Outsiders & Others
[Free RPG Day 2021] Talisman Adventures – Quick Start Guide: Curse of the Rat Queen
—oOo—
The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with everything necessary to play. This includes an explanation of the setting, the core mechanics—including combat and spellcasting, four pre-generated Player Characters, and a short three-act scenario. To play, each player, including the Game Master, will need four six-sided dice, one of which must be a different colour to the others. This die of a different is the Kismet Die. Each player will also need five or six tokens, whilst the Game Master will also need five or six of her own, but of a different colour. These represent tokens Fate—Light Fate for the Player Characters, but Dark Fate for the Game Master.
The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen quickly leaps into an explanation of the mechanics—the 3D6 Adventures System—and how tests work. However, to understand how they work, both Game Master and her players need to know what makes up a Player Character. Each Player Character has two Attributes, Strength and Craft. The former represents a character’s physical capability, and has three Aspects—Brawn, Agility, and Mettle, whilst the latter represents a character’s mental capability, and also has three Aspects—Insight, Wits, and Resolve. For the pre-generated Player Characters provided with the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen, both Attributes and Aspects range between one and five. A Player Character can also have Skills, for example, Decipher, Entertain, Melee, or Psychic, and some Skills can have Specialisations, such as Mystic for Spellcasting, Axe for Melee, or Forest for Survival.
When a Player Character wants to undertake an action, his player rolls three six-sided dice, one of which must be a different colour, and thus the Kismet die, hoping to beat a given Difficulty, for example, an Average Difficulty might be eleven. If the Player Character has an appropriate Skill, then an associated Attribute or Aspect can be added to the total. More than the one Attribute or Aspect can be associated with the Skill, for example, Entertain Skill is associated with Wits, Insight, and Agility. Obviously, Agility for physical performances such as dancing or juggling, Insight for singing and playing a musical instrument, and Wits for reciting a saga or performing in a play. Further, if the Player Character has a Focus for the Skill, the player receives a flat +2 bonus to the roll. The outcome of the roll generates a Degree of Success. If the combined result—including the dice roll plus appropriate Attribute, Aspect, and Focus—is equal to, or greater than the Difficulty, then that is a Standard Success. If doubles are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is a Great Success. If triples are rolled on any of the three dice, and the combined result is equal to, or greater than the Difficulty, then that is an Extraordinary Success.
A result is less than the Difficulty, then the Player Character has failed. In combat this means that not only has the Player Character failed to strike his opponent, that opponent has struck back and inflicted full damage. A Standard Success means that the Player Character has succeeded in the Test, but at a cost or with a complication. This then, is a classic, ‘Yes, but…’ result. In combat, this means that a Player Character has managed to attack an opponent, but said opponent strikes back and inflicts half damage. A Great Success means that the Player Character has succeeded without any beneficial or detrimental effect. This is complete success. An Extraordinary Success means that the Player Character has succeeded and done so with great effect. In combat, that might be to inflict extra damage or another effect. This is a classic ‘Yes and…’ result.
Further, if a one is rolled on the Kismet Die, the Game Master gains one Dark Fate, whilst if a six is rolled, the Player Character gains one Light Fate. Rolling a one on the Kismet Die, can also trigger the Special Ability for an NPC or Enemy, whilst rolling a six can trigger a Player Character’s Special Ability. Light Fate points can be spent to add a bonus six-sided die to a Test, reroll a single die after a Test roll has been made, activate a Special Ability or an item’s Special Quality, and to avoid dying following a failed death test. The Game Master can spend Dark Fate to increase an Enemy, activate an Enemy’s Special Ability, activate effects in special areas, and activate an item’s curse effects. Both the Player Characters and the Game Master have a limited supply of their respective Fate, but more is generated throughout play.
Combat in Talisman Adventures is player facing, with each player making a Test with a Difficulty equal to the Threat of the Enemy faced by his Player Character. What this means is that the Player Characters act first and the Degrees of Success their players generate determine exactly how the Enemy react. So if an attack fails, the Opponent will attack, inflicting full damage or a Special Attack, whilst with a Success, the Player Character inflicts full damage, but suffers half damage from his Opponent in return. Only with a Great Success will full damage be inflicted without any comeback, whilst an Extraordinary Success does that and more. Numerous options are given for what that ‘more’ might be, depending whether the Player Character’s action is a Melee or Ranged Attack, a Psychic Attack, a Spell being cast, and so on… Once the Player Characters have acted, any Enemy who have not been engaged in combat, are free to act. In this case, any Player Character attacked must make a Defence Test, again against the Enemy’s Threat, and again, the Degree of Success determines the outcome, even to potentially stopping the attack and riposting with half damage on an Extraordinary Success.
Armour in Talisman Adventures is ablative, but can be repaired between encounters. However, armour always suffers a single permanent point of damage in combat which requires repair with a full set of tools. What this means is that the effectiveness of armour degrades over the course of an adventure, from encounter to encounter. When armour has been rendered useless in an encounter, any further damage is inflicted as Wounds. Successive Wounds also inflict increasing penalties to Tests and if a Player Characters suffers too many Wounds, his player must begin making Death Tests—or die!
The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen comes with four pre-generated Player Characters. They include a brawny, axe-wielding Troll Warrior; an unarmed and unarmoured Dwarf Priest who can heal and bless, plus banish spirits; an Elf Scout, good with a bow and moving in the forest; and a Ghoul Assassin (!) who is incredibly sneaky and can even turn a dead Enemy temporarily against his former companions. In general, the Player Characters are clearly laid out and easy to read, though players should note that the Dwarf Priest has no armour and the Ghoul Assassin has the Soul Drinker Special Ability, but not the Psychic Assault Special Ability necessary to initiate a psychic attack.
The adventure, ‘Curse of the Rat Queen’, in the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen runs to ten pages. A three-act affair, it sees the Player Characters travelling to the village of Jellico which requires their help. After the cliché of a barroom brawl to get the players used to the dice mechanics, the village elders summon the Player Characters and explain the problem besetting the village. It has been beset by a plague of rats, and naturally, the elders hired a Pied Piper and his tunes drew all of the rats out of the village. However, now they are returning, and the elders cannot not find the piper, so they want the Player Characters to find him, get their money back, and hopefully put an end to the rat menace. This will take them out of the village and into the surrounding wilderness to the Whispering Woods where the piper led the rats… Even if the start is a cliché, ‘Curse of the Rat Queen’ is a decent adventure, supported with good advice and optional content that the Game Master can add if she wants to. It adds a couple of rules of play along the way, so the Game Master will need to the adventure through thoroughly as part of the preparation. The adventure is not necessarily straightforward, but should be fun to play and adds several extra monsters which the Game Master could use to expand upon the adventure. Overall, a decent adventure which should provide two or so sessions’ worth of play.
Physically, the is decently presented. The artwork varies a little in quality, but the writing is clear and easy to understand. The Game Master will need to conduct a careful read through as it does leap straight into the rules and there are extra rules explained later in the scenario. This does mean that The Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is not quite suited to the novice Game Master as intended, but anyone with a little experience will pick the rules up fairly quickly. Also, the phrasing of the Degrees of Success feels slightly odd in that a Standard success is one with an element of failure. Adjust to that—and of course, the player facing mechanics which do make the Game Master’s task much easier, and Talisman Adventures serves up a mix of the traditional and the slightly lesser than traditional fantasy. Overall, the Talisman Adventures – Quick Start Guide: Curse of the Rat Queen is a solid introduction to Talisman Adventures combined with fairly simple mechanics and a fun adventure.
Kickstart Your Weekend: Vaesen RPG – Mythic Britain & Ireland
There are few things I love more than Creepy Folk horror and one of those things is creepy Gothic Horror. I was quite pleased to see that Free League Publishing of Sweden was doing a horror Mythic Britain and Ireland, you know it has my attention.
Vaesen RPG – Mythic Britain & Ireland
I picked up Vaesen based on solid recommendations while I was at Gen Con this past year. The game is gorgeous, but I have yet to play it. But this? This looks like it was tailor-made for me.
Once again the art looks amazing and the game itself? Well, I am hooked and already thinking of a game I could run with it.
Check it out and throw them a Krona or two.
NotTSR sues Wizards of the Coast
Kinda busy with work and other projects this week, so this will be a fast one.
File under, "Gods, Not these Idiots Again?"
So the New, New TSR, also 3SR, or TSR3, or NotTSR by me, have decided in their infinite wisdom to sue Wizards of the Coast.
Yup.
Wizards of the Coast/Hasbro (the makers of Magic: The Gathering and Dungeons & Dragons) is being sued by TSR (the makers of well...nothing actually).
You can read the filed suit here:
Now that is the text of the suit and details exactly what is being asked of the courts. This is a copyright and trademark dispute.
The copyright one is completely bogus as Wizards owns (and has all the receipts) of the copyright to all of TSR, Inc.'s former copyrights. This has been repeated multiple times by Ryan Dancey, the Wizards of the Coast employee charged with investigating and authorizing the purchase of TSR, Inc. (and the spearhead of the OGL), by Shannon Appelcline the RPG historian who has covered the history of D&D/TSR, and most recently by Benjamin Riggs who writing a book to cover the purchase of TSR, Inc. by Wizards of the Coast.
Reading through this document this is about NotTSR wanting to have free and clear use of the old logos that Wizards had owned but the trademark licenses elapsed. Currently, it looks like the use of the "Man in the Moon" logo has cancelation pending.
Given the language in the NotTSR's IndieGoGo's page (which I am not linking and will get to in a bit) makes the claim that Wizards of the Coast are "bullying" them to give up the logos and maybe even the name. This is what I thought they had done anyway back in July with the whole "WonderFilleD" name.
While the text of the actual suit says one thing, their IndieGoGo page says something else.
The crowdfunding effort on IndieGoGo makes it sound like they are taking on WotC to reclaim D&D and get them to remove the disclaimers on older products (including ones produced and published by WotC themselves).
There is a whole lot of nonsense here to unpack. Where to start?
TSR, Inc. is not New TSR.
There is a lot of conflating of the two (well there were three) TSRs. LaNasa here is trying to make a connection between the TSR that dissolved in the 1990s to the new "company" he created. That conflation is something he has been doing for the last few months. I am wondering if he is actually starting to believe this himself.
IndieGoGo and not GoFundMe
Then there is the issue of IndieGoGo vs. GoFundMe. GFM is the go-to platform for things like this. So why IGG? I think it is because there are few consumer protections against fraud that GFM was specifically designed for. IGG is great, but this is not what it was meant for.
The Suit vs. What the fundraiser page says
The suit covers a trademark dispute. The IGG pages leads you to believe that they are also going after Wizards to get the language on the DirveThruRPG/DMSGuild pages changed.
Keep in mind that NotTSR has no legal leg to stand on here. WotC owns those products lock, stock, and barrel. They can do whatever they want to their own products.
I said it 18 months ago, and I revisited it 6 months ago, but those disclaimers are not coming down. It doesn't matter what the older, tiny subset of fans, many who also claim never to buy the products, want. If anything it increased the sales. Do you honestly think Oriental Adventures was going to go to Mithril seller on its content alone?
NotTSR and LaNasa do not have that sort of power. Not even if their Fundraiser ran at its current levels for the next 10,000 years.
Libel and Slander?
Good thing that this wasn't in the actual suit. This is a perfect example of someone not knowing what the legal terms Libel and Slander actually mean. I would even argue that LaNasa has MADE money since those disclaimers went up. Also, WotC can also show that no harm has been caused to their own livelihood since they went up. This is the weakest of all his claims.
So what is the point of all of this?
Simple. I have talked to a lot of people that are part of the RPG industry and the overwhelming consensus is that is nothing more than a cheap cash grab. It is a grift to get money from the old-school gaming crowd.
LaNasa is promising the return of "old TSR" but not only is Old TSR gone, it is gone forever. The copyrights and IP are held by a multi Billion dollar company (Fortune 500 rank #494). The principles and the creatives are all for the most part dead. The ones that are still alive have nothing but contempt for this cash grab. Don't forget that "good old TSR" was not always so good. Gygax tried to screw Arneson of money he was owed (it was Wizards of the Coast that made Dave Arneson was paid finally, not TSR), it was TSR that fired Gygax from his own company, and it was TSR that threatened to sue anyone that so much as talked about D&D online back in the early 90s. The whole "Make TSR Great Again" is a smokescreen for a blatant cash grab and to hide the fact they still have no products out.
Edited to Add: Here is a brilliant takedown of the complaint by a lawyer who does this stuff all the time.
Post-Nuclear Family Gift Suggestions 2021 – 1
I’m Living In My Own Private Tanelorn
Enguerrand Quarton - Coronation of the Virgin, 1454
State of the Gallery: December 2021
Mail Call: Chris Perkins' "Advanced Dungeons & Dragons 3rd Edition"
Been a busy time at work, so just a fast one today.
Some time ago I grabbed something called "Advanced Dungeons & Dragons 3rd Edition" from the web. It has been sitting in my "to be sorted" folder for ages. I was in the process of digging up some other material for a project when I happened upon them. The layout was nice and clean and the covers were nearly print-ready. So I spent some time a few nights ago tweaking it and slapped the whole thing on Lulu.
Here is what I got.
Frankly, I am pretty happy with it.
I went a re-looked up what this game was/is and it turns out it was done by Chris Perkins. The game is a very nice blend of AD&D 1st and 2nd Editions with mechanics from D&D 3rd Edition and inspiration from Castles & Crusades. The overall effect is not unlike D&D 5th Edition, but more of a 1st Edition feel.
The art is all copied from published classic D&D sources, so there is no way this thing is legal to sell. I am sure if cleaned up it could be released under the OGL, but it is so close to Castles & Crusades and D&D 5th edition there is no need to do so save as an entertaining experiment.
Perkins used to have a website for it, http://www.adnd3egame.com/cnc.htm but it is long since gone. There are details about it at RPG Geek and Boardgame Geek. I have no idea where it is hosted anymore. I found a new site for it here: https://scruffygrognard.wordpress.com/2010/02/02/add-3rd-edition/. Note: Perkins is now working on a BX3e.
It is a completely playable game and has a lot of nice features. It reads like a D&D "Greatest hits" album. It is just missing some "kits" or "subclasses" to make it more like 5e.
The question of course is why play this when I have all the other versions of *D&D? Well, the simple answer is that it looks like fun. IT might be neat to play this "what if" version. It is also interesting to see which design choices Perkins went with. Like why 20th century D&D style saving throws and not say 3rd/4th Edition ones or 5th Edition/Castles & Crusades ones? How does the skill system work (feels like a mix of AD&D 1st ed and D&D 3rd ed)? There are Bard and Monk classes, how do they compare to their 1st and 3rd ed counterparts? Plus there is a section on Psionics. So there is a lot to explore here.
Besides the books are damn attractive. The layout like I said is clean and simple, but it appeals to me.
Now that I found his site again I am curious to see if there will be more updates on it. His BX3e project also looks very interesting.
Monstrous Monday: Demon Prince Orcus fo AD&D 2nd Edition
Going back a bit to do some more level setting and based on a conversation I had last week with a friend. He was looking for some stats for Orcus for 2nd Edition AD&D. I have stats for all versions of AD&D/D&D for him, but none for 2nd Ed. I had always felt that Orcus was dead throughout all of 2nd Edition (thanks to The Throne of Bloodstone) but the events of Dead Gods brought him back.
I did have some older AD&D 2nd Ed stats I had created in something I call the "Red Book." The notes are largely cribbed from 1st Edition sources.
To rebuild this I am going to also look to other sources like Swords & Wizardry and Pathfinder.
Orcus, Demon Prince of the Undead
Climate/Terrain: The Abyss
Frequency: Unique
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Supra-genius (20)
Treasure: P, S, T, U
Alignment: Chaotic evil
No. Appearing: 1 (Unique)
Armor Class: -6
Movement: 18, Fl 36 (B)
Hit Dice: 25 (130 hp)
THAC0: 7
No. of Attacks: 3 (see below)
Damage/Attack: 1d10+3/1d10+3/2d4 + special
Special Attacks: Fear, spell-like powers, summon and command undead, Wand of Orcus
Special Defenses: +3 or better weapons to hit
Magic Resistance: 85%
Size: L (15' tall)
Morale: Fearless (19-20)
XP Value: 36,000
Orcus is the Prince of the Undead, and it said that he alone created the first undead that walked the worlds.
Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.
Appearance: Orcus is a grossly fat demon lord, some 15 feet tall. His huge grey body is covered with coarse goatish hair. His head is goat-like, although his horns are similar to those of a ram. His great legs are also goat-like but his arms are humanoid. Vast bat wings sprout from his back, but these are usually tucked out of sight when he is not in flight. His long, snaky tail is tipped his a poisonous head.
Combat: It is probable that this creature is one of the most powerful and strongest of all demons. If he so much as slaps with his open hand the blow causes 1-4 hit points of damage. His terrible fists can deliver blows of 3-13 hit points. If he uses a weapon he strikes with a bonus of +6 to hit and +8 on damage. Additionally, his tail has a virulent poison sting (-4 on all saving throws against its poison), and his tail strikes with a 15 dexterity which does 2-8 hit points each time it hits.
Orcus prefers to fight using his wand. (see below)
Orcus radiates a 60-foot-radius aura of fear (as the spell). A creature in the area must succeed on a saving throw vs. Spell or be affected as though by a fear spell (caster level 30th). A creature that successfully saves cannot be affected again by Orcus’s fear aura for one day.
Orcus can, at will, use any one of the following powers:
Orcus can command or banish undead as a 15th-level cleric, controlling up to 150 HD worth of undead at one time. He casts spells as a 15th level cleric and 12th level magic-user, and can use the following magical abilities at will: animate dead, charm monster, darkness, dispel magic, ESP, fear, feeblemind (1/day), lightning bolt (12 die), speak with dead (as 20th level cleric), symbol (any) and wall of fire.
Additionally, he has an 80% chance of gating in any demon of type I-V (but only a 50% chance of gating a type VI or VI and will never call upon another prince).Orcus furthermore is able to summon the undead, for he is their prince. If random calling is desired by the referee the following is suggested:
- 4-48 Skeletons
- 4-32 Zombies
- 4-24 Shadows
- 2-8 Vampires
Habitat/Society: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
He has a following of human worshippers as well; warlocks, death masters, necromancers, and evil priests.Ecology: Orcus controls several levels of the Abyss he claims as his own including the 113th and 333rd layers. When not at war with the forces of good and life he wars with all the other demon princes for control of all the Abyss. Orcus' goal is to see all life extinguished and death reigns supreme.
Wand of Orcus: Mighty Orcus wields a huge black skull-tipped rod that functions as a +3 heavy mace. It slays any living creature it touches if the target fails a saving throw. Orcus can shut this ability off so as to allow his wand to pass into the Material Plane, usually into the hands of one of his servants. Further, the Wand has the following magical powers: 3/day—animate dead, darkness and fear; 2/day—unholy word.
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Might need to tweak it some for my own uses, but this looks like it works well enough. These stats are not perfect by any stretch, but they feel pretty close.
I reject the fan theory that so many have adopted that Orcus was once human. Though this does fit in with the Mystara/BECMI Immortals Set version of Orcus. Though THAT Orcus also has 39 HD and 620 HP.
I prefer my own where he is a remnant of a former god. He has memories of God-like power, but nothing else. After all according to Milton Orcus was in Hell when the Devils first arrived.
In any case, I do see that Orcus became more powerful after the events of Dead Gods. Maybe also explaining why he went from being "immensely fat and covered in grey hair" to the red demon of 21st century D&D.
Links
[Free RPG Day 2021] Victoriana: Going Underground
—oOo—
Cubicle7 Entertainment Ltd. offered two titles for Free RPG Day 2021. One is Reap and Sow, a scenario and quick-start for Warhammer Age of Sigmar Soulbound. The other is Going Underground, an adventure for the forthcoming version of Victoriana, the roleplaying game of intrigue, sorcery, and steam for Dungeons & Dragons, Fifth Edition. This is the roleplaying game of gothic fantasy magic and steampunk engineering set at the height of the reign of Queen Victoria and the British Empire. Magic is commonplace and even powers many of the new technological advances, such as the clockwork automata and prosthetic limbs, the latter often replacing those lost through industrial accidents or war. However, there is tension between maintaining the old ways of magic and embracing the optimism which comes with the new technology and the speed of change. The world of Victorianais also inhabited by different species too. The Duine are much like Humanity, but there are also Púca—humans with animal traits; Muirlochs—nocturnal Humans with batlike ears and an affinity for technology; Khald—short, stout, and stubborn professionals known for their craftsmanship; Gruagach—tall, muscled, and honestly direct of opinion; and Elderen—elegant psychics said to have connections to the fae. There are numerous sources of magic too. These include the Aluminat faith which the Luminous Host and works to keep Humanity from becoming embroiled in the dangers of Entropy—which is thought to have lead to the apocalyptic magical event known as the Great Cataclysm in the past; the Thaumturge’s Guild which has legitimised and industrialised magic; Animism is drawn from the Otherworld which is home to the fae and harnesses the quintessence of nature to create talismans; and Maleficium is dark magic—necromancy and diabolism—taught by the Pallid Ones, fallen Archons. Magic is also another source of tension since it was once the sole purview of the nobility, but this is no longer the case as it has been industrialised and democratised.
Victoriana: Going Underground is a preview of the forthcoming new edition of Victoriana, effectively the fourth edition, which is designed for use with Dungeons & Dragons, Fifth Edition. It moves the setting on two decades from just after the Crimean War to the Queen’s Golden Jubilee in 1877. After a solid introduction which explains the setting, it quickly throws both players and Game Master into the adventure itself, ‘Going Underground’. Designed for four players—the quick-start includes four pre-generated Player Characters—it is a short, direct, and linear adventure. They include Adelaide Finch, a Muirloch Sleuth, Theodore Gatesly, a Noble Gruagach Confidante, Sam Urmacher, a Púca gadgeteer, and Charalata Rathmore, an Elderen Animist. Each of the four comes with a full colour portrait and a clearly presented set of stats and abilities. All four are attending the opening and inaugural running of the deepest and newest underground train line built and run by the City & South London Subway. As detailed in the opening explanation for the players and their characters, Adelaide Finch has learned that someone is planning to sabotage the opening of the line, Theodore Gatesly used his connections to get the quartet tickets to the event, Sam Urmacher is along to investigate and write an article for periodical about trains, and Charalata Rathmore may help soothe the proletariat’s objections to the newly dug line.
The adventure itself is direct. The Player Characters alight from their carriage, descend into the London Underground, interact with the other guests and the staff, before boarding the train, and making the journey from Cannon Street to Stockwell and back (the alternate history of Victoriana means that the two are connected via the same line, when at the time they would have completely separate, unconnected lines). On the way something strange happens and it appears to be pulling the train through a portal. The question is, what caused this, and how do the Player Characters and everyone aboard the tube train get back? Throughout there are moments when the adventure puts each of the Player Characters in the spotlight, mostly to learn new information rather than act, and it is not until the strange event occurs that they really have the chance to do anything and be more proactive. Up until this point it does feel as if the Player Characters are in the background of the adventure, often reacting to the sometimes-clichéd actions and utterances of the NPCs. Once the train is thrown into the portal, the Player Characters have more opportunities to act—mostly combat and making repairs, but definitely more than the initial parts of the adventure.
Mechanically, there are relatively few changes between Victoriana and Dungeons & Dragons, Fifth Edition—at least in Victoriana: Going Underground. The most notable is the list changes to various skills, of which the Social Class skill, with its specialisations of Noble, Bourgeoisie, and Proletariat, figure prominently in the play of the scenario. The other is the addition of Quintessence, which is used to power spells, special abilities, and devices. This replaces the traditional Vancian spell slots of Dungeons & Dragons with what is in effect, a spell point system.
Physically, Victoriana: Going Underground is decently presented and written, with decent artwork—especially those of the Player Characters. It is a pity that none of the NPCs are illustrated.
Victoriana: Going Underground is short and direct and playable in a single session. As an example adventure, it is not that engaging, often relying upon clichés for its presentation of its NPCs and having a tightly plotted script. The latter though, is primarily due to the length of the scenario—a little over six pages in a fourteen-page booklet—and the fact that it is set in a tube train! Nevertheless, there are opportunities for the Player Characters to interact with the NPCs, shine a little, and the scenario does go out of its way to spotlight each of the four pre-generated Player Characters, and there is also scope for players to roleplay as well. However, as an introduction to the new edition of Victoriana, the scenario in Victoriana: Going Underground is too limited and too linear—certainly to stand on its own as a memorable adventure. As the opening chapter or prequel to a fuller, deeper, and proper scenario, Victoriana: Going Underground is serviceable enough, but not much more.
The Aftermath: Nightmare Weekends Before Christmas 2021 #1
Hexagonal Horror
Best Left Buried is a fantasy horror roleplaying game in which characters venture into the crypts and caves below the earth in search of secrets and treasures and there face unnameable monsters, weird environments, eldritch magic, and more… Whilst deep underground, they will be under constant stress, face fears hitherto unknown, and the likelihood is that they will return from the depths physically and mentally scarred, the strangeness they have seen and the wounds they have suffered separating them from those not so foolish as to descend into the dark. Published by Soul Muppet Publishing, one of the more accessible versions of the roleplaying game is Best Left Buried: The ZiniEdition or A Doom to Speak – The Crypt Collection 1: Rules because it presents its contents in discrete, self-contained chapters or ‘Zinis’. This includes an anthology too of fifteen mini-dungeons and mini-locales reduced to the ‘Zini’ format, just four pages per entry, many of which can be found in this A Doom To Speak Megabundle.
Released at DragonMeet 2021, A Garden Most Foul: A rot-choked fever-nightmare adventure for Best Left Buriedis the newest zini, another four-page pamphlet scenario. This takes the Player Characters into the Garden of the Demon Postulix, deep in the wilderness, part of an expedition led by Lord Amador Gregory to discover the Tree of Life and its miraculous fruit. It begins with the Player Characters, having been told that the Demon Postulix grants eternal life, standing at the entrance to a low tunnel which runs through the high hedge of thick thorns surrounding the garden. The inside consists of a mini-hexcrawl of a single hex containing seven smaller hexes. The terrain under foot and the general conditions is mostly foul—as the title promises—ranging from thick, boot-sucking mud to fields of jagged boulders which almost seem to want to bite passers-by. In between are landscapes which resemble acres of rolling slabs of muscle and fat, copses of trees from which hang strange pods, a fungus infested cave, abscesses containing hives of rotten insects, and freshly tilled fields sown with fragments of bone…
A Garden Most Foul is a relatively light mini-adventure and there is a sparseness to it—no surprise given its length. Nevertheless, it possesses a weird and disturbing atmosphere, which comes of its disparately themed hexes being mashed up against each other. The location is also sparsely populated, with just the one NPC, two singular monsters, and the one monster type. There is room too for the Game Master to expand the fungus infested cave, perhaps connecting it into any one of the fungal-themed and Mushroom Men populated adventures written for the Old School Renaissance. There are moments too when the Cryptdiggers will find themselves being hunted, likely leading to clash between a great abomination and the unwholesome beast it rides. The story though suffers from a paucity of plot and what there is perhaps a little too obvious. Plus the personalities involved are underwritten. On the plus side, this does mean that there is plenty of scope in the zini for the Game Master to expand and develop A Garden Most Foul where necessary, whether that is expanding the plot or adding an NPC or two—with there being room aplenty for both.
Physically, A Garden Most Foul is also fairly unpossessing. The only illustration is on the front cover and is that of the two singular monsters—an abomination and the beast it rides. It nicely captures the utterly unwholesome nature of both. The zini is well written and easy to grasp, so that the Game Master could prepare with very minimal preparation.
A Garden Most Foul is short, weird, and self-contained. All features which make it easy to run, with very little preparation time—though perhaps in terms of plot and personalities, if the Game Master has some time, then she should develop both. The minimal preparation time and the self-contained nature means that for Best Left Buried, it is incredibly easy to pick up and get to the table. It also means that it is easily dropped into any distant wilderness location and it can be just as easily adapted to the fantasy roleplaying game of the Game Master’s choice, especially ones which embrace the weird and the horrifying—for example, Warhammer Fantasy Roleplay or Shadow of the Demon Lord. Simple and sparse, A Garden Most Foul: A rot-choked fever-nightmare adventure for Best Left Buried is ready to fill in a space when the Game Master needs it, or waiting for development to bring out little more personality and plot.
Bearfaced Horror
Unbearable is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with lots of Mats and puppies, plus a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign.
In Vasen, the Player Chaarcters are members of the Society, which is based in Castle Gyllencreutz in the city of Upsala and which is dedicated to the study and understanding of the vaesen. Thus its members look for opportunities to investigative signs of Vaesen activity and so at the start of Unbearable, they find an interesting article in an issue of Fortean Times. This is a report about Alsen, described as the unluckiest village in Sweden, having recently been beset by a rash of inexplicable events. These include bear attacks, mystery fires, and disappearances to the point that it has gained a certain notoriety amongst tourists looking for a different sort of attraction. Notably though, the journalist for the Fortean Times who was reporting on the village has also gone missing. For the members of the Society, the question is, what exactly going on in Alsen and where is the missing journalist?
Unbearable is a classic ‘village in peril’ scenario and as such brings together some of its classic clichés. Thus we have a gossipy innkeeper’s wife who leaves him to do all the work, a drunken priest who is losing his faith and does not understand what is going on, and a useless mayoral figure, and nature itself which seems to be attacking anyone and everyone in Alsen, let alone the village itself. However, just because the scenario has an almost identikit structure, it does not mean that it is either a bad scenario or a poorly put together scenario. In fact, it is really quite an enjoyable scenario, with the Player Characters having to sort through or interact with the clichés in order to get to the truth of the matter—and the Game Master hamming up the old standards for she is worth! However, there is more to Unbearable than that, and diligent investigation will reward the Player Characters with a wealth of clues as to just not what is going on, but also how to stop it. This includes a great scene involving one or more Player Characters having to work the smithy at midnight under very ghostly light and all of them getting to the home of the local bear trapper who happens to have set all his traps out roundabout. All this is against a background of growing strangeness—fungus blooming the wooden foundations of buildings, bear attacks, wooden objects throughout the village sprouting leaves, the local vicar going off in a drunken fury, and more.
Ultimately, the Player Characters will have a showdown with the supernatural cause of the problems and deaths in Alsen, hopefully having gained an advantage or two from their enquiries in the village. The primary one presented in Unbearable is physical, and although options are discussed, the emphasis is firmly on the physical resolution. The options discussed cover more peaceful means of solving the scenario, but they are not explored in terms of game play, and that is a shame. The reasoning here is that the inhabitants of Alsen are going to want an end to the situation in the village and direct confrontation is the obvious means of achieving that, and it is a perfectly understandable motivation. However, players being players, they may not necessarily want to resort to a combative resolution, and so a more detailed discussion of the other options would have been useful for the Game Master.
Physically, Unbearable is cleanly laid out and easy to read. It comes with maps of Alsen and the surround area, as well as floor plans of the inn and the article from the Fortean Times as a handout. Both maps and handout are decently done. Also well done are the thumbnail portraits for the scenario’s eleven NPCs, such that it is a pity that the PDF does not come with a sheet with their names and portraits to show to the players. The artwork is also very nicely done and chosen.
There is a lot to recommend Unbearable. It is nicely presented, accessible, and self-contained scenario with a decent nature versus man plot and plenty of NPCs to interact with and clues to find. It is also easy to move to another location—though that location should have bears!—and easy to add to an ongoing campaign. Unfortunately, the lack of detail for other options for resolving the situation in Alsen means that it cannot be described as unbearably good. Which is disappointing, because if it did support those options it would have been worthy of that terrible pun. Nevertheless, Unbearable is solid scenario, offering a good mix of investigation and action.
Have a Safe Weekend
Dee's Occult Half-Dozen
The anthology—and potentially the campaign—opens with ‘Window of the Soul’ and the agents out on the town for an evening’s entertainment in the drinking holes, brothels, and bear-baiting pits of Southwark. However, their revelries are interrupted when they come upon a cart driver, his wife, and their child under assault by a group of ruffians, hellbent on doing them harm. This could be a simple robbery, but they detect something arcane about the attackers. Are they cursed? Bewitched? Or something else? Clues lead them into the comings and doings of Southwark and ultimately to the highest echelons the conspiracy against good Queen Bess. This is solid start to the anthology with a strange piece of investigation and incidences of mania which seem to affect the Londoners and the Player Characters.
It is followed by ‘The Gong Scourer’s Baby’ in which Doctor Dee—or Mister Garland—asks his Agents to investigate the birth of a Miracle Baby to a Gong Farmer in Southwark. With both the Queen and Doctor Dee away for her health, the Agents make the strange discovery that there is something more to the baby than mere miracle. Tracking down the source of the child will take them along the Thames and into a maze of industry and perhaps hints as to a conspiracy against Her Majesty. ‘The Gong Scourer’s Baby’ requires some input upon the part of the Game Master to set up and a bit more complex, with multiple options to choose from and timeline which the Player Characters will initially be unaware of.
The set-up to the third scenario harks back to the Player Characters’ own recruitment working as Agents for Doctor Dee. ‘In Fertile Soil’ takes the Agents out of London to investigate a possible Witch—accused of witchcraft and murder, and perhaps recruit her as a fellow member of the Sanction (and if not that, then help administer justice). The village of Soulgrave is a hotbed of gossip, and hides plenty of secrets, all under the eye of a puritanical parson. There is potential here for one or two creepy encounters out in the woods, and for Game Master an intriguing nod to future history and perhaps a roleplaying game like the FLAMES OF FREEDOM Grim & Perilous RPG.
A larger, more obvious monstrous threat has been harrowing travellers passing through Waltham Forest and so represents a potential threat to one of the Queen’s favourite hunting grounds, which means it requires urgent investigation upon the part of the Agents. After all, who would want to arouse the ire of the Queen? In ‘In The Monk’s Cowl’, the Agents are again sent out of London, this time to the market town of Waltham Abbey where they discover strange activities around the ruins of the abbey. This is perhaps the most complex investigation in the anthology, mixed in with some Hammer Horror, with no quite clear path to finding a solution to the problem and potential for disaster.
‘The Harrowing of Harlow Hall’ is a bit of an oddity in The Dee Sanction Adventures. It is a single location of adventure, set within the grounds and rooms of Harlow Hall, the home to one of the few individuals to have earned his freedom from the Dee Sanction. Thus it feels much more like a dungeon than any other adventure. It is also a much darker adventure in terms of its tone and content, and so does come with a warning for its horrifying content. It feels initially little like Hammer Horror film, but ramps up the nastiness as the Agents explore the house. ‘The Harrowing of Harlow Hall’ comes fifth in the anthology, but could easily be shifted to earlier or later if The Dee Sanction Adventures are being run as a campaign. However, its darker, perhaps even apocalyptically oppressive atmosphere means it is better suited for later in the campaign, and even perhaps as the climax to such a campaign.
Lastly, the feel of the dungeon continues in ‘Ex Libris’, which takes place in Deptford village where Doctor Dee sends the Agents to recover a copy of The Book of Dead Names. However, as they investigate the house and its cellars, the Agents discover that they are not the only ones after the book. This sets up a direct confrontation with the cultists and adds an element of time to the scenario as the Agents and their adversaries race to find the book. Plus, depending upon when the Game Master runs the scenario, it can lead into further adventures if the Agents fail to obtain the book—which is a serious possibility.
Physically, The Dee Adventures is a short, full colour digest book. The anthology is well written and benefits from some decent handouts and maps. The artwork is variable in quality, at best decent rather than outstanding. All of the adventures are quite short and should take no more than two or three sessions to play through—some much shorter than that.
The Dee Sanction Adventures: A True & Faithful Transcription of Matters Concerning Lost Books, Strange Sorceries, Befouled Poppets, Accusations of Witchcraft, and Assorted HELLSCAPES delivers on all that its title states. This is a solid and diverse collection of adventures that will see the Agents of Dee facing a variety of threats and dangers, whether used separately, together as a campaign, or woven into the Game Master’s own campaign.
The Aftermath: Blood Over Texas Horror for the Holidays 7 – 4
Alimentary Now
Genial Jack Vol. 2, published by Lost Pages, continues the description of the Godwhale begun in Genial Jack Vol. I, a serialised setting of nautical weirdness and whimsy written for use with Dungeons & Dragons, Fifth Edition, but with an Old School Renaissance sensibility and tone combined with elements of steampunk and grotpunk. Where the first issue introduced the setting of the Godwhale from its city of Jackburg to The Gutgardens at the bottom of the whale’s main stomach, and its varied inhabitants such as the drowned Draugar, the shapeshifting Finfolk, the crafters that are the Formorians, Jackburg’s literal underclass the Urchins, the mercantile Octopoids, the vicious shark-men Selachians, and more.
Genial Jack Vol. 2 begins with reasons for entering the Entrails—Jackburg University being willing to pay for artifacts found there, mounting an ambergris mining expedition, investigating the loss of workers for the Ambergris Consortia, collecting a bounty on Ericius, the Urchin assassin, and more. The Dungeon Master can easily mix and match—or mismatch—these or keep them separate to provide motivations for multiple expeditions into the back end of the Godwhale. Since the Player Characters will be mounting an expedition, they will need equipment, so the next stop is shopping, and so a fully illustrated list of items particular to expeditions into the Entrails is also given, like the Fumehound, a tiny dog with a superb sense of smell which will bark in the presence of ambergris, or Anglerfish Lanterns, consisting of glass globes containing an ugly fish which will provide a light if fed. The circle of Guntgardeners is also described, an alternative organisation of Druids dedicated keeping the Godwhale’s guts contracting and relaxing, along with its commonly taught spells. Then the natural perils of the Entrails are detailed—the stench, the slipperiness, miasmas, and a whole lot more. Make no mistake, the Entrails are literally a stomach churning, pulsating, pustulent environment and not for the faint hearted.
As well as a decent table of random encounters, Genial Jack Vol. 2 details some fourteen magical items and artifacts to be found in the Entrails, many of which form the basis of quests and sidequests once the Player Characters have begun interacting with the denizens of Genial Jack’s bowels. Some of them are highly entertaining, such as the skulk-marked Thanometer or Scavenger’s Compass, which detects the nearest dead humanoid; The Rude Shield, which has leering grotesque features and maintains an insulting running commentary on anything and everything it sees, and whilst it hinders attempts at stealth, it can cast Vicious Mockery; and The Bristling Blade, a boar-headed heavy scimitar which inflicts savage wounds out of which sprouts greasy bristles!
And then it is into the Entrails themselves, a tangled, colonic mass of the Small Intestine and the Large Intestine separated by Herniaheim. From the Duodenum Docks, the Player Characters will set out on a journey into darkness, their senses assaulted by musky, feculent, effluent, rotten, acrid, and bilious smells, and queasy sucking, whispering, rustling, and susurrating sounds. Every location begins by telling the Dungeon Master what her players can see, smell, and hear before presenting the people to be found and the perils faced. So at the Filthfalls, the Player Characters will hear the rushing sound of debris and effluence, smell a combination of raw sewage, rotten fish, and ripe flesh, and whilst they will not encounter anyone, the Player Characters must work to avoid the foul falls, though if they can lower themselves into the pool below, they may find some plunder! Halfway down, they will find Hernaheim, a protrusion of the intestinal walls in which sits a cannibal fortess-town, ruled over the for the moment, by the Corsair Queen, Amaranth ‘Falsebeard’ Leech’, until such times as she is killed a pretender to the throne in the annual battle to the death in the Orifice. This is a fighting pit with a central pool filled with septic sharks and other intestinal creatures, which can be crossed using the flimsy rope bridges. In Hernaheim, septic sharks are farmed for food by Canness Sharpnose and her heretical order of Sawtail Nuns dedicated to the Sharkfather, all manner of ghastly fun can be found in Slimeside, Hernaheim’s ‘oozing’ pleasure district, and a previous version of Jackburg, long swallowed by Genial Jack hides secrets amidst its infestation of Jacksblood addicts.
Beyond Hernaheim stretches the Large Intestine, home to a Narwhal Skeleton, the Swallowed Sea-Devil Shrine, and the Elder Ruins. These are perhaps the final destinations for any venture this far deep into Genial Jack, and will likely require the Player Characters to have made multiple journeys into the depths. Many of the locations come with encounters and NPCs which will often spur the Player Characters to travel further. This is all backed up with a Colonic Bestiary containing sixteen entries, like the Corsair Queen, Gutreavers, Jacksblood-Addicts, Septic Sharks, Skulla, the Swallowed Sea-Devil, and even a True Vampire Squid, the latter of which takes a two whole pages!
Physically, Genial Jack Vol. 2 is a content-packed, well-written A5-sized fanzine style publication. The dungeon is fantastically illustrated and mapped out in thematically squidgy and convoluted detail.
Unfortunately, Genial Jack Vol. 2 has a problem—or rather a perceived problems, and this is that the fact that it is written for use with Dungeons & Dragons, Fifth Edition. Which is not to everyone’s taste and further, they may reject Genial Jack Vol. 2 out of hand because of it. Now not only is that their problem rather than one with Genial Jack Vol. 2, but they would also be completely and utterly in the wrong and it would be their complete and utter loss were they to do so. Whether or not you dislike Dungeons & Dragons, Fifth Edition, the fact is, the tone and style of Genial Jack Vol. 2 is such that it feels an Old School Renaissance scenario. It places an emphasis on exploration and dungeoneering, and does so on an unforgiving environment with lots of nasty features and creatures lurking about. It also has a great sense of the unknown and of being far from acceptable society, with even the few outposts of civilisation being strange and alien. In terms of tone and content then, it would be relatively easy to the adapt the content of Genial Jack Vol. 2 to the retroclone of the Game Master’s choice, and to be honest, Dungeons & Dragons, Fifth Edition shares a lot of terminology with other roleplaying games. Further, Genial Jack Vol. 2 also has a ‘Grim & perilous’ feel to it, so a Game Master could run its scenario using Warhammer Fantasy Roleplay or even ZWEIHÄNDER, Grim & Perilous, although it would require a lot more adaptation than a mere retroclone of Dungeons & Dragons would.
Genial Jack Vol. 2 is a wonderfully thematic dungeon, but it really fully works as a counterpart to Genial Jack Vol. 1. Essentially, they complement each other. If you want a wholly original, but foul and fetid, tumorous and peristaltic, desperate and dangerous dungeon, then Genial Jack Vol. 2certainly delivers that, but together, Genial Jack Vol. 1 and Genial Jack Vol. 2 make up a fantastic grim and grimy ‘Whalepunk’ campaign.
The Aftermath: Blood Over Texas Horror for the Holidays 7 – 3
Plays Well With Others: Man, Myth & Magic and Lands of Adventure
Ok. "Plays Well With Others" might be stretching it a bit. Almost to the point of ridiculousness to be honest, but I have wanted to compare both Lands of Adventure and Man, Myth & Magic for a while now.
On the surface both games are attempts at presenting historical or at least semi-historical, roleplaying to a Post-AD&D world. Both games present various areas and eras of play to help facilitate that notion of historical roleplaying. LoA with its Culture Packs and MM&M with its adventures and Egyptian add-on.
Both games can best, and fairly, be described as overly complicated and in reality somewhat messy.
Both games have more complicated (than AD&D) character creation but attempt to create characters that are appropriate for their times.
Incidentally, both games also use real tiny d20 percentile dice that are difficult at best for me to read these days.
Thematically MM&M tries for historical accuracy despite having a rogue T-Rex running around as an ersatz dragon. LoA probably does a little better here even though it does include several fantastic beasts and monsters.
LoA gives us two (more were planned) Culture Packs, Ancient Greece and Medival England. They are separated by about 2000 years and characters are not expected to be able to travel to one from the other.
MM&M gives us a bunch of different cultures and the idea of "travel" between them is via Reincarnation. The culture best (and I say that loosely) represented here is Rome circa 40 AD (or sometime around that). Even then it has issues.
Neither system is one I want to cozy up with for long periods of time. Not to mention there are plenty of other games that do historical roleplaying better, Pendragon and Chivalry & Sorcery are two that come to mind right away and there are others. The idea of historical role-playing though is still an appealing one.
What is a Game Master to do?
The Fantastic Journey
Back in the late 70s there was a short-lived TV series, The Fantastic Journey, about a group of people that were traveling to different lands throughout time and space. It hit all the social and occult themes of the 1970s. A man from the future with psychic powers, the daughter of an Atlantean and an extraterrestrial, a scientist from the 60s (Roddy McDowall), a young African American doctor, and a super-smart teenager (Ike Eisenmann, fresh from Witch Mountain). The show didn't last long, but it imprinted deeply on my psyche.
It had similarities to the show Time Tunnel that came before it and Voyagers! and Quantum Leap that came after. Though, unlike those shows that tried to pay a little lip service to time travel science, TFJ was pure fantasy. There was magic and even a sorcerer and a werewolf. I have often wondered how I could make a game that mimics this and fulfill the promises made by MM&M and LoA.
I could take a page from Herbie Brennan's other game Timeship for ideas. But honestly, that is just trading an easy solution for more problems.
I like the idea of a group of characters, unstuck in time, traveling to different periods. Whether the characters themselves are doing it or they are reincarnations, I go back and forth on. Part of me likes the idea of the idea reincarnation since that sets them in situ with the proper time and knowledge. OR maybe their consciousness is traveling and inhabiting new bodies ala Quantum Leap. I would need a big bad of course. Someone travelling through time, or maybe someone (or multiple someones) that are immortal and trying to do something to humanity. Destroy it? No, that is too easy. I am going to say advance them in the past so they are more powerful and deadly in the future for some nefarious means. I might take a page from the Doctor Who episode/serial City of Death.
Part of me wants to do this and each time the character travel in time use the system that best represents it. So Pendragon, LoA, MM&M, even WitchHunt. But that is, to put it mildly, insane.
I would use a simple system, likely NIGHT SHIFT to be honest. Survivors would work the best with the odd sage, psychic, and veteran. Then adapting D&D-like games is easier. Each time the character travels they can pick up some odd skills or the like.
Again, I hate to fall into another sunk cost fallacy here but I like to think I owe it to myself to have the game that I wish these games were.