence on the neanderthals they force to mine the stone. Meanwhile, the previous god to whom the shrine atop the volcano was dedicated wants it back and will reward those who stop the godling from being born. The rewards would be great, except that this god is an evil deity of gluttony! ‘The Dreaming Caldera’ is the most grim and perilous adventure in the anthology, and the most challenging. It is a solidly designed dungeon, but in terms of tone, it feels different to the previous three adventure, darker, with less whimsy, and so a bit out of place.
Wyvern Songs: A Fantasy RPG Adventure Anthology also includes four appendices of bonus content. The first presents a new Class, the Mektaur. This is effectively, a one-off, an option for a recently deceased Player Character to live on in a new form, that of a rare magical relic and warrior. It is a centaur-shaped magical automaton into which the blood of the recently deceased is poured. Whatever the Class of the Player Character now dead, he now becomes a warrior proficient in the use of polearms, good at charging, and if that Class involved spellcasting, the Player Character is longer able to cast spells. He can though, speak with the undead, but requires weekly winding like a clockwork device and cannot climb ropes or vertical surfaces.
The second appendix, ‘Adventurer’s Guilds’ suggests the benefits of joining an Adventurer’s Guild. This includes information about adventuring sites, getting properly outfitted (enabling a player to declare that his character has an item even if it is not on his character sheet), and free lodging. It is accompanied by sample guilds, one whose membership is primarily mercenaries and landsknechts and one that specialises in mushroom hunting. Both have their extra benefits, but the latter is more interesting, suggesting that its members team up with wizards and thieves for the more dangerous dungeon expeditions. Mushroom identification training is mandatory, though.
‘The village of NANLET’ is described in the third appendix. It is a frontier settlement with its own oddities, like the fact that the local witches protect the inhabitants in return for their keeping a sealed coffin in their homes and never, ever opening it. What is in the coffins? That is for the Game Master to decide. Both of the Adventurer’s Guilds mentioned in the previous appendix have chapter houses in the village and the village centre is dominated by the head of a cyclops and an adjacent cathedral where the chanting continues unabated for twenty-four hours a day. There is also a table of town gossip, which the Referee can use to create adventure hooks, including one to Hideous Daylight.
Lastly, the fourth appendix, ‘The Grand Duchy of Bhosel’ is a setting where the author has not only placed the four scenarios in Wyvern Songs, but also recommends where other scenarios for Old School Essentials might be placed, including those from its publisher, Necrotic Gnome. However, as a setting it is not developed much beyond this, so that the Game Master will need to do a lot of work to tie these individual adventures and locations into a coherent whole, rather than the scrappy patchwork which is presented here. There are some connections between the four scenarios in Wyvern Songs, but they are very light and so not strong enough to reinforce what the ‘The Grand Duchy of Bhosel’ is trying to do. In a very good anthology, this is the least interesting and least useful entry.
Physically, Wyvern Songs is very well presented. The adventures are concisely written and easy to grasp and accompanied by decent artwork and excellent cartography. The adventures are also colour-coded for easy identification. However, the book is not perfect. The secret doors on the maps could have been more easily identifiable and sometimes the text is accompanied by maps of their individual rooms or locations taken from the main maps for the adventures, sometimes not. So, the scenarios are inconsistent in how easy they are to run.
Wyvern Songs: A Fantasy RPG Adventure Anthology is a superb collection of adventures. Each entry in the anthology gets to the point, and consequently, is easy to prepare and run, yet packed with lots of intriguing little details alongside their engaging plots that really make you want to run them. No matter which retroclone a Game Master uses, Wyvern Songs: A Fantasy RPG Adventure Anthology will have something that she will want to adapt and run—more likely, all four of them.

Character Creation Challenge: Yoln Serpeus

The Other Side -

Yoln Serpeus Every so often, there is a character who jumps off of the pages of their character sheet, and they take on a life of their own. They go beyond mere numbers, and listings and references to page numbers. They become a real character. Yoln Serpeus was one such character.

He began life as one of the main antagonists in our Great War/War of the Dragons. He was the head of Hell's Armies and a vassal to Mephistopheles. This was the campaign we were running then ended our worlds and a new combined world (which I would later equate with Mystoerth) was formed in the ashes. 

Honestly, I can still see it now. Yoln, clad in all jet back plate, riding his giant ware chariot being drawn by three dragons.  He had already killed many characters, including Morgan "Raven" Ebonflame and Johan Werper III. Though one of the survivors was Larina. (CY 813-818).

Yoln was defeated and he was pulled into the Hells, with Raven in tow it was believed. My other character, Nigel Blade, seeing his daughter pulled into Hell, vowed to follow him and kill him himself. 

I would not resolve that arc until 2001-2003 when Yoln became the primary big bad for my Buffy campaign, The Dragon and the Phoenix, as the "Hand of Leviathan." Nigel did not kill him, but Buffy did in "No Other Troy." Though I will admit, I forgot his last name and misremembered it as "Shadowreaper." But Yoln would use Worluk's nom de guerre.

Back in 1988, Grenda and I revisited Yoln in his earliest days as a human Paladin just prior to his fall in an adventure, "Where Evil Seeks," we were writing to submit to Dungeon Magazine. I have three different versions of that adventure here now. I might dust it off some day.  Anyway, in that "human" Yoln is only 13th level. That seems more reasonable.

It is not an exaggeration that Yoln and the hunt for Yoln from 1987 to 2003 had a HUGE impact on what would become NIGHT SHIFT. So it only makes sense that I should do his stats for Wasted Lands, the "D&D of NIGHT SHIFT."

I am going to cheat here and give Yoln a heroic touchstone at every level instead of every other level. It's a bit much (every other level is a bit much), but he has earned them.

This Yoln is only slight human now. He is becoming an infernal creature and will soon lead Hell's armies. 

Yoln from City of HeroesYes. That is Yoln in 'City of Heroes.'Yoln Serpeus

Class: Divine Infernal Warrior (from NIGHT SHIFT)
Level: 13
Species: Human (Infernal)
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 18 (+3) A
Agility: 18 (+3) 
Toughness: 17 (0) N
Intelligence: 19 (+3)  
Wits: 17 (+2) N
Persona: 17 (+2) 

Fate Points: 1d10
Defense Value: -1
Vitality: 64
Degeneracy: 33
Corruption: 7

Corruption Effects: His eyes glow, his body is decayed, and he must live inside his armor. Can't enter holy lands or buildings. 

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Wits and Persona Saves

Infernal Warrior Abilities
Sixth Sense, Cause Injury and Illness, Supernatural Attacks, Protection from Good, Command Undead (level 8), Spot Hidden (1-3 on d4).

Infernal Abilities
Takes x2 damage from Chosen Ones and Celestials. 
Arcane Powers: Beguile, Domination, Enhanced Senses, Incubus, Shadow Walking, 

Heroic/Divine Touchstones
1st Level: Psychic Ability: ESP
2nd Level:+1 to melee attacks
3rd Level: Psychic Ability: Bio-feedback
4th Level: Unique Mode of Attack: Soul Sever (Persona)
5th Level: Favored Weapon, Sword
4th Level: +1 to hit with Soul Sever attack
7th Level: Extra Attack
8th Level: Favored Enemy: Chosen Ones
9th Level: Special Attack
10th Level: Smite
11th Level: Great Attack (Toughness added to Soul Sever)
12th Level: Great Smite
13th Level: Spell Resistance 20%

Heroic (Divine) Archetype: Death

Gear
Longsword ("Pillager"), Full plate armor.

He is a monster. I mean, yeah, all these characters are charmingly Munchkin, but Yoln here is just plain scary. 

Yoln in the Wasted Lands

This is the starting point for Yoln, my D&D stand-in. This is the Yoln I stated above and one that Grenda and I created. Yoln belongs in the Wasted Lands, but he won't stay there for long.

Yoln in NIGHT SHIFT

In truth, Yoln is my first-ever NIGHT SHIFT Big Bad. Yeah, I ran him under the Buffy/Unisystem rules, but that game informed and shaped me to a point where NIGHT SHIFT became an inevitability.  Maybe one day I'll rerun "The Dragon and the Phoenix" as a NIGHT SHIFT adventure, but it has been 20+ years now.

Yoln in Thirteen Parsecs

Yoln was killed once by Morgan. He was killed again by Buffy. Could he still be around somewhere out near the Solar Frontier? Never say never I guess! Could his lifeless appearing armor be out there, floating in space, waiting on some happless ship passing by to bring it into their cargo hold? What happens when an ancient hell knight awakens and attack a crew armed with plasma rifles? I don't know.

Interestingly enough. While digging through my archives on this guy I found his Buffy/The Dragon and the Phoenix stats!

Yoln, The Pillager, The Pit Fiend, The Hand of Leviathan, The Shadowreaper

Yoln: So Slayer. You brought an army to defeat me? (another swing)
Buffy: No. (a parry. Then, wielding the spear with both hands, she swings and knocks Yoln back.) I brought two.
The army of demons continues running while a legion of angels flies up and over them to join in the attack.

Character Type: Human/Demon Big Bad

Attributes
Strength 9
Dexterity 8
Constitution 10
Intelligence 4
Perception 4
Willpower 12 

Ability Scores: Muscle 14, Combat 17, Brains 13
Life Points: 64
Drama Points: 10

Qualities: Fast Reaction Time, Hard to Kill 6, Honorable (Rigid), Nerves of Steel
Drawbacks: Adversary (just about everyone) 6, 

Combat Maneuvers

Name Score    Damage   Notes Dodge 17 - Defense action Grapple 19 - Resisted by Dodge Kick 16 14 Bash Punch 17 13 Bash Big Ass Sword   19 31 Stab/slash; two-handed

Damn. He was even a beast here.

Thank you, Grenda, for developing such a memorable character with me. Gods, this was a lot of fun to do this one. I'm listening to RUSH, Krokus, BÖC, and Ronnie James Dio in your memory tonight.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


The Other OSR: Lost in the Fold

Reviews from R'lyeh -

All you know is Here. There is no need to know of anywhere that is not Here. Where is Here? You know nobody who knows. It is your Home. It is your community. It gives you a function. It gives you opportunities for recreation. It gives you the chance to contribute to the Community. Everything you need and everything anyone needs, flows through The Chain. You know it works. Its pipes run everywhere and wheeze and pop and whistle and clang, but always deliver what you need when you need it. When the Community needs it. Starting every day with a morning clothing bullet to make sure everyone is dressed in fresh apparel. All of which is overseen by The Authority, the municipal administration which ensures that The Chain continues to operate, to ensure everyone is assigned to the right sleeping quarters, given the correct amount of recreation time, they contribute to the Community, and they keep a record that they do. Yet… There is the Threshold. It might be the edge or the end of Here, but nobody knows. Or at least nobody is saying. And definitely, nobody who has gone beyond the Threshold, whether deliberately or be accident, has returned to tell anyone what the Threshold is or what lies on the other side.

This is what anyone knows—including the Player Characters—of the Here, a habitat occupied by humanity, surviving on limited resources, and living on borrowed and definitely bureaucratic time. What the habitat of the Here is, is unknown. It could be a bunker, buried underground after a nuclear apocalypse, a space station orbiting Jupiter, a long-term social experiment, or at the end of the universe. Wherever and whatever it is, the scarcity of resources means that if anything went wrong, the Here would no longer be viable. It could collapse. It could be shut down. Either way, it would be ‘Lost in the Fold’, in a bureaucratic reshuffle as its last resources are reassigned.

This is the set-up for the Lost in the Fold. Published by Just Crunch Games, this is a ‘Genre Set-Up’ for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks, which describes itself as a set of “Universal Rules for Challenge-driven Games”. It is a separate ‘Genre Set-Up’ to the two given in the core rulebook—as expanded in .GIF and For A Rainy Day—one inspired by the Post Apocalyptic dystopian Science Fiction of The Silo and BrazilYokohama Station and The Trial. It is a roleplaying setting of Science Fiction horror, for there is constant threat of the Habitat in which the Player Characters make their Home or themselves being ‘Lost in the Fold’ or the Player Characters being exposed to the Threshold or perhaps what might be lurking within the Threshold. Lost in the Fold includes some discussion as to that the Habitat might be, but does not decide on any one. What it does do though, is provide the means for the Player Characters to explore the Here and undertake assignments for The Authority as there are issues with The Chain and the Threshold.

A Player Character in Lost in the Fold has three Resources, here called Grit, Rote, and Wile, the equivalent of Physical, Mental, and Willpower, but here also representing the ability of a Player Character to persuade others that he is capable or knowledgeable, rather than necessarily actually being so. He also has a past, represented by a Lifepath. In Sanction, this is a Past, a Diversion, and an Influence. In Lost in the Fold, it is Communal Purpose, representing a Player Character’s place and responsibilities, a Troubling Keepsake which is his unhealthy interest secreted away instead of being returned to The Chain for recycling, and a Downtime Distraction, which is what the Player Character does to reduce stress and contribute towards the sense of community. He also has two items of gear, some base Hits, and a Pressure Track.

Renton
Physical D4 Mental D8 Willpower D6
Communal Purpose: Civil Assistant
Troubling Keepsake: Fencing
Downtime Distraction: Mediating
Abilities: Accounting, Commence, Negotiation
Pressure Track: 0
Equipment: Glow Tube, Stanly Knife
Hits: 3

One key aspect of a Player Character is the degree which he is under Pressure. It is not danger as such, but how a Player Character feels when under the scrutiny of the company he keeps and the situation that he finds himself in. It begins at zero, but when first affected, is set to a twelve-sided die. It increases whenever a non-Pressure check results in Falter or directly due to the nature of a situation, and each time it does, the die size decreases, from a twelve-sided die to a ten-sided, from a ten-sided to an eight-sided, and so on. This step down in pressure die size occurs automatically in these situations rather than a player rolling for it as if Pressure were being treated as a Resource. When something occurs that is so traumatic, such as seeing an unnatural death or an inexplicable situation, a Player Character’s Pressure is Triggered. This requires a Pressure check and when a Player Character rolls a one or two on this roll, a Falter, he will Fold. This does not mean that he disappears, but rather that he shifts in terms of his personality. For example, he may suddenly gain a sense of being Persecuted, be Belligerent, or Rash. These are only temporary, but the lower the Pressure Die, the more often he is affected. Through rest and recreation, a Player Character can improve or increase his Pressure Die.

In terms of running Lost in the Fold, the Game Moderator can use the Mission Triggers table to create assignments, such as ‘Understand/Collect’, ‘Restricted/Uncontrolled’, and ‘Damage/Safety’. In leaving the Habitat she is advised to listen to her players and take cues from their conjecture as to its nature. She is also given advice, including safety advice, on how to create Nightmares, the things that might in the Threshold or even invade the pipes of The Chain. Four sample Nightmares are included for play beyond the scenario given in the book. This is ‘Chain Reaction’. It opens with a problem. The expected and usual Chain Drop and daily arrival of the Clothing Bullet did not take place today or the day before. Dressed in what they can scavenge or have previously hidden away despite it not being socially acceptable, the Player Characters are assigned to investigate. This sends the Player Characters into an industrial space, a space in between, which could be the Threshold, the space between the walls, or even another Habitat, another Here. The scenario does not make this clear, and intentionally so. It is an exploration scenario, with the Player Characters interacting with each other and with the space they discover rather anyone else.

‘Chain Reaction’ is also self-contained in that it only shows the Player Characters on an assignment which takes them out of the Habitat, or at least, their Here. Consequently, there is insufficient contrast between this and what their life is like in the Here. So no interaction with The Authority or with the Community. The scenario is unbalanced and the Game Moderator might want to address this before she runs it.

Physically, Lost in the Fold is short and simple. The layout is clean and tidy, everything is easy to grasp, and it is very lightly illustrated.

Lost in the Fold has the feeling of Paranoia, but without its budget or all of its satire, and with the sensibility of sixties and seventies Science Fiction shot on a budget in industrial zones. It also has the feeling of promise and of having interesting ideas, but which it also does not have the budget to realise. Although a short book, there are some interesting ideas in Lost in the Fold, but the low page count and a scenario that emphasises what lies beyond the experience of the Player Characters, means that those ideas remain unexplored. Lost in the Fold is an interesting ‘Genre Set-Up’ with some intriguing ideas, but no more than that, leaving the Game Moderator wishing that it had gone further in exploring its set-up.

Character Creation Challenge: Tali Earlingstar II and Tyl Addigndale III

The Other Side -

 Two more characters from the same campaign as Pathon and Torr Addingdale III, I am doing two again because I want to show off the flexibility of the classes in Wasted Lands / NIGHT SHIFT. How can I use the same class to achieve different results. 

Tyl Addigndale III and Tali Earlingstar II

I don't know much about Tyl III, but I know Tali. Tali was a Ranger in my games back in the late 1980s, she was Grenda's character when I ran him through the Ravenloft elements of our Great War / The Dragon War. She became trapped in Ravenloft with a bunch of other characters and had to find a way out. Tali, like her daughter Tali II, was a ranger, but more than that she was a Swanmay; a Swan Maiden. Kind of nice to see her again. A bit like running into an old friend from College and discovering she is happy and has a grown daughter now going to the same school you both went too. Swan Maidens have been a lot on my mind recently too, having just reread "Three Hearts and Three Lions" for the first time in decades.

Tyl II died as a child, so this Tyl III is not his son. I'll have to dig up a family tree somewhere to figure out where he fits. 

Tali is a Ranger with some magic. Tyl is a Theif-Acrobat/Illusionist. Both are going to be Renegades. Also, we are dealing with another New Human in Tyl, but I am going to ignore that for now.

Tali Earlingstar II

Class: Renegade/Warrior
Level: 8/8
Species: Human
Alignment: Light
Background: Cult

Abilities
Strength: 17 (+2) N
Agility: 16 (+2) A
Toughness: 15 (+1) 
Intelligence: 14 (+1) 
Wits: 17 (+2) N 
Persona: 17 (+2) 

Fate Points: 1d10
Defense Value: 1
Vitality: 80 (d4/d8)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +3 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Perception, Vital Strike x3, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Heroic Touchstones
Level 1: Favored Weapon: Sword (+1 to hit, +2 Damage)
Level 3: Luck Benefit
Level 5: Level 1 of Sorcerer
Level 7: Favored Enemy: Undead
Level 9: Level 2 of Sorcerer
Level 11: +1 to all checks, attacks, and saves
Level 13: Level 3 of Sorcerer
Level 15: Bestow Blessing

Heroic (Divine) Archetype: Protection

Gear
Sword ("Shadowbane"), leather armor


Tyl Addingdale III

Class: Renegade/Sorcerer
Level: 10/10
Species: New Human
Alignment: Twilight (Evil)
Background: Sorcerous

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2) 
Intelligence: 18 (+1) N
Wits: 16 (+2) 
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: 2
Vitality: 60 (d4/d4)
Degeneracy: 4
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +3 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Perception, Vital Strike x3, Read Languages, Stealth Skills

Arcane Powers
Detect Thoughts, Enhanced Senses, Psychic Power Suggestion, Subtle Influence

Sorcerer Spells
First Level: Chill Ray, Night Vision, Command, Extinguish Light, Summon Familiar
Second Level: Invoke Fear, Invisibility, See Invisible, ESP, Beguile Person
Third Level: Blinding Speed, Clairvoyance, Dispel Magic, Oily Cloud of the Deeper Dark
Fourth Level: Black Tentacles, Improved Invisibility, Protection Against Death, Serpent Arrow
Fifth Level: Shadow Armor, Injure, Commune with Deeper Dark

Familiar: Bald Parrot "Jubilex"

Heroic Touchstones
Level 1: Psychic Ability: Psychokinesis
Level 3: Luck Benefit
Level 5: Favored Weapon: Short sword (+1 to hit, +2 Damage)
Level 7: Psychic Ability: Bio-feedback
Level 9: +1 to all checks, attacks, and saves
Level 11: Additional 1st level spell
Level 13: Additional 2nd level spell
Level 15: Additional 3rd level spell
Level 17: Additional 4th level spell
Level 19: Additional 5th level spell

Heroic (Divine) Archetype: Trickster

Gear
Short sword ("Shadewalk"), leather armor

All the characters from this campaign appear to be cousins, some twice or more removed, and all descended from the Addingdale lines.

It appears, reading over the notes with the characters that Tali and Tyl were once close but are growing apart as Tali becaomes more good and following in her mother's footsteps to become a Swanmay (maybe she has been gifted her mother's cloak?) and Tyl went from trickster rogue to more evil in his intent. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Character Creation Challenge: Pathon Addingdale III and Torr Addingdale III

The Other Side -

 Two for one today, mostly because I know so little about these two. Their creation dates are 2/18/1988 and 10/16/1988, respectively. This was a time when Grenda had left the Air Force and before he came down to Carbondale. We were not gaming together at this point; I was in the back half of my Freshman year and moving into my Sophomore year. But looking over the characters he has here, it was a prolific time of gaming for him. 

Pathon Addingdale IIITorr Addingdale III

He had also settled on a format for his character sheets: a standard "golden rod" AD&D first edition sheet with notebook paper for proficiencies, spells, and then named magic items. He was mass-producing characters at this point. 

Here is what I do know about these two characters. They were cousins, descended from the original Pathon Addingdale and Torrin "Worluk" Addingdale, respectively. The original Torr Addingdale (who I have not found yet) was the father of the first Pathon and Worluk. Given what I know about Grenda, these two likely emulated their namesakes to a degree and allowed him to play out their adventures again. 

From what I can find out in my own campaign notes (sparse for this time) is that Pathon II was born in CY 744. For those of you at home, the current CY for the World of Greyhawk is 591. So, a little over 150 years into the future, as it were, and a little over 100 years from Pathon and Worluk's birth.

Again, we see these characters are part of his "Rivendell" era, and Torr is a "New Human." Honestly, I had no idea he was still using our "New Humans" this late in his gaming. They are also repeating a common trope he liked to use, two characters related by blood on opposite ends of the alignment chart. Pathon was Lawful Neutral and Torr Chaotic Neutral. I do admit I am a little surprised Torr is not a Shadowmaster.

The only other bit I remember about Pathon III is that he married a girl named "Brandy." Maybe an ode to the Looking Glass song "Brandy" but more likely a nod to Brandi Brandt, Playboy's Miss October 1987.

Pathon Addingdale III

Class: Theosophist
Level: 19
Species: Human
Alignment: Light
Background: Warrior

Abilities
Strength: 22 (+5) N
Agility: 18 (+3) 
Toughness: 16 (+1) 
Intelligence: 16 (+2) 
Wits: 20 (+4) A 
Persona: 19 (+3) N

Fate Points: 1d12
Defense Value: -1
Vitality: 110 (d6)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+5/+3
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +6 vs Wits 

Theosophist Abilities
See Dead people, Turn Undead x2, Summon Dead, Channel Dead, Death Knell, Suggestion, Command the Dead, Life Drain, Slay the Unliving, Call the Reaper

Heroic Touchstones
Level 1: Psychic Ability: ESP
Level 3: Psychic Ability: Bio-feedback 
Level 5: Level 1 of Witch/Sorcerer
Level 7: Speak with Animals
Level 9: Level 2 of Witch/Sorcerer
Level 11: Smite
Level 13: Level 3 of Witch/Sorcerer
Level 15: Great Smite
Level 17: Immunity to Poison
Level 19: Aura of Power

Spells
1st Level: 

Heroic (Divine) Archetype: Divine Warrior

Gear
Mace (Stormshadow), Plate Armor, Holy symbol (crossed lightning bolts)


Torr Addingdale III

Class: Renegade
Level: 19
Species: New Human
Alignment: Twilight
Background: Warrior

Abilities
Strength: 21 (+4) N
Agility: 23 (+5) A
Toughness: 20 (+4) 
Intelligence: 16 (+2) 
Wits: 19 (+3) 
Persona: 20 (+4) N

Fate Points: 1d12
Defense Value: -1
Vitality: 120 (d6)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+5/+3
Melee Bonus: +5 (base)
Ranged Bonus: +5 (base)
Saves: +7 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-7 d8), Perception, Vital Strike x7, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Stealth Skills
Open Locks: 95%
Bypass Traps: 95%
Sleight of Hand: 95%
Sneak: 95%
Climbing: 95%
Perception: 95%

Heroic Touchstones
Level 1: Bonus Melee Attack +1
Level 3:  Favored Weapon: Sword (+1 to hit, +2 Damage)
Level 5: Level 1 of Warrior
Level 7: +1 to all checks, attacks, and saves
Level 9: Level 2 of Warrior
Level 11: evel 3 of Warrior
Level 13: Down but not Out
Level 15: Level 4 of Warrior
Level 17: Level 5 of Warrior
Level 19: Aura of Power

Heroic (Divine) Archetype: War

Gear
Sword ("Soulshadow"), leather armor

Again not bad.

I am not sure how these compare to the characters in play, but comparing them to the AD&D sheets they are pretty good. Obviously not as "muchnkiny" but still good.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Character Creation Challenge: Deathstroke Shadowreaper

The Other Side -

Deathstroke Shadowreaper Today's character is another Starmaster, with emphasis on his Shadowmaster upbringing, and the chip off of Warluk's old block, his son Deathstroke Shadowreaper.

Now, you might first ask, "Was Grenda a fan of the Teen Titans?" I think the answer is obvious. 

While Deathstroke here is stated as a Starmaster, in play he was pretty much a thief/fighter with some magical abilities. 

While I saw more of Deathstroke than Warluk, I liked Warluk better. Deathstroke had all of Warluk's bad qualities and almost none of his good ones. And like Warluk, he was estranged from his family. Warluks was by accident, and Deathstroke's was by choice.

So, in short. He was an asshole.

I know he was a fun character to play because of how often he showed up, but as a DM he got on my nerves a little. BUT Grenda loved playing him, and I wanted to see how the Starmaster and Shadowmaster classes worked so it was fine. Maybe because the classes were so overpowered, that led to his "assholishness." 

About "New Humans"

New Human, or Homo Sapiens Nova, was from a Star Frontiers game we played that blended some Gamma World elements. During what was our Great Wars (the campaign we played before I went to University and resulted in our worlds getting merged) a few characters got sent forward in time, where they got genetic treatments. These characters had longer life spans (double) and could exceed human norms. A few characters returned to "AD&D" to fight in the Great Wars. Deathstroke here was one of them. I forget what the side effects he had since the treatment always had side effects. Typically it was things like loss of psionic ability or inability to shapeshift or turn invisible. I can see on his sheet that he had his base on Mars for a while. 

Largely, it was an excuse to play some sci-fi and explain why some characters had ability scores above 18. 

The HUGE side effect for me? It was here that I wanted a system to allow me to move between Fantasy, Horror, and SciFi. You can see the result of that in the O.G.R.E.S. system in Wasted Lands, NIGHT SHIFT, and Thirteen Parsecs.

Deathstroke ShadowreaperDeathstroke Shadowreaper

Class: Renegade/Warrior
Level: 9/9
Species: Human (using the Supernatural type from NIGHT SHIFT and other species rules from Wasted Lands)
Alignment: Twilight Evil
Background: Warrior

Abilities
Strength: 22 (+4) A
Agility: 19 (+3) N 
Toughness: 18 (+3) N
Intelligence: 18 (+3)  
Wits: 15 (+1) 
Persona: 18 (+3) 

Fate Points: 1d10
Defense Value: -1
Vitality: 120 (d4/d10)
Degeneracy: 0
Corruption: 3

Check Bonus (A/N/D): +5/+3/+1
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +3 vs Death attacks and area effects

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3), Perception, Vital Strike x3, Read Languages, Stealth Skills

Heroic Touchstones
Level 1: Psychic Ability: Psychokinesis
Level 3: +1 to melee attacks
Level 5: "Luck" befit
Level 7: Psychic Ability: Body Control
Level 9: Reroll
Level 11: Powerful Defense vs. melee
Level 13: +1 to attacks, checks, and saves
Level 15: Psychic Ability: Bio-Feedback
Level 17: Psychic Ability: Temporal Sense

Heroic (Divine) Archetype: Death

Gear
Sword (Darksheath), Dagger (Silver Thorn), leather armor +4, cloak of night (protection)

Ok. Not bad really. To get past the Starmaster silliness I used the Heroic Touchstones to give him psychic abilities and completely ignored his magic use. NOW I could have taken a younger version of him and stated him up as a Slicer for Thirteen Parsecs. Maybe I still will. 

A lot of those games in the early part of 1987 became the source of my desire to work on Thirteen Parsecs.

You can get the Wasted Lands RPG, the NIGHT SHIFT RPG, and Thirteen Parsecs RPG at Elf Lair Games.


Character Creation Challenge

Companion Chronicles #9: The Barnyard Tournament

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—
What is the Nature of the Quest?
The Barnyard Tournament: A Three Damosels of the Fountain Adventure is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, eight-one page, 11.63 MB PDF.

The layout is tidy and it is nicely illustrated, often to amusing effect.

Besides six pre-generated Player-knights, The Barnyard Tournament includes thirty-three handouts, a game board and thirteen tokens, one map, and a Game Master reference card.
Where is the Quest Set?The Barnyard Tournament is set in Huntland County and quite literally, beyond, on the border between Logres and the Saxon kingdom of Anglia.
It takes place in the Boy King period directly before a battle, either against the Rebel Kings during the Civil War or against the Saxons in the Saxon War.
Who should go on this Quest?
The Barnyard Tournament is suitable for knights of all types. The Passion of Hate (Saxons) is likely to be advantageous, but not necessary to complete the scenario.
What does the Quest require?
The Barnyard Tournament requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.
Where will the Quest take the Knights?The Barnyard Tournament is a grand adventure which begins with the Player-knights as exploratores on the road, conducting a scouting mission for King Arthur on the eve of battle. An encounter with three ‘Weird Sisters’ will divert them onto three different paths that together allegorise the need to grow up and assume the responsibilities of adulthood, in the scenario on a small scale, but in the kingdom at large, on a much bigger scale. The diversion is actually a dishonourable act for the Player-knights, as it will take them away from their assigned mission, but there is much to be learned and much to be gained by taking the path rather than ignoring it. (Plus, there is a chance to redeem themselves at the end of the adventure.) The paths in turn lead the Player-knights to a prosperous manor, almost an idyll in the face of the oncoming war. None are prepared for the conflict to come, including the young man due to inherit the manor. On the first path, the Player-knights are directed to inspire the young man to follow in the footsteps of his father, a famous knight, and prepare both him and the manor in case of an attack by Saxon raiders, looking for easy pickings. On the second path, the Player-knights find themselves in a very strange situation where they must attempt to bring together squabbling, but potential allies in the face of greater aggression and so protect the king—much like the situation with the young King Arthur. On the third path, the Player-knights must put into practice what they have preached and defend the manor from the marauding Saxons.
The first path introduces the location and the cast, presenting a community and pastoral respite that the Player-knights can indulge in, just a little, as they begin to teach the folk of the manor more of the wider world. There is a playfulness to this first chapter, one that the Player-knights tumble out of and into the second chapter and into the magical realism of tooth and claw in the nearby forest. Here on second path, the scenario is at its strangest, not just in terms of what both their players and their knights are now playing, but also in terms of how it is played out, more like a board game than a roleplaying game. If the first path teaches the lesson, the second cements it, and the third enforces the need for it. On the third path, the Player-characters become the generals as a wild assault is made on the manor by marauding Saxons. The likelihood is that the second path will be remembered for its oddness, whilst the first and third paths stand out for their roleplaying and storytelling opportunities, the third path offering opportunities for heroism.
The Barnyard Tournament is designed to showcase the various aspects of Pendragon Sixth Edition and its rules. Thus, there is a mock tournament, a battle to engage in, and opportunity aplenty for the Player-knights to show off their knightly virtues. All of which veiled in the mystical strangeness of Arthur’s realm and a little beyond. The scenario is written for use by Game Masters new to Pendragon—though this does not mean that old hands will not either appreciate or enjoy it—and to that end there is advice throughout its pages on how to stage and run The Barnyard Tournament with numerous possibilities and outcomes suggested and discussed.
Should the Knights ride out on this Quest?If as the Game Master, you do not yet have The Barnyard Tournament: A Three Damosels of the Fountain Adventure, then you should, and if as a player your knight has not yet participated in The Barnyard Tournament: A Three Damosels of the Fountain Adventure, then ask your Game Master why not? This is an excellent adventure, one that showcases the richness of King Arthur’s realm—if only in miniature—and have the Player-knights become part of it and defend it. All of the scenarios to date on The Companions of Arthur have been good, so it no slight against any of them to say that The Barnyard Tournament: A Three Damosels of the Fountain Adventure is the best community content adventure published for Pendragon Sixth Edition to date.

Character Creation Challenge: Finn Danis

The Other Side -

Finn Danis This is the first Monday of the new year and the first day back to work for many. So it is good that I am starting off the week with this character. 

Finn Danis was a Cheysuli Starmaster.

Ok, that is a sentence I need to parse out a bit. 

Back in 1986 both Grenda and I were heavy into making our own classes. I have detailed that tera here plenty of times with my Witch class. This era also produced my Healer, Necromancer, and Sun Priest classes.

Grenda created the Riddlemaster, Shadowmaster, Beastmaster, and finally the Starmaster classes. I will detail these classes this month as they come up more and more. But suffice to say they were extremely overpowered. This was be design, and they had the XP requirements to match. 

I posted my own Riddlemaster last year. The Starmaster class was essentailly a proto-prestige class similar to the original Bard or Acrobat classes. A potential Starmaster had to advance as Riddlemaster, then a Shadowmaster and then a Beastmaster. Never reaching level 10 (The Black of Mastery; levels had colors) in any. Then you progress as a Starmaster.

Finn was the head of the School of Riddlery in Grenda's game. He was his test character for for all his Riddlemaster classes. He was, in pretty much every aspect, his "Larina."

RiddlemasterThe notion here was all the Riddlemaster classes were Psionic. Their powers were psionic/psychic based. We decided that the powerful Wizard's Guilds and Priestly Orders had worked together to make psionic powers illegal in our realms. So the Riddlemasters (also called "Adepts") had to disguise their powers to look like magic. They could take wizard spells, had thief skills, turn undead, and had great combat. Did I mention they were overpowered? 

Finn was also a Cheysuli, from Jennifer Roberson's Chronicles of the Cheysuli. He was a tall dark-skinned, shape-shifting warrior who could also become a large panther. Since Finn was 6'7" we figure he turned into a giant panther.  I was not into Roberson's books as much as Grenda was. But I liked Finn. 

Think of Dean Henry Fogg from The Magicians, but instead of being played by Rick Worthy, he is played by Tony Todd

The biggest problem with Finn is how do I represent him in other games?

On the surface he is a Psychic, with enough heroic touchstones to give him some other abilities. But even with a heroic touchstone per level I am not sure I could replicate him well enough.

Finn DanisFinn DanisFinn Danis

Finn Danis

Class: Psychic / Scholar
Level: 20
Species: Cheysuli
Alignment: Light Neutral
Background: Cheysuli

Abilities
Strength: 19 (+3) 
Agility: 19 (+3) 
Toughness: 13 (+1) 
Intelligence: 15 (+1) N
Wits: 16 (+2) A
Persona: 19 (+3) N

Fate Points: 1d12
Defense Value: 1
Vitality: 140
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+2
Melee Bonus: +4 (base) +1 (touchstone) 
Ranged Bonus: +4 (base)
Psychic Attack: +7
Saves: +7 vs Persona (Psychic), +1 to all (touchstone)

Background
Shapeshift to a large panther. Speak with Animals.

Psychic Abilities
Psychic powers: 5, Supernatural attacks, Supernatural power: Astral Projection

Psychic Powers
Bio-feedback
Psychokinesis
ESP
Telepathy
Temporal Sense

Sage Abilities
Languages: 15, Lore 95%, Mesmerize others, suggestion, Renegade Skills: 3rd level, Spells 3/2/1

Stealth Skills
Open Locks: 30%
Bypass Traps: 25%
Sleight of Hand: 35%
Sneak: 30%

Spells
First level: Arcane Dart, Light, Mystical Senses, Command
Second level: Lesser Renewal, Unlock
Third level: Concussive Blast

Heroic/Divine Touchstones 
1st Level: Glamour
3rd Level: +1 to melee combat
5th Level: First Level Spell: Command
7th Level: Divine Smite
9th Level: +1 to all checks, attacks, and saves
11th Level: Immunity to Undead Attacks
13th Level: Character ceases to age
15th Level: Persistent Luck
17th Level: Down but not out
19th Level: Overwhelming Aura

Heroic (Divine) Archetype: Natural Order

Gear
Sword (Mistweaver)

Ok. There is no way I can do Finn justice and stay within the rules as written for Wasted Lands. Or pretty much any other game really. For amusement sake I started a D&D 4e version of him, but even that was unsatisfying.

No. Finn is really too much for any game and he is even stretching AD&D to point of ridiculousness. 

But, that was the point. He was an experiment who just happened to also be a great character. 

There is a question here though.

Does anyone want to see the Riddlemaster classes? Is there any interest out there for these über-powered classes?

Mind you, I LOVED playing my Riddlemasters. Maybe as much as I did my witches. But I am sure they are a lot more niche than my witches are. 


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Miskatonic Monday #329: Thicker Than Water

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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: Thicker Than WaterPublisher: Chaosium, Inc.
Author: Jack Currie

Setting: Arkansas, 1933Product: Scenario
What You Get: Thirty-four page, 679 KB Full Colour PDF
Elevator Pitch: Monstrousness runs through more than the blood.Plot Hook: A kidnapping sends the Investigators down southPlot Support: Staging advice, one handout, one Mythos Tome, One Mythos spell, and one-hundred-and-ten Mythos monsters.Production Values: Plain
Pros# Short and straightforward# Scope for development by the Keeper# Hemophobia# Anthropophagusphobia# Teraphobia
Cons# Needs a good edit# More plot outline than investigation# Why isn’t the FBI involved? # No maps or floorplans# Much, much shorter playing time than suggested
# Scope for development by the Keeper
# If they are tied to the kidnap victim, why no pre-generated Investigators?
Conclusion# More plot outline than scenario with limited scope for investigation# Underdeveloped, but not without potential
# Reviews from R’lyeh Discommends

Character Creation Challenge: Damelon Myrildean

The Other Side -

Damelon Myrildean I am not sure how many old players had generational characters, but Grenda and I certainly did. This stack of characters I have were not sorted by date and certainly not by family. So, finding Adnerg's grandson here is kind of neat.

Damelon Myrildean was not just a wizard; he was an avatar of fire. He was trapped on the Elemental plane of Fire for a number of years. Yeah, he was part of the "lost son" cliché, but here I am embracing the clichés.  Which is fun, because Damelon was not much like his grandsire, but he was who you called when you absolutely needed everything burned from orbit.

Damelon is also one of the first characters I have detailed here from "Rivendell." Not the "Rivendell" but the city he created while we were in High School. It was part of our great city project, the Urban Survival Guide.

He did rename the city later to "Riddleholm." 

Damelon also seems to be somewhat influenced by Elric, with his Strength and Constitution scores of 3/18. Again, I am not 100% sure what was happening here, but I like it.

Damelon MyrildeanDamelon Myrildean

Class: Sorcerer
Level: 18
Species: Human
Alignment: Twilight Neutral
Background: Scholarly

Abilities
Strength: 3 (-3) / 18 (+3)     
Agility: 17 (+2)     
Toughness: 3 (-3) / 18 (+3)
Intelligence: 18 (+3)  
Wits: 17 (+2) 
Persona: 17 (+2) 

Fate Points: 1d12
Defense Value: 3
Vitality: 40 (d4)
Degeneracy: 3
Corruption: 1

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Spell Attack Bonus: +9
Saves: +4 vs magic attacks and area effects

Arcane Powers
Astral Projection, Polymath, Shapeshifting, Wild Form

Spells
1st level (5+2): Arcane Darts, Black Flames, Gout of Flame, Mystical Senses, Restore Vitality, Flame Ray (Chill Ray), Phantom Lights
2nd level (5): Conjure Flame, Eternal Flame, Heat Metal, Invoke Fear, Vampiric Augmentation
3rd level (5): Blinding Speed, Concussive Blast, Conjure Fireworks, Dark Lightning, Protection against Energy 
4th level (4): Conjure Fire, Globe of Daylight, Improved Invisibility, Metamorphosis
5th level (4): Blight, Elemental Wall, Summon Elemental, Telekinesis
6th level (4): Disintegrate, Evaporation, Envoke Weather, Instant Death
7th level (3): Ball of Sunshine, Drain Life, Wave of Mutilation
8th level (3): Mind Shield, Snuff Life, Summon Other
9th level (2): Feedback Barrier, Orb of Imprisonment

Heroic Touchstones
Level 1: First level spell
Level 3: Additional first-level spell 
Level 5: Aspect control: fire
Level 7: Additional mode of movement: fly
Level 9: Magic recovery
Level 11: Conjure element: Fire
Level 13: Aspect: Fire
Level 15: Metamorphosis: Fire
Level 17: Divine Aura: Fire

Heroic (Divine) Archetype: Magic/Fire

Gear
Dagger, staff

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


1975: Tunnels & Trolls

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
Tunnels & Trolls was famously written and published in response to Dungeons & Dragons. The designer, Ken St. Andre, wanted something that played like Dungeons & Dragons, but was both faster and easier to play. The result was a short booklet, running to just forty-two pages, that he would write and publish in 1975 and find popularity, first in Phoenix, Arizona, followed by the USA and the rest of the world, being published in the United Kingdom and Japan and going through over eight editions. The Tunnels & Trolls 1st Edition Reprint was published as part of the Kickstarter campaign for Deluxe Tunnels & Trolls and it gave fans of the roleplaying game a chance to look at the original version of the game, previously all but impossible, since only a hundred copies were published.

The Tunnels & Trolls 1st Edition Reprint begins with an introduction by Ken St. Andre, which explains how both it and Tunnels & Trolls came to be, making it available after his last remaining copy was made available to, and selected by, one backer as part of the Kickstarter. He makes clear that his aim was not to invent fantasy roleplaying, but to simplify it and what he created was a style that was not derived from miniatures gaming as was Dungeons & Dragons, but more from literature and comics. In the process, as he says, he showed that there was another way to roleplay. Given that this version of Tunnels & Trolls was written and published in 1975, there are two issues with it in terms of content. One the author addressed in 2020, the other he has not. St. Andre states in a footnote that the spell Obey Me was originally called ‘Yassa Massa’ and that although his original intention was simply to amuse with what he calls his “thoughtless word play”, he changed it to avoid giving further offence as well as giving an apology. Whereas, in the section on ‘Human Auxiliaries’, a hero can hire two types of auxiliary character to accompany him on his delves. One is the hired henchman, the other is the slave, who is said to have no luck and no charisma ratings, and usually be of low I.Q. Female slaves cost extra. This could and should have been addressed at the time of publication, in 2013, or even 2020, but even now, it could be addressed, just as the ‘Yassa Massa’ spell name was.

Tunnels & Trolls 1st Edition begins by explaining the basics of the game, which though very familiar today, would have been strange in 1975. The game is set in, “…[A]n alternate world where fantasy is alive and magic works (a world somewhat but not exactly similar to Tolkien’s Middle Earth) there exist numerous enchanted tunnel complexes with many types of treasure, and abundantly guarded by every imaginable form of monster, magic, and trap.” and that, “Brave men and women arm themselves and venture within the tunnels at the risk of body and soul to seek treasure and experience.” This requires that someone create or ‘dig’ and stock a dungeon with magic, monsters, and treasure, and that as the ‘Dungeon Master’, this person would act as the god within the dungeon, but till be fair to the other players, who will create and equip the character who will venture into this dungeon. Once set up, “The game is played something like Battleship.” Not the sense that there are two boards of which each player can only see their own, but rather that there is only one, which is, of course, known to the Dungeon Master, who will then reveal to the players as their characters explore its depths. It is clear from the introduction that St. Andre is explaining what would have been a very new concept to the reader. After all, Dungeons & Dragons had only introduced it the previous year, which the author acknowledges in thanking both E. Gary Gygax and David Arneson for creating the original roleplaying game. The author also makes clear that the game is not his beyond making it available to others and encourages the reader to improve the rules as their imagination dictates.
After some advice on creating and stocking dungeons, Tunnels & Trolls explains how to create characters, noting here for the first time that their details can be recorded on three-by-five-inch cards. A character has six Prime Attributes. These are Strength, Intelligence, Luck, Constitution, Dexterity, and Charisma. In addition, the character has a note of the Gold Pieces possessed, and the weight he can carry and is carrying. He will also have Armour and Weapons, and will speak Common, but may know some other Languages. In terms of what he can be, the three types are Warrior, Magic-User, and Rogue, inspired by Conan, Gandalf, and Cugel, respectively. The Warrior cannot cast spells; the Magic-User can cast spells, but is extremely limited in what weapons he can wield; and the Rogue can both use weapons and cast spells, but do not start with spells, must find someone to teach him any spells, and cannot rise beyond Seventh Level without choosing to continue as either a Warrior or a Magic-User. Creating a character involves rolling three six-sided dice for each Prime Attribute and then again for the amount of gold he has to spend on equipment. Note that six-sided dice are used throughout Tunnels & Trolls rather than the polyhedral dice of Dungeons & Dragons, the aim being to make the game more accessible since it did not require special dice.
Name: Trigeor Type: Magic-User Strength 11 Intelligence 18 Luck 14Constitution 09 Dexterity 14 Charisma 12 Gold 5Weight Possible: 1100 Weight Carried: 136 Experience Points: 0 Weapons: Dagger (1 die) Armour: None Equipment: Calf-High Boots, Warm Dry Clothing & Pack, Day’s Provisions, Ten Torches, Magnetic Compass, Makeshift Magic Staff Languages: Common, Elvish, Dwarfish, Draconic, Orcish, Trollish, Undead

Tunnels & Trolls quickly moves onto monsters and combat. Monsters have a single stat, called a Monster Rating. It indicates how tough a monster is and how many dice are rolled for it in combat, and it starts at zero and goes up and up. A minimum Monster Rating of ten gives one die, but for every five points after that, it increases the number of dice by one, and beyond one hundred, it increases the number of dice by one for every ten points. On the first round of a combat, half of a monster’s Monster Rating is added to the roll, but only a quarter is added on subsequent rounds. This addition is known as the monster’s ‘Add’. What Tunnels & Trolls does not do is give a list of monsters or a bestiary. The Dungeon Master is expected to set the Monster Ratings for his dungeon denizens according to the level of the dungeon, with the nearest advice given by Tunnels & Trolls is that a good fighter should have an equivalent Monster Rating of between twenty-six and forty and be roughly equal to a troll. However, this is probably the weakest aspect of Tunnels & Trolls since it is not clear what Monster Ratings the Dungeon Master should be assigning to his dungeon dwellers.

Interestingly, the rules do not give a set way in which to handle monsters encountered on the lower levels of the dungeon, but instead give options, because opinions vary in how it should be done. The monster could have more dice and bigger Add, its dice roll could be multiplied by the level, a monster could even be stated up like a character, or simply a bigger Add. This calls back to St. Andre’s statement in the introduction about the game not being his.

Combat is either missile combat, melee combat, or shock combat for that initial engagement. There is advice on the differences between these types, plus monster reactions, wandering monsters, and even capturing monsters, but once engaged, combat is a simple matter of comparing hit point totals. Not the amount of damage that a character or monster can suffer before dying, but the totals of the dice rolled plus any Adds. This can be individually, one-on-one, or it can be collectively. The latter means that the Dungeon Master can add up all of the Monster Ratings for his monsters and roll their dice and add their Adds, all in one go, rather than individually. The lower result is subtracted from the higher result and that is the number of hit points the losing side suffers. For the monsters, this reduces their Monster Rating, but for characters, it is deducted from their Constitutions. Both armour and shields will protect against incoming hit points, but armour will be damaged in the process.

Magic-Users are not expected to fight, and indeed, are restricted to single die weapons and shields, but can use their spells to protect them if they have the right ones. Also, when determining who suffers from hit points taken, the Magic-User also does so last. Warriors and Rogue do get Adds, whereas the Magic-User does not. For each point of Strength and Luck above twelve, a Warrior or Rogue gains one Add to dice rolls in combat, but subtracts one for each point of Strength and Luck below nine. This is the same for Dexterity, except for missile fire where the Adds are increased to two per point above. Although a character will always have a single die to roll in combat, the main means of increasing the dice rolled and the Adds is by purchasing weapons. Later on, a character’s Primary Attributes can be increased, which will raise the Adds and the character will find magical items that will increase both dice rolled and Adds.

Name: Glorimnaeck Orchelm Species: DwarfType: WarriorStrength 26 Intelligence 08 Luck 13Constitution 26 Dexterity 11 Charisma 10 Gold 1Weight Possible: 1300 Weight Carried: 136 Experience Points: 0Weapons: Warhammer (4+1), Poniard (1)Armour: Gambeson, Chain Hauberk, Chain Gauntlets (4 total), Target Shield (2)Equipment: Calf-High Boots, Warm Dry Clothing & PackLanguages: Common, Elvish, Dwarfish, Draconic, Orcish, Trollish, Undead Base Adds: +28 For example, Trigeor and his Dwarven friend, Glorimnaeck Orchelm, have ventured into a dungeon, known as the Orc ‘Ole. Despite carrying a compass, the pair get lost and find themselves being attacked by a band of Orcs. There are three of them, each with a Monster Rating of twelve. Individually, the Dungeon Master would be rolling one die and adding an ADD of six on the first found, but only two on later rounds. Collectively, they have a Monster Rating of thirty-six, meaning that the Referee will roll five dice and add eighteen on the first round, but only nine on later rounds. Glorimnaeck Orchelm’s player will roll four dice and add one for his Warhammer, and then another twenty-six for his Adds.  The Referee rolls two, three, three, three, five, and six for a total of twenty-two, which together with the Orcs’ Adds, gives a total Hit Points of forty. Glorimnaeck Orchelm’s player rolls better with four, four, five, six, and six and adds one to give a total of twenty-six, which with the Dwarf’s Adds, means he has a grand total Hit Points of fifty-two! The Orcs’ Hit Points are subtracted from Glorimnaeck Orchelm’s and the resulting twelve Hit Points reduce the Orcs’ Monster Rating by twelve to twenty-four. The twelve is also enough to reduce one of the Orc’s Monster Rating to zero, so the Dungeon Master rules that Glorimnaeck Orchelm has smashed his head in and he goes flying back into the cave. Next round, the Orcs will have a Monster Rating of twenty-four, meaning that the Referee will roll three dice and only apply an Add of four!The other main mechanic in Tunnels & Trolls is the Saving Throw. It is rolled to avoid a trap, to dodge a missile weapon attack, to withstand a poisonous brew, and so on, and it is always rolled using a character’s Luck. It also varies according to dungeon level. Thus, in the first level of a dungeon, a character’s Luck is subtracted from twenty to give the target number, but on the second level of the dungeon, it is subtracted from twenty-five, and so on. The resulting number gives a target that the player must roll equal to or higher, on two six-sided dice, but the target can never be lower than five. (For example, Trigeor’s Saving Throw will always be six on the first level of the dungeon, rising to eleven on the second level, and sixteen on the third level, until Luck is raised.) Rolls of doubles enable a player to add and roll again, so an impossible Saving Throw can be made if the character is lucky.
Experience points in the game are earned for combat, treasure found, for the deepest level of the dungeon a character visited, using and finding magic, and for successful Saving Throws. The progression table is all the same for all three character types, goes up to Seventeenth Level, and awards a character with a new title at each Level. The main reward for going up a Level is for a player to increase his character’s Primary Attributes, though typically only one can be increased per Level.

Tunnels & Trolls provides a basic list of equipment, in the second half of the roleplaying game, ‘Elaborations’ it includes a lengthy list of arms and armour and further equipment. There is an Advanced Weapons Chart in turn for swords, pole weapons, hafted weapons, daggers, spears, bows, and other missile weapons. Then for shields and defensive weapons, weird weapons, poisons, and armour. There are rules too for weapon breakage, depending on their composition. From flamberge, talibong, and shotel to riding mail, scale armour, and arming doublet, here then is the basis of all the weird and wonderful weapons that have been listed in all of the subsequent editions of Tunnels & Trolls.
Also in the ‘Elaborations’ section is ‘The Peters-McAllister Chart for Creating Manlike Characters and Monsters’, which like the advice and opinions on adjusting Monster Rating per dungeon Level, highlights the collaborative nature of the design of Tunnels & Trolls. This chart lists adjustments for creating Dwarves, Elves, Leprechauns, Fairies, and Hobbits, which can be both used to create monsters and characters. That said, playing characters in general of these species grants greater improvements to Primary Attributes with no downsides. There is guidance too, to adjust for Giants, Trolls, Ogres, Half-Ogres, Goblins, and Gremlins.
The largest section in the ‘Elaborations’, taking up nearly half its length and a quarter of Tunnels & Trolls as a whole, is on magic. Magic-Users are encouraged to use a staff, even a make-shift one through which to cast their magic, as they reduce the cost of casting magic, although a makeshift one will burn out very quickly. A proper magic-staff costs a lot of gold. The section notes that, “There are recognized laws of magic that we have mostly ignored in dreaming up the spells--the Law of Contagion, the Law of Similarity, the principles of necromancy and control of spirits, preferring instead to base most of these spells on inherent abilities of the magic-user a la Andre Norton.” What this means is that casting spells in Tunnels & Trolls is meant to be quick and easy. Spells have a cost in the caster’s actual Strength Primary Ability, which then has to regenerate. (This also means that Strength as a Primary Attribute is still important to a Magic-User and a Primary Attribute that he will want to increase to give spell-casting capacity.). All Magic-Users know First Level spells, whilst spells of higher Level have a minimum I.Q. to learn and cost in gold to purchase. One of the notable spells at First Level is Teacher, which lets a Magic-User teach a spell to a Rogue. Of course, here also, are the first appearances of the humorous, some would say silly, spell names for which Tunnels & Trolls is infamous. For example, Take That, You Fiend as a damage spell, Tunnels & Trolls for the healing spell, and so on. If they are in the main, tongue in cheek in tone, they are not always clear in their intent. The Dungeon Master would have had to adjudicate on things like the Will-o-Wisp spell, whose effect is, “provides light & drains strength”. Yet, the magic system for Tunnels & Trolls is simple and straightforward, even elegant, effectively a points-based system—the first—that empowers the Magic-User and constantly makes him useful in play. As Glorimnaeck Orchelm gamely holds back the band of Orcs, Trigeor holds a torch so that it is not dark and prepares himself just in case he has to cast a spell. Just behind the melee, the Magic-User spots another Orc, bigger than the others. This is their boss and he has a Monster Rating of eighteen, meaning that the Dungeon Master will roll two dice for him and include an Add of nine in the first round and an Add of three in later rounds. Quickly, Trigeor cries out, “Take that you fiend!” and casts the spell of the same name at the newly arrived Orc. It costs him five Strength rather than the usual six, since he is casting it through his staff, which being only a makeshift one, fizzes and burns as the magic passes through it. The spell means that Trigeor will be using his I.Q. to attack the Orc, and in addition will gain a single die as normal. Since Trigeor has an I.Q. of eighteen, it is going to kill the Orc. The Orcs attacking the Dwarf look behind them as they hear a popping sound to discover their boss collapsing to the floor, steam rising from his eyes and ears!Physically, the Tunnels & Trolls 1st Edition Reprint—and thus Tunnels & Trolls 1st Edition—is a scrappy , scruffy, inconsistent affair. It looks and reads very much like a fanzine of the period. Yet it is readable and it is illustrated in very spritely, engaging fashion.

—oOo—The second edition of Tunnels & Trolls was reviewed in ‘Tunnels and Trolls: A Review of Sorts’ by Brant Bates in The Space Gamer Issue Number 3 (1975). He highlighted the differences between Tunnels & Trolls and Dungeons & Dragons, beginning with, “There is no sexist bias In T&T, Female characters come out exactly as created by the dice--not reduced in size and strength by an arbitrary fraction just because they are female.” before going on to look at other differences in terms of character creation and combat. He was overall positive about the art, saying, “It is mostly by a Phoenix fan artist named Rob Carver, and it ranges from the gorgeous to the ridiculous--mostly the latter. The cartoon to illustrate the magical spells are very droll, and the portrait of St. Andre captures his very soul.” He concluded with, “T&T has been sold from coast to coast, but is still most popular in Phoenix, where it has become the official game of the organized SF club there. It is very playable, and a lot of fun--great for stretching the old imagination. I recommend it for fantasy fans who are not purists, and who do not necessarily believe a game’s quality depends on its cost.”  Lewis Pulsipher reviewed the British version published by Strategy Games Ltd. in ‘Open Box’ in White Dwarf Issue No. 2 (August/September 1977). He said, “The excuse for publication here and now, presumably, is that there is a need for a cheap and understandable role playing game for those who can’t afford or make sense of D&D.” but was otherwise not positive, criticising the lack of clarity in the rules, the amount of creative effort that a Referee had to put into the game, and the humour in the game, especially in the names of the spells. His conclusion was that, “Anyone who likes T&T will sooner or later ‘graduate’ to the much more satisfying (and much more widely played) D&D. In considerable wargaming travels in the USA I never encountered anyone who played T&T, though D&D players are everywhere, and I’ve not even heard of anyone in this country who plays it. When it first appeared in America I said there was no point in it, and nothing has occurred to change my opinion.” —oOo—
Tunnels & Trolls is rough and just about ready. It is playable and by modern standards, just about has the bare minimum need to play. This should be no surprise. It was written fifty years ago when no one knew quite what a roleplaying game was—literally, as the term had then yet to be defined—and no-one knew how to write one. So, if the writing is not right and the explanations are not as clear as they could have been, and the contents are not in the order that we might expect them to be, then that is perfectly understandable. Yet, as scrappy as the resulting rulebook is, Tunnels & Trolls 1st Edition is a likeable game, one that is not taking itself too seriously and reads as if it is actually fun to play and faster to play. What is amazing is that within four years, Flying Buffalo would take the very basics of what is here and develop it into the fifth edition of Tunnels & Trolls that would remain its mainstay for over twenty-five years! The Tunnels & Trolls 1st Edition Reprint is an important piece of roleplaying history, the opportunity to look at the first roleplaying response to Dungeons & Dragons, to look at the origins of the world’s second longest fantasy roleplaying game, and to look at the beginnings of the roleplaying hobby as the concept spread beyond Dungeons & Dragons.

The Other OSR: Whalgravaak’s Warehouse

Reviews from R'lyeh -

Troika! is both a setting and a roleplaying game. As the latter, it provides simple, clear mechanics inspired by the Fighting Fantasy series of solo adventure books, but combined with a wonderfully weird cast of character types, all ready to play the constantly odd the introductory adventure, ‘The Blancmange and Thistle’. As the former, it takes the Player Characters on adventures through the multiverse, from one strange sphere to another, to visit twin towers which in their dying are spreading a blight that are turning a world to dust, investigate murder on the Nantucket Sleigh Ride on an ice planet, and investigate hard boiled murder and economic malfeasance following the collapse of the Scarf-Worm investment bubble. At the heart of Troika! stands the city itself, large, undefined, existing somewhere in the cosmos with easy access from one dimension after another, visited by tourists from across the universe and next door, and in game terms, possessing room aplenty for further additions and details. One such detail is Whalgravaak’s Warehouse.

Whalgravaak’s Warehouse is the start of a new series of scenarios for Troika! from the Melsonian Arts Council. This is the ‘1:5 Troika Adventures’ series, which places an emphasis on shorter, location-based adventures, typically hexcrawls or dungeoncrawls, set within the city of Troika, but which do not provide new Backgrounds for Player Characters or ‘Hack’ how Troika! is played. Whalgravaak’s Warehouse lives up to that, in that it dungeoncrawl takes place in a large, in places, impossibly large interdimensional warehouse that served as major import/export house for the city of Troika. Whalgravaak was once known as the cruel, but efficient logistics wizard who could get anything from anywhere and ship anything to anywhere, which made him and clients rich as the city became a shipping nexus between the sphere without the need or the expense of training staff to crew and maintain the golden barges that still traverse between the spheres today. However, Whalgravaak grew paranoid in his old age, destroyed the instruction manual to the great device by which goods were transported, and retired. When the device became a threat to the city of Troika, the Autarch ordered Whalgravaak’s Warehouse permanently closed and locked. That was centuries ago. Whalgravaak is long dead. His warehouse still stands, a looming monolithic presence in a bad part of the city. Nobody goes in and nobody comes out. Though some claim there is movement on the room. Now, someone wants something from inside and have decided that the Player Characters are best equipped to find their way in and navigate its darkened offices and deep storage bays with their vertiginously stacked crates, which surely must still contain something interesting after all that since Whalgravaak himself died?

Whalgravaak’s Warehouse gives one main reason why the Player Characters might want to break into and explore the warehouse. This is to locate a book called The Tome of Sable Fields, for which they will be paid handsomely, but there are others and the Game Master can easily come up with more. Finding a way into the warehouse is a challenge in itself, but inside, the Player Characters will find strange worm-headed dog gone feral, creeping bandits and burglars looking for goods to fence or places to dump bodies, cultists who worship the still breathing nose of a titan, a clan of dustmen sieving the heaps of dust on the expansive roof of the warehouse where the air glows aquamarine like the Dustmen of Charles Dickens’ Our Mutual Friend, and more. There are rooms full of great lengths of rope that are mouldering into slime, a vegetable store where an onion has become an Onion Godlet, a room of sponges so dry it will suck the moisture from anyone who enters, and a set of employee records laden with bureaucratic despair… The roof is a post-apocalyptic hexcrawl of its very own, a separate environment that is essentially a desert of dust, marked only by the flickering head of one the giants that still work in the warehouse below and an Oasis of Tea, that will take the Player Characters days to explore. They had better come prepared for hot weather!

Locating The Tome of Sable Fields is a relatively simple matter and the Player Characters may do so relatively quickly, but actually getting hold of it is another matter. It is actually suspended over the very means by which Whalgravaak transported goods from one dimension to another by a crane. Unfortunately, none of the parts of the crane are talking to each other and the only way to get the crane operating is to get them to talk to each other. Essentially one bit of the crane is more noble than the other and the Player Characters will probably need to persuade them to overcome their individual problems and snobbery. This will drive them into exploring the warehouse further in the hopes of finding the means of getting each one to co-operate.

As part of the ‘1:5 Troika Adventures’ series and thus a dungeoncrawl, although one in a warehouse, Whalgravaak’s Warehouse is designed to be played like a dungeon and explored like a dungeon. Thus movement, noise, and resources become important, the Player Characters need a source of light and the scenario is played out in ten-minute turns in true Old School style Dungeons & Dragons. This also means that Whalgravaak’s Warehouse is played differently to other adventures for Troika!, with less of an emphasis on narrative play and more on environmental, location-based exploration. In keeping with the style, the adventure is perhaps deadlier and more challenging than the typical Troika! adventure, requiring more caution and care than a Troika! player might be used to.

Physically, Whalgravaak’s Warehouse is very well presented. The artwork is as weird and wonderful as you would expert, the cartography is decent, and the layout is clear and easy to use. There is also good advice for the Game Master on how and why she should use Whalgravaak’s Warehouse, and a clear explanation of what is going on in the warehouse.

Whalgravaak’s Warehouse is a great set-up for an adventure. Take the warehouse of an interdimensional import/export house, abandon it for centuries, and then turn it into an industrial dungeon with weird Dickensian undertones. The result is eminently entertaining and constantly going to screw with the heads of both the players and their characters as they discover one example of industrial decline after another and just what happens when you leave a dangerous interdimensional magical industrial complex alone for far too long.

Character Creation Challenge: Torvak Con Dain

The Other Side -

Torvak Con Dain I only vaguely remember Torvak. He was a lawful good Paladin (as they all were back then) and dedicated to the ruler of his realm, who might have been Pathon. Not sure. He is certainly an old character, and his various character sheets show a long career, but he is not always super active.

He is a great candidate to test out the Divine Warrior class from Wasted Lands.

Torvak Con Dain

Class: Divine Warrior
Level: 16
Species: Human
Alignment: Light Good
Background: Warrior (Wasted Lands p. 185)

Abilities
Strength: 18 (+3) A
Agility: 18 (+3) 
Toughness: 17 (+10) 
Intelligence: 16 (+2) 
Wits: 17 (+2) N
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: -1
Vitality: 120 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +7/+5/+3
Melee Bonus: +6 (base), +3 (STR)
Ranged Bonus: +6 (base)
Saves: +6 to all Wits and Persona Saves, +2 to Toughness (Warrior background)

Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (20d6), Supernatural Attacks, Protection from Evil, Turn Undead (level 15), Spot Hidden (1-3 on d4).

Heroic/Divine Touchstones
1st Level: +1 to melee attacks
3rd Level: Cure Light Wounds Spell
5th Level: Favored Weapon, Sword
7th Level: Zone of Protection vs Evil
9th Level: Special Attack
11th Level: Smite
13th Level: Extra Attack
15th Level: Great Smite

Heroic (Divine) Archetype: Justice

Gear
Longsword, Full plate armor, Holy symbol

Torvak Con DainTorvak Con Dain

I am really happy with the Divine Warrior class as a Paladin substitute. I played a LOT of Paladins over the years and this class feels right to me. Tweak it with some spells or levels of other classes to get just the right mix.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge



Quick-Start Saturday: Outgunned

Reviews from R'lyeh -

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

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

—oOo—

What is it?Outgunned – Hero to Zero is the quick-start for Outgunned, the roleplaying game of action movies from the eighties and nineties (and beyond), inspired by Die Hard, True Lies, Lethal Weapon, Kingsman, Ocean’s Eleven, Hot Fuzz, and even John Wick.

It is also the English language quick-start for the Italian roleplaying game of the same name.

It is a seventy-one-page, 83.90 MB full colour PDF.

How long will it take to play?
Outgunned – Hero to Zero and its adventure (also known as a ‘Introductory Shot’), ‘Race Against Time’, is designed to be played through in a single session, two at most.
What else do you need to play?
Outgunned – Hero to Zero can be played using a total of nine six-sided dice, ideally per player. (The full game uses its own set of Action Dice.)
Who do you play?
The four Player Characters—or Heroes—in Outgunned – Hero to Zero consist of an undercover police officer, a hotshot driver and pilot, an ever cheerful bounty hunter, and a charming martial artist.
How is a Player Character defined?A Hero in Outgunned – Hero to Zero is defined by his Name, Role and Trope, Job, Age, Catchphrase, and Flaw. The Role and Trope determine a Hero’s starting Skills, whilst the Job grants access to information and contacts. Together with the Catchphrase, they can be combined by the player to define an action film archetype. The Catchphrase is a tag line or a creed, something guides the Hero to act when it comes time for action. The Flaw is an aspect of the Hero that will hinder him throughout his adventures.
A Hero has five Attributes and twenty Skills. The Attributes are Brawn, Nerves, Smooth, Focus, and Crime. Brawn handles action, Nerves handles reflexes and steady hands, Smooth is used for interaction and manipulation, Focus is for concentration, perception, and recall, and Crime is for awareness and secret action. Feats are granted by a Hero’s Role and Trope and typically allow a ‘Free Re-Roll’ when the Hero acts according to one of his Feats.
Experiences, of which there are four types—Achievements, Scars, Reputations, and Bonds—will affect a Hero’s dice rolls. These are not used in Outgunned – Hero to Zero.
Damage suffered is handled by Grit, ‘You Look’, and the ‘Death Roulette’. Grit is the amount damage a Hero can suffer, whilst the ‘Death Roulette’ is what the Director rolls against if there is a chance that the Hero will die. The chance—or the number of Lethal Bullets it holds—increases each time the Director rolls and the Hero survives. ‘You Look’ is actually a measure of how the Hero looks to others, as in, “How do I look?” and is actually a way of keeping track of the Conditions that a Hero might suffer.
A Hero has access to types of luck points, Adrenaline and Spotlight. A Hero has access to Adrenaline, up to maximum of six. It is earned for getting a success against all odds, making a great sacrifice, and so on. It can be spent to gain a bonus to a roll, to activate certain Feats, and to get an immediate Spotlight. The Director is encouraged to be generous with Adrenaline and every player is encouraged to spend it. A Hero can have three Spotlights and they can be expended to gain an ‘Extreme Success’ automatically, ‘Save a Friend’ who has lost at the Death Roulette, ‘Remove a Condition’, and even do something dramatic!
Weapons and gear will help under specific circumstances. There is an emphasis on guns and rides.
How do the mechanics work?
Mechanically, rolls in Outgunned are either an Action Roll or a Reaction Roll. The number of dice rolled for either always consists of the combined values for an Attribute and a Skill. For example, ‘Nerves’ and ‘Shoot’ to fire a gun at someone or ‘Smooth’ and ‘Streetwise’ to persuade a crook that you are one of them. Equipment and conditions will alter the number of dice a player has to a minimum of two and a maximum of nine. To succeed at a task, a player needs to roll sets of the same symbols (or numbers if not using Outgunned dice). The size of the set indicates the level of success. Two of a kind is a Basic Success; three of a kind is a Critical Success; four of a kind is Extreme Success; five of a kind is an Impossible Success; and six or more of a kind is a Jackpot! If the roll matches the difficulty of the task set by the Director—the Difficulty being either Basic, Critical, Extreme, Impossible, or Jackpot!—the Hero succeeds. A higher success can grant a better outcome, an advantage, or even extra actions, whilst a Jackpot! means that the player becomes the Director temporarily.
If the roll is not a success and the player has one success, he can reroll any dice that do not match. If the re-roll is a success, he keeps them, but if not, he loses a rolled success. Certain Feats allow a free re-roll without any possibility of losing successes. Lastly, after a re-roll, a player can go ‘All In’, push his luck and re-roll all dice that do not match any successes. However, if he fails, he loses everything, including all of successes rolled.
Even after a Re-roll and an ‘All In’, a roll that does not succeed is not a failure. Instead, a hero succeeds, but with consequences. Essentially the equivalent of a ‘Yes, but’.
How does combat work?
Combat in the Outgunned – Hero to Zero as per the rules above, but actions become ‘Dangerous’, which means that a Hero can lose Grit if a roll is not a success. If he loses too much Grit, he will suffer from one or more conditions, and even force rolls of the Death Roulette on the Hero. In comparison, the enemies—Goons, Bad Guys, and Bosses—have only Grit, not the Death Roulette, and when this is reduced to zero, they are knocked out. Bosses have Hot Boxes on their Grit track, indicating that they receive Adrenaline to spend on special actions of their own. The rules for combat cover range, cover, counting magazines (rather than bullets), and so on. There are also rules for car chases as well
What do you play?
‘Race Against Time’ is the ‘Introductory Shot’ in Outgunned – Hero to Zero, a classic movie action plot involving a hunt for a MacGuffin. Naturally, it involves lots of a fights, a chase, and an exploding aeroplane! It is, of course, an entertaining affair and is made all the better by the staging advice given alongside the length of the scenario. The advice is excellent, suggesting possible maneouvres that the Heroes might take in the various situations they find themselves in throughout the scenario.
The scenario is open-ended, so the Director could run a sequel by adapting some of the content in Outgunned – Hero to Zero.

Is there anything missing?
No. Outgunned – Hero to Zero includes everything that the Director and four players need to play through it.
Is it easy to prepare?
The core rules presented in Outgunned – Hero to Zero are not easy to prepare. They are not difficult to prepare, but rather they take a slight adjustment as they are not as straightforward or as obviously intuitive as most rules are. So they require careful attention upon the part of Director.
Is it worth it?
Yes. Outgunned – Hero to Zero presents the basics of an exciting action-orientated game that plays fast and encourages the players to both indulge in all of the clichés of the action movie genre and be inventive in when it comes to their Heroes being cool and cinematic. The rules are just different enough to make them initially a little challenging, but after that, the session is full of bullets flying, fists lashing, and wheels screeching action.

Outgunned – Hero to Zero is published by Two Little Mice and is available to download here.

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