Outsiders & Others

Your Shadow Scar Starter

Reviews from R'lyeh -

In ages past, the Kotoamatsukami, the First Great Spirits of the Land, created the peaceful land known as Nakatsukuni. All was well in this land until the Great Mother Spirit Izanami died giving birth to the Spirit of Fire. Her husband, Izanagi, attempted to retrieve her spirit from Yomi No Kuni, the Afterlife, and appeared to have succeeded when given permission to return her by the Ruler of the Dead. Unfortunately, Izanami has been corrupted by the Ruler of the Dead, and she brought with her an army of twisted souls and horrible monsters and after corrupting the minds of the Yokai, Izanami set out to destroy reality. The peace was at an end and the war known as the Hundred Years of Sorrow was only won by a combined effort of Izanagi and the Kami. It was a victory won at great cost. Although Izanami was cast into the Void—or the Inbetween, via a Shadow Scar rent in the fabric of reality, her monstrous minions were scattered across the Mosaic, a vast array of worlds and realities that to this day remains unexplored. These Yokai continue to do the bidding of Izanami on these worlds, often served by human agents and cults, most of whom have no idea who they are serving or the true nature of reality that is the Mosaic. Whilst there a few worlds that fortunate enough to be free of Yokai, both their presence and their influence, there are many which are infected by both, and there are even more where the situation remains unknown. On Nakatsukuni, an organisation was established by the Kami to counter the threat of the Yokai. This is the Shadow Scar Agency, an order of Shinobi—or ninja clans—trained by the Six Great Clans of Shadow. Its task is to investigate potential signs of activity of both the Yokai and their human servants across the worlds of the Mosaic, stop such activities when discovered, and prevent the inhabitants of those worlds from learning about either the Yokai or the Mosaic. The Shadow Scar Agency still fights this Veil War today.

This is the set-up for Shadow Scar, a new roleplaying published by R. Talsorian, Inc., best known for Cyberpunk RED and Castle Falkenstein. It is a world/parallel Earth hopping setting across what Shadow Scar calls the Mosaic in which modern day Ninja, armed with high tech tools and magical artefacts, leap from one world to the next to defeat the Yokai and other minions of the corrupted Great Mother Spirit Izanami. The Player Characters—or Agents—are these Ninjas, members of the Shadow Scar Agency, a secret organisation dedicated to keeping reality safe. The Ninja must conduct their assignments in secrecy and ‘Maintain the Veil’, both to keep the civilian population safe and prevent any mystical monsters from learning of their presence and activities until they absolutely have to reveal both to the targets of their operations. It was introduced in Shadow Scar: Eyes in Darkness as part of Free RPG Day 2024, which provided a basic primer for the setting and rules as well as scenario to play and the Player Character Agents needed to play it. The scenario in Shadow Scar: Eyes in Darkness is a prequel to ‘The Mask of the Green Demon’, the scenario in Shadow Scar Starter Set, and although it is not necessary to play through ‘Eyes in Darkness’ in order to play ‘The Mask of the Green Demon’ and the contents of the Shadow Scar Starter Set, ‘Eyes in Darkness’ serves as a good build up to it.

The Shadow Scar Starter Set comes as a solid box containing three booklets, six pre-generated customisable Player Characters, a pair of maps and tokens to help play out the action of its scenario, and a set of Shadow Scar six-sided dice. Beside the dice, the first thing that you see upon opening the box is the ‘Welcome to Shadow Scar’ sheet. This is a sperate sheet tells the reader what to expect from the roleplaying game and starter, that the Player Characters will learn the ways of Ninjitsu, assassinate deadly foes, foil complicated plots, work with powerful factions, explore the Mosaic, and hunt down rogue agents, and tells the player where to go next. On the back is a glossary. Altogether, this primes the player up, ready to learn to play, and the Storyteller ready to learn to run Shadow Scar.

The first of the three books in the Shadow Scar Starter Set is the twenty-eight page ‘World Lore’ booklet. This introduces Shadow Scar Agency and expands on the on-going Veil War as well as explaining the nature of the Mosaic and the Utsushiyo and the Kakuriyo. The former is the Unveiled or Material World, whilst the latter is the Unseen or Spirit World. To most mortals, the Kakuriyo, home to spirits, Kami, and even spirits that fail to pass and become monsters, is inaccessible although it does mirror the Utsushiyo in an exaggerated way. Every world has its own Utsushiyo and Kakuriyo, but the Kami can traverse between the Kakuriyo of one world and the Kakuriyo of another. Some mortals can see into the Kakuriyo and sometimes monsters and dangers can find their way out of it. The Mosaic itself is described in broad detail, but the accompanying shows the rough relationships between just a few of the worlds within it and the links between them. Several of these worlds are described in some detail. These include the primary base of operations for the Shadow Scar Agency, Nakatsukuni, which remains an archipelago of islands—many floating—shattered by the war against Izanami and her minions. The others include ‘Steel Court’, a Grand Victorian Empire in which the Stewart Steam Turbine Engine has powered fantastical industrialisation and inventions even as revolt foments the Empire’s ‘Protectorates’; ‘5th Street’, an early twentieth century world recovering from the Great War that would seem to be utterly mundane except the masked vigilantes on the rooftops and the racial inventors working in their workshops; and ‘Refuge’, a world so blighted by the Yokai that humanity has been forced to retreat to a Lunar Colony and massive station orbiting the moon. All three locations will be visited as part of the scenario included in Shadow Scar: Eyes in Darkness. Thumbnail descriptions are given for the three worlds as well as the Shadow Scar Agency and the six Shinobi clans. These consist of the war at any cost Arashi Clan; the spiritualist Futsumashi working to pull the world back into balance; the fire-using Hibana; the espionage-focused Kuromaku; the Tantei clan which works to free Yokai from Izanami’s grasp; and the Yokai-hunting Wanami clan. These are not the only organisations detailed in ‘World Lore’. ‘The Hollow Eye Syndicate’ is a secret criminal organisation that offer a refuge to ‘nukenin’, those missing ninja who have left the Shadow Scar Agency. The Shadow Scar Agency takes a very dim view of the ‘nukenin’. Lastly, there are some details of the Yokai.

The forty-eight-page ‘System’ book is both a rules book and a bestiary for Shadow Scar. First, it breaks down a Player Character, which has three attributes, Mind, Body, and Spirit, rated between one and five. Each attribute has six associated skills, each of which is rated between one and three. He has Techniques, Mikkyo, and Quirks. Techniques are special abilities, such as ‘Nimble & Quick’, which increases an Agent’s speed, whilst Mikkyo are secret techniques taught by the shinobi clans which require an Agent to expend Ki to trigger, such as ‘Duplicates’ which enables the caster to create silent duplicates himself that he can control.
Mechanically, Shadow Scar is a dice pool system that uses six-sided dice. Every roll of a three or more is a success, whilst a roll of six is equal to two successes. If the number of successes is equal to or greater than the Difficulty Value, the task is successful. An average task has a Task Difficulty of two, Challenging has a Task Difficulty of three, Difficult has a Task Difficulty of four, and so on. Bonuses and penalties adjust the number of dice a player has to roll. To reflect that the world of Shadow Scar is pulled in two directions by different forces of nature, an Agent has access to ‘Inyo’—Japanese for Yingyang. If an Agent fails a task by a single Success, he can call upon the power of ‘Inyo’ to gain that much-needed Success. Or he can use to inflict an additional three points of damage upon a target. However, when the Agent draws upon the power of Inyo, he draws only upon one side. In response, the other side draws back and the Storyteller can draws upon the Agent’s Inyo to make him fail a task by one Success or have an enemy inflict three extra damage on the Agent. Once that has happened, the Agent has access to Inyo again. Essentially, the fortunes of each Agent swings back and forth quite literally.

Combat is an extension of the rules, with Initiative Order being determined by an Awareness Check. During a turn, each Agent can conduct two actions. Some fifteen possible actions are detailed as are the conditions and hazards that they might suffer. The hazards covered include environmental, mechanical, and magical. When an Agent is reduced to three points of Vitality or less, he suffers the Grievously Wounded Condition, and when his Vitality is reduced to zero, in combat, he can either be killed or knocked out. The latter reduces his Vitality to one rather than zero. If an Agent’s Vitality is reduced to zero or less, it is possible to become a Wandering Spirit, but an Agent equipped with a Spirit Lantern can collect and protect a Wandering Spirit. At the end of a mission, if the other Agents return with a dead Agent’s body and his Wandering Spirit in a Spirit Lantern, the Agent can be resurrected. Otherwise, a new body has to be created.

Over half of the ‘System’ book is devoted to a ‘Rogues Gallery’. This describes some sixteen or so creatures. There is a good mix of the mundane and the monstrous to the book, all of which appears in the ‘The Mask of the Green Demon’ scenario.

The six pre-generated Player Characters in the Shadow Scar Starter Set come from each of the six clans who contribute to the Shadowscar Agency. Each is done in full colour and as a folder. Each comes with an illustration, background, and history of the Player Character, full stats and abilities, and options for improving the character over the course of the adventure. It also includes a set of bullet points suggesting why a player might choose to roleplay a particular character.

The longest of three books in the Shadow Scar Starter Set is ‘The Mask of the Green Demon’. It is ideally run as a sequel to ‘Eyes in Darkness’ from Shadow Scar: Eyes in Darkness as that already gets the players and their characters involved in the scenario. Of course, it need not be, and either way, the scenario opens with the Player Characters being introduced to a fellow member of the Shadow Scar Agency prior to the briefing. This Agent Jasmine Gamble, who has been investigating a notorious Yokai and crime lord, Green Demon, whose activities and network spreads across the four known worlds that the Shadow Scar Agency has ready access to and is suspected to spread into others unknown. Her work has greatly been enhanced by a notebook that Agents recently uncovered (this is mission is detailed in ‘Eyes in Darkness’) and she has begun to decode. Her notes so far point to a Green Demon operative working in a pleasure quarter on one of the floating islands of Nakatsukuni. This set-up scene is designed to introduce Agent Gamble as she plays an important role in ‘The Mask of the Green Demon’ and ideally the Player Characters should come to like her. This needs a careful portrayal by the Storyteller to make her as likeable as she is written and to build up a relationship between her and the Player Characters.

The missions in ‘The Mask of the Green Demon’ will take the Player Characters from a pleasure house in Nakatsukuni where tensions between a pretentiously arrogant noble scion, the staff, and other patrons, helped by a mischievous kami, get in the way of capturing the target Green Demon operative all the way to Refuge in Lunar orbit where they have an opportunity to capture one of the Green Demon’s most loyal lieutenants before he is assassinated! In between, they must travel to an abandoned island infested with venomous ghost centipedes left over from the Hundred Years of Sorrow; investigate Green Demon activities on Steel Court only to discover that the Green Demon has been investigating them; and dive into an ancient, submerged, and of course, puzzle and death trap-filled Olmec temple in the Gulf of Mexico in 5th Street, which holds a magical artefact said to give access to the Hollow Earth.

‘The Mask of the Green Demon’ is a fun exciting adventure, with a good mix of action and intrigue, that also showcases both the different worlds of the Mosaic and some of the history of the roleplaying game’s setting. It also hints—just a very little—at how ruthless the Shadow Scar Agency can be. The adventure is designed to be played through in roughly five to six sessions and make use of the tokens and maps included in the box. Notably, the booklet does begin with some excellent advice for the Storyteller on how to run Shadow Scar and ‘The Mask of the Green Demon’. Much of it will be obvious to experienced Storytellers, but it is still worth reading and it is good advice for anyone running Shadow Scar Starter Set as her first game. However, what the Shadow Scar Starter Set does not do is give any advice for the players. The Storyteller has her role explained, is given tips, and then advised on how to run Shadow Scar. There is no similar advice for the player, except for the ‘Welcome to Shadow Scar’ sheet at the top of the box, which does not do as good a job.

Rounding out the Shadow Scar Starter Set is a set of maps. There are four of these, depicting various locations in the scenario. Using in conjunction with the two sheets of tokens, these are bright and colourful, done by Loke BattleMats, which previously created The Big Book of Cyberpunk Battle Mats for use with Cyberpunk RED. Lastly, there is also a ‘Reference Sheet’, which includes rules for everything up to and including the assassination manoeuvre, and ‘The Armoury’, a sheet of traits, gear details, and information about artefacts that will play a role in the adventure.

Physically, the Shadow Scar Starter Set is an attractive product with a pleasing heft and sturdiness. All three books are on thick paper and all have card covers. Similarly, the maps and tokens have a good physical presence. The artwork is excellent throughout, having an anime style that reflects the genre of the Shadow Scar setting. Particularly attractive is the piece showing players sat round playing the game itself, but there is also plenty of artwork show different scenes across the Mosaic as well. However, the Shadow Scar Starter Set does need a further edit as it feels slightly rushed in places.

Shadow Scar is both a spy and a ninja roleplaying game, a sidebar for the Storyteller noting that it is inspired by the anime series Demon Slayer and Naruto as much as it is the James Bond and Men in Black films. Mix in martial arts, magic, and the supernatural and it offers a stealth and action orientated genre mashup—all of which is on show in the Shadow Scar Starter Set. The result is that the Shadow Scar Starter Set is a very well presented, fun and exciting introduction to the Shadow Scar setting and roleplaying game.

[Free RPG Day 2024] Shadows of Esteren: A Journey in the Shadows – 1

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Shadows of Esteren: A Journey in the Shadows – 1 is an introduction to Shadows of Esteren, the French roleplaying game of low dark fantasy with elements of Gothic and Lovecraftian horror. Published by Studio Agate, this originally debuted with Shadows of Esteren 0-Prologue in 2013, providing not only an introduction, but also descriptions of the setting, some pre-generated Player Characters—all of whom were key to the ongoing campaign tied to the setting, and three scenarios to get started. When it was introduced, the English-speaking hobby was fascinated by this French roleplaying game with its themes of tradition versus modernity, science and industrialisation versus faith, and monotheism versus spiritualism, as well as captivated by its artwork which looked like nothing then being published. Shadows of Esteren: A Journey in the Shadows – 1 is similar to Fateforge: A Journey in Eana – 1, the introduction to Fateforge: Epic tales in the World of Eana, also published by Studio Agate. Thus, Shadows of Esteren: A Journey in the Shadows – 1 serves not only as an introduction to the setting, it also provides an overview of the game line as a whole and includes a scenario as well.
Shadows of Esteren: A Journey in the Shadows – 1 begins by highlighting the key points about Shadows of Esteren, that it combines a dark universe with a low fantasy, has a unique visual atmosphere, involves a intuitive game system, and is supported by music and a video game. There is a short guide to all eight books in the Shadows of Esteren series, but it focuses upon the first two in particular—Shadows of Esteren 0-Prologue and Shadows of Esteren 1-Universe—are available to download or ‘Pay What You Want’, providing a more detailed background for both.
Then there is detailed exploration of the setting for Shadows of Esteren. This is the Tri-Kazel peninsula. It is home to three nations—Tol-Kaer with its old tribal ways and Demorthèn spiritual cults; Gwidre which has been converted to the Temple of the One God by missionaries from the Great Theocracy from the rest of the continent to the north and adopted feudalism; and Reizh, which has taken up the science of Magience, developing and creating devices, machines, and ‘toys’ powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself. This sets up the core tensions within the setting, although elements of Demorthèn spiritual cults, the Great Theocracy, and Magience are found across all three nations, although to varying degrees. What unites the different peoples is a fear of the unknown, of the Feondas, hideous monsters with a ghastly reputation for doing the vilest things. The introduction notes that The Shining is a major inspiration, so there is the constant danger in Shadows of Esteren of the Player Characters and the story slipping into this other genre, a feeling of dread that threatens to tip over into something worse. Shadows of Esteren is a roleplaying game about the psychology of horror as much it is the clashes between culture and faith.
‘A Solitary Path’ is the scenario in Shadows of Esteren: A Journey in the Shadows – 1. It takes place near a Cinthareïd, a Demorthèn sacred place infused with the essence of spirits, located alongside a wooded mountain path. Not so long ago, a Varigal, a local guide, get separated from the party he was guiding, fell, and died. His restless spirit haunts the path, angry at being abandoned and left alone, despite the fact that he was actually a loner. The Player Characters are drawn into the situation simply by travelling along the same route, perhaps on their way to another location, perhaps actually investigating word of restless spirits besetting the way. As they get closer to the Cinthareïd, the trees rustle more ominously, the tracks the Player Characters leave in the snow disappear, the ground shakes, brambles thicken and grow, and worse… The mist grows and perhaps threatens to separate the Player Characters, lead them astray, perhaps to suffer a similar fate to the lost Varigal?
Finding a solution to the scenario does involve separating one Player Character from the rest of the party. The problem with this is that it places one Player Character in the spotlight, leaving the others with little to do in order to resolve the situation. The solution perhaps is instead to run the scenario for just a single Player Character and so place him in the spotlight from the start. This makes it suitable to run between other longer scenarios and slot into an ongoing campaign, especially as it can be run in a single session. ‘A Solitary Path’ is strong on atmosphere and horror, with a sense of isolation that makes it perfect to run for a single Player Character.
Physically, Shadows of Esteren: A Journey in the Shadows – 1 is a solid looking booklet. It does a very good job of showcasing the artwork found in the v line and it also includes a very nice map of the Tri-Kazel peninsula.
Shadows of Esteren: A Journey in the Shadows – 1 is good introduction to the world of Shadows of Esteren, explaining both what the setting is and what books are available. The scenario is atmospheric, but the Leader—or Game Master—will need to take some care in how she chooses to use it in her campaign. Overall, Shadows of Esteren: A Journey in the Shadows – 1 does a serviceable job of setting the player and Leader alike up for their first proper exploration of the setting with Shadows of Esteren 0-Prologue.

[Free RPG Day 2024] Shards of the Spellforge

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Shards of the Spellforge is a scenario for Tales of the Valiant, the alternative to Dungeons & Dragons published by Kobold Press. It is designed to be played using four to five First Level Player Characters and using Tales of the Valiant Player’s Guide and Tales of the Valiant Monster Vault, and can be played through in a single session. It involves a mystery concerning malfunctioning inventions and a missing inventor that will lead to an encounter with some of the secrets of the word buried deep underground!
The scenario is set in and around Fernhaven, an idyllic town that straddles of a trade route. Here the Player Characters are contacted by Serina Tass, a local herbalist and inn owner, who wants help in finding her husband, Feren. He left home in a hurry and she has no idea where he went. The Player Characters will need to talk to various townsfolk and friends of Feren Tass to learn about where he has gone. What she can tell the Player Characters is that Feren was concerned about Eglantine ‘Egg’ Tass, local inventor and the wife of his late sister. In particular, he was worried that Eglantine’s most recent inventions are dangerous, and Serina Tass has found that a stall in the inn’s stables has been severely blackened by fire. To determine where Feren has gone, the Player Characters will need to talk to other townsfolk who Eglantine has sold inventions to, and it is here that the scenario shines. Besides Serina, there are four other highly detailed NPCs that the Player Characters can talk to and learn what it was that Eglantine invented and sold them. They include a self-absorbed artist who does not want to give up the invention he purchased and Eglantine herself. Eglantine does not share her brother-in-law’s concerns, but will explain where she got the several shards of an ancient device she discovered deep in the caverns near the town.
Once the Player Characters learn where Eglantine ‘Egg’ Tass had been before creating her new and wondrous and possibly dangerous inventions, they can follow her route there and then into the caverns. These are broken down into six locations, mapped using the Map Tiles: Caves & Caverns also available from Kobold Press, though these are not obligatory to run Shards of the Spellforge. The dungeon locations are nicely detailed and one of the most fun is the traverse that the Player Characters have to make across an underground lake to get to the caves on the other side. Here, the Player Characters discover the source of the shards—a spellforge. This is a remnant of an ancient civilisation known as the Pthrull and it is guarded by the devolved descendants of the Pthrull. Once the creatures guarding the spellforge, the Player Characters can rescue Feren and get him back to the surface.
Physically, Shards of the Spellforge is decently presented. The artwork is excellent, and the scenario is well written. However, it could have been better organised so that it is easier to run to get the Player Characters into the scenario and then follow through on the hook so that they know what to do next and where to go.
Shards of the Spellforge is a short, solid scenario. It does leave the Player Characters and Game Master alike wanting when it comes to the Pthrull and their background, so it can at best be seen as a teaser to the full setting. It is strong though on interaction and the Game Master will have fun portraying the various NPCs.

[Free RPG Day 2024] One-Shot Wonders

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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One-Shot Wonders is a preview of the One-Shot Wonders, the supplement for Dungeons & Dragons, Fifth Edition published by Roll & Play Press. The supplement, which won the 2024 Silver Ennie for Best Adventure – Short Form, contains over a hundred adventures, of which this preview provides a total of seven as samples. These are divided into five, longer, double-page adventures, one shorter, one page adventure, and three hooks, each of which can be used as a one-shot or a sidequest or an extended encounter. All include some stats—Armour Class, Hit Points, Initiative modifier, and key ability—but these are kept to a minimum. This though, has two consequences. The first is that the adventures in the One-Shot Wonders preview can be used in any Dungeons & Dragons-style roleplaying game or retroclone. The second is that the Game Master will need to undertake some preparation in terms of the extra stats needed. However, on the plus side, the format of each adventure is extremely well done. Below the name of the adventure is its theme, objective, and setting. For example, for the first adventure, ‘Flower Power’, the theme is ‘Adventurous’, the objective is ‘acquisition’, and the setting is an ‘oasis’. After the opening summary, the entry for each adventure gives its start for the Player Characters, lists its important NPCs and gives their quick stats, outlines the ‘Suggested Story’ in bullet point format, describes the quest rewards, its three important locations, the ‘Secrets and Clues’ which will be revealed as the players have their characters play through the scenario. Lastly, there is a base line indicator as to what Level Player Characters the scenario is designed for. This includes notes on to make the scenario harder, or even harder (and occasionally, easier), so that the Game Master can use it with higher Level Player Characters. There is even a broad outline of events given in the footer of the page!
This layout is terrific. It is easy to use and everything is clearly laid out on the page, which even has room for an illustration! The shorter, one-page scenario outline feels slightly more cramped and has less information and so needs more work, but that should not detract from the rest of the book. Of course, the hooks will need much more work.
The anthology opens with ‘Flower Power’ in which the Player Characters are hired by a Druid to harvest a single petal from a plant at a secret oasis, but must contend with a gang of rival plant hunters hired by a wizard and a team of unsurprisingly stubborn team of mules who are the only creatures who know the way. ‘Curtain Call’ is a murder mystery which takes at a performance at a caravan theatre which the Player Characters are called upon to investigate. It has a flexible set-up with three suspects, three motives, and no given murderer, so its outcome can tailored to the result of the Player Characters’ investigation rather than adhere to a set story. ‘Fishy Business’ is probably the most fun adventure in the anthology, ruining the Player Characters’ fish of the day dinner when the chef at the restaurant they are at, comes running out of the kitchen, yelling that the fish, crustaceans, and cephalopods he was preparing for dinner have suddenly come alive and started attacking him! It is up to the Player Characters to engage in a ‘food fight’ and deal with the seafood strike.
The one shorter adventure consists of ‘Sting Operation’. In this, the Player Characters are hired to deal with an outbreak of wasps out of season and become pest controllers, and follow a string of clues to the ultimate cause. The three hooks involve a hunt for a werewolf, an outbreak of undead at a mortuary, and the theft of an artefact by some of the very knights who are parading it through the street. 
The penultimate adventure in the One-Shot Wonders preview is ‘Dangerous Delivery’. The Player Characters are hired as postal workers in a town recently cut off from the rest of the area by snow. The post mistress has lots of deliveries to catch up on and employs them to make a delivery to a reclusive knight whose estate is up a mountain. Unfortunately, after making the difficult journey up to the estate through the barely melted snow, the Player Characters are attacked by several of the animal denizens who live there. This annoys the knight who blames the Player Characters rather than the animals and who also rejects almost all of his post. This is worst entry in the One-Shot Wonders preview and likely to be deeply dissatisfying for the players and their characters as they are subject to an unprovoked attack, and blamed for the attack, and essentially all of their efforts in getting up the mountain are rebuffed.
‘Spectator Sport’ is the last adventure in the One-Shot Wonders preview and the nearest to an actual dungeon in the short anthology. It is a funhouse dungeon in which the Player Characters are trapped in a series of caves which promised to be a carnival of games and challenges in which they could win a mighty jackpot. What follows is a series of deadly games at their expense all to entertain the devilish owner of the complex. In comparison to the other fuller entries in the preview, the adventure feels underwritten, primarily because it is the only entry with a map, so there is less text. The Game Master will probably want to explain why the carnival is the caves and not been noticed before and definitely work out the mechanics of the various games, but this linear—quite literally—adventure has a surprisingly Old School aesthetic and feel to it.
Physically, the One-Shot Wonders preview is very well done. It is bright, breezy, and easy to read. The artwork is decent.
The One-Shot Wonders preview is a bargain. Five adventures which require minimal preparation in order to play? Plus, some hooks should the Game Master be short on ideas? And not only free, but well presented and fun, too? The One-Shot Wonders preview is worth having on the shelf, just in case, all by itself for that reason. Of course, its real purpose is as a showcase for the full One-Shot Wonders: Over 100 Session Ideas for Fantasy RPGs itself, and on the strength of the One-Shot Wonders preview, it looks to be a supplement worth adding to the shelf of the Game Master running any Dungeons & Dragons-style roleplaying game.

Miskatonic Monday #296: Waves to Vistas Unknown

Reviews from R'lyeh -

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

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

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Name: Flash Cthulhu – Waves to Vistas UnknownPublisher: Chaosium, Inc.
Author: Michael Reid

Setting: British Columbia, 2024Product: One-Location, One-Hour Scenario
What You Get: Eight page, 1.81 MB Full Colour PDF
Elevator Pitch: Cocaine Bear as written by H.P. LovecraftPlot Hook: Group therapy and chance to reconnectPlot Support: Staging advice, four pre-generated Investigators, one handout, one NPC, and two Mythos monsters.Production Values: Decent
Pros# Short slide beyond the veil# Inspired by H.P. Lovecraft’s From Beyond# Weird and woozy encounter with the bear from beyond# Easy to adjust to other eras and locations# Hylophobia# Trypophobia# Arkoudaphobia
Cons# Too short# Needs a slight edit

Conclusion# Short, punchy, slightly tongue-in-cheek genre mashup# Easily expanded, especially to bring out the roleplaying tensions between the characters

An Interrupted Party

Reviews from R'lyeh -

The Stolen Child is a short, one session for Castle Falkenstein, the roleplaying game of manners and magic, faeries and fabulative fiction, action and adventure all set in an alternate nineteenth century in which Bayern (or Bavaria) leads a Second Concordant against an alliance between Baron Otto von Bismarck, the Iron Chancellor, and the Unseelie Court, the presence of Dragons and Faeries is commonplace, Prussia has failed to unite the Germanies, steampunk technology is being adopted everywhere, and fact meets fiction and fiction meets fact. Published by R. Talsorian Games, Castle Falkenstein is a highly regarded roleplaying classic that is as polite and as well-mannered a roleplaying game as ever you would want. It is not even so gauche as to use dice for its mechanics! Published by Az AVU Emberei and translated from the original Hungarian, The Stolen Child is easy to add an ongoing campaign or even use as a demonstration scenario.

In The Stolen Child, the Player Characters are invited to the birthday party of Rudolf von Dunkelberg, the son of Prince Johann of Dunkelberg, a principality so small that it can barely be found on the map. However, following an English education and training as an army officer, Rudolf von Dunkelberg has made a name for himself as a loyal and stalwart companion of the Player Characters. Hence, they are invited to his birthday party. They arrive on the day of the birthday ball—the principality being so small it does not have a railway station for its one town, also called Dunkelberg. An early morning stroll in one of the town’s parks throws them straight into the action en media res! A woman’s scream alerts them to the perfidious kidnap attempt of herself and a small boy by three men with scarves wrapped around their faces. The kidnappers make every attempt to kidnap the boy at least—and if they fail, will try again. The authorities do not seem to want to help and if the Player Characters rescue the woman, if not both the woman and the boy, she will be thankful, but initially quite close-lipped about who their kidnappers were and what they want.

Ideally, what should happen is that the boy be kidnapped and the Player Characters rescue the woman, who it turns, is his mother. After the local soldiery arrives to conduct a surprisingly cursory investigation, the woman will reveal that she is actually Irene von Drachenfels, the boy is her son, Hans, and her husband is Major August von Drachenfels, a Prussian armoured officer who is disillusioned with Bismarck’s regime and wants to escape Prussia. Of course, should he manage to defect, von Drachenfels’ knowledge of the LandFortress Works and his experience as a commander of a LandFortress, will provide Bayern and the Second Compact, with a wealth of knowledge about the Prussian military. Understandably, the Iron Chancellor does not want Major August von Drachenfels to what is effectively defect to the enemy and has despatched his own agents willing to doing anything to prevent that, including kidnapping the major’s wife and son.

Unfortunately, the scenario does have an issue in how the Player Characters get from the kidnapping scene to the next scene, no matter whether both the woman and the boy are kidnapped or just the boy. It is possible to chase the automotive vehicle that the kidnappers escape in all the way to a seemingly abandoned shoe shop at the foot of Dunkelberg mountain, but this really requires that one of the Player Characters be a Dragon and thus able to fly. If the Player Characters manage to capture one of the kidnappers, they can interrogate him or find some clues from the contents of his pockets. However, if this is not the case or if the Player Characters fail to foil the kidnap attempt, what should ideally happen is that one of the kidnappers should accidentally drop a key to the door of the shoe shop and since that has the name of the shop on it, should help get the Player Characters to the next part of the scenario.

The town of Dunkelberg and thus the shoe shop abut the base of Dunkelberg mountain, itself famous for its mines now abandoned. The Player Characters find themselves in a case, running after the kidnappers as they run pell-mell through the mine. Their progress is potentially hampered by a Knocker Faerie who distrusts any intruders, especially after his run in with the Prussian agents. How well the Player Characters do in persuading the Knocker that they are not his enemy greatly influences the amount of time they have left when they confront the Prussians and hopefully rescue the kidnap victims.

Physically, The Stolen Child is simply presented, although there are some nice flourishes around the borders. There are a couple of pieces of period art and it is a pity as there is not more of it as adventure feels plain without more. It does need an edit in places and it does feel as if it is rushed towards the end. More information about the town of Dunkelberg would have been useful if the Player Characters deviate from the linear story of The Stolen Child, as well as extending the usefulness of the supplement. 

The Stolen Child is a simple affair. It does feel underdeveloped, or at least, not as clearly explained as it should be, though with careful preparation by the Game Master this should not be a problem. Overall, The Stolen Child is best suited as pick-up or filler scenario that the Game Master can easily slot into her campaign between longer adventures.

Mutant Space Zero

Reviews from R'lyeh -

For a decade now, since 2014, Free League Publishing’s Mutant: Year Zero post-apocalyptic future has been explored in a quartet of core books that each described and told the story of a different faction with the setting. The four factions—mutants, mutant animals, robots, and humans—each represent a classic group within post-apocalyptic roleplaying and each was given time in the spotlight with their respective books. In turn, mutants with Mutant: Year Zero – Roleplaying at the End of Days, anthropomorphic animals with Mutant: Genlab Alpha, robots with Mechatron – Rise of the Robots Roleplaying, and humans with Mutant: Year Zero – Elysium. The climax of the campaign in each of the four books would see members of the factions leaving the environment which had kept them safe throughout the apocalypse and beyond, ready to explore the wider world, interact with each other, and even discover some of the secrets that had led to the apocalypse in the first place. Yet at the end of each of the four campaigns, there remained an unanswered question: “What happens next?” The question was partially answered in 2018, with the release of The Gray Death. This was a sequel to Mutant: Year Zero – Elysium in which the Player Characters must thwart an attempt to prevent an expansive organisation known as the Army of Dawn from conquering all of the Zone that the Player Characters have made their home. However, at the end of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the first book in the series, there is another story hinted at and it is this story that is explored in Mutant: Year Zero – Ad Astra.

Mutant: Year Zero – Ad Astra does something wholly unexpected, and in doing so, opens up a whole new number of worlds and environments to the Player Characters, ones that would ordinarily be beyond their imagination—space! The supplement most obviously provides a campaign whose outcome will decide the future of the Mutant: Year Zero setting, not just the devastated Earth, but habitants and worlds beyond. It also provides an overview of the Solar System, detailing bases, settlements, and habitats specific to the campaign, and gives new rules, equipment, and character options for playing in Zero-G and other hazardous environments. Although the campaign is intended to be run as a continuation of the ‘Path to Eden’ campaign in Mutant: Year Zero – Roleplaying at the End of Days, there are numerous suggestions in Mutant: Year Zero – Ad Astra as to where to place its starting point, including at the end of the most recent supplement, The Gray Death. The other suggestions encompass Mechatron – Rise of the Robots Roleplaying and Mutant: Year Zero – Elysium as well as Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians and Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea. Together this gives the Game Master several options to choose from, but whatever supplement the Game Master decides to use as the jumping off point for Mutant: Year Zero – Ad Astra, the Player Characters will find themselves in a rocket, being blasted into space, headed for the unknown, allegedly for their own safety.
The Player Characters find themselves transported into Earth orbit, to the space station Jotunheim. Once they have explained who they are and where they have come from, the administrator will tell them where they are and then ask them for help. Jotunheim is a perilous situation. Its core engine has been stolen and without it, the space station is unable to maintain orbit. Entry into the Earth’s atmosphere and burn up is inevitable, and with it the death of everyone aboard, let alone those on the surface that are struck by the falling debris. The perpetrators plan to use the core engine to power a starship—the Ad Astra—that is being constructed in orbit around Jupiter and will take the survivors to a hopefully better and brighter future in another star system! Unfortunately for them, their plans have been halted by Dirac Thirteen, a mutated ape and technician who has stolen memory circuits needed to allow the Ad Astra to launch. Despite having worked on the Ad Astra for years, he now sides with the Jotunheim and has fled from Jupiter into the Inner Solar System. This is an opportunity for the administrator and Jotunheim. Although he does not know what Dirac Thirteen has stolen, the administrator knows it must be important as a bounty has been placed on his head. Thus, he asks the Player Characters if they can find the escaped ape before anyone else can.
In order to find Dirac Thirteen, the Player Characters will need to travel across the Solar System, from Earth’s orbit to the Moon, Mars, and the Asteroid Belt before making the longer journey to Jupiter. To facilitate each of these perilous trips, the administrator lends the Player Characters a spaceship, the Mundilfari. Named for the Norse father of Sól, goddess associated with the Sun, and Máni, associated with the Moon, the Mundilfari is in a severe state of disrepair and this presents the Player Characters with their first challenge. On Earth, the Player Characters will have encountered a wide range of technology, some of it jury-rigged by themselves and their fellow survivors, some of it high tech leftover from the Old Age. In space, the technology is primarily and obviously that of the Old Age, far greater than the Player Characters will have had ready access to before. However, the technology aboard the Jotunheim and else where in the Solar System is either being barely maintained, breaking down, or beyond the capability of anyone to repair it. This includes the Mundilfari, which the Player Characters will need to repair and refuel in order to travel anywhere. In Mutant: Year Zero – Ad Astra, the Mundilfari becomes the Player Characters’ home, replacing the Ark in Mutant: Year Zero – Roleplaying at the End of Days.
The adoption of the Mundilfari as the Player Characters’ temporary home marks a radical shift in emphasis in the campaign in Mutant: Year Zero – Ad Astra. In Mutant: Year Zero – Roleplaying at the End of Days, the Player Characters face a constant struggle to find sufficient grub, water, and bullets, making the role of the Stalker with its ‘Find the Path’ special ability highly significant to the survival of a group. However, access to grub and water is less important in this campaign. Instead, the Gearhead has a much more prominent role. This is because of the constant need to repair and upgrade the spaceship, the Mundilfari. Without a Gearhead, the difficulty of the campaign is much more challenging.
The campaign proper begins on the space station Jotunheim and the Player Characters’ attempts to repair their newly acquired spaceship. This requires interacting with the various factions aboard the space station, including descending into the Dark Corridors where the Jotunheim’s Underfolk lurk, and bargaining with them for components that will either repair or upgrade the Mundilfari. This teaches the Player Characters some of the skills they will need to survive their greater mission, such as going on a spacewalk. Once they have managed to make the Mundilfari spaceworthy, the Player Characters have a number of objectives, chief of which is finding Dirac Thirteen and then getting to Jupiter. It is thought that Dirac Thirteen is on Mars and the Mundilfari has sufficient fuel to get that far and to other locations across the Inner Solar System. However, it does not enough to make the longer trip to Jupiter, so a visit to the Selene Mining Field on the Moon, the only working source of Helium-3, is also required. Each of the various destinations—the Moon, Mars, and also the Asteroid Belt—are given their own chapters and can be played in any order. The Jupiter chapter is played after these as the climax to the campaign.
Along the way to Jupiter, there are some great encounters. These include holding off an attack by the space pirates of the Rust Fleet, getting involved in a possible meat versus machine rebellion on the Moon, discovering some the dark secrets of the Titan Powers that fomented the war that ended the Old Age, and going out onto the range and deep into the Mariner Valley, chased by Bounty Hunters. The scenes on Mars in particular veer between the remains of the shattered colony in Total Recall and the Wild West feel of Tatooine in Star Wars, but the campaign in general has a pulpy Sci-Fi feel contrasted by the increasing state of disrepair as devices and technologies fail and cannot be repaired.

Ultimately, the Player Characters will make it to Jupiter and there confront both the future of everyone in the Solar System and on Earth and the architects of the situation on Earth, and then make some choices. The latter may see Jotunheim being repaired, the Ad Astra being repaired and leaving, and even the Ad Astra leaving the Solar System with the Player Characters aboard! What happens next is outside the scope of Mutant: Year Zero – Ad Astra, although if the Player Characters decide to stay in the Solar System, there is enough information in the supplement to start a campaign that focuses on exploring it in the wake of the events of Mutant: Year Zero – Ad Astra.
There is another option though, and that is to play through campaign using characters who have grown up in space, though this is not explored in any great depth. Even if Mutant: Year Zero – Ad Astra is played as a direct continuation of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the Game Master will still need access to Mutant: Genlab Alpha and Mechatron – Rise of the Robots Roleplaying as they detail the mutated animals and robots to be found in Mutant: Year Zero – Ad Astra. If run as a direct sequel to ‘Path to Eden’, the Game Master may also want to play up the culture shock of the Player Characters encountering mutated animals and robots for the first time, as well as being in space for the first time.

Mutant: Year Zero – Ad Astra includes new rules and additions for roleplaying in the expanded setting of Earth’s Solar System. ‘Pilot’ is a new Role which specialises in flying spaceships, and has the specialist skill of ‘Drive’ which applies to all vehicles, not just spaceships. There is guidance too on adapting skills like Comprehend, Know the Zone, and Jury-Rigg to space and other planets, and on mutations such as Insect Wings and how they work in Zero-G. ‘Free-floater’, ‘Drone Pilot’, and ‘Flying Ace’ are amongst the new Talents given as well. Alongside the relatively short guide to how spaceships and spaceship battles work, there is a list of events in space and aboard space stations—for example, ‘Toilet Problem’ or ‘Magnetic Field’, and new gear. The later includes the ‘Scrap Rocket Launcher’, and the ‘Space Suit’ which has two slots for modules so that a Player Character can customise his space suit. Lastly, there is a decent overview of the Solar System, including descriptions of locations not visited as part of the campaign, that the Game Master can use to create her own adventures and encounters—though hopefully, Free League Publishing will support the setting with further material.

Physically, Mutant: Year Zero – Ad Astra is well written, nicely presented in full colour with excellent cinematic-style artwork. Fans of anthropomorphic creatures in spacesuits will certainly appreciate many of the illustrations in the book. 

Mutant: Year Zero – Ad Astra opens up the setting of Mutant: Year Zero and takes it in a wholly unexpected direction. As a sourcebook it lays the groundwork for a post-apocalyptic setting that is not confined to the one world, but found across many and awaiting further development and exploration. As campaign, it places the Player Characters fore and centre as heroes who can either save the day or found a whole new civilisation, and in the process confront the consequences of some of the actions made by the Titan Powers. The campaign itself in Mutant: Year Zero – Ad Astra is the fantastic continuation of the ‘Path to Eden’ campaign found in the pages of Mutant: Year Zero – Roleplaying at the End of Days that the roleplaying game’s fans have long been waiting for, whilst the sourcebook material provides scope to explore rest of the Solar System.

Mythos & Musketeers

Reviews from R'lyeh -

The Mythos of H.P. Lovecraft and the swashbuckling tales of Alexandre Dumas are closer than you think. Or at least, they can be moved closer than you think. After all, both involve conspiracies and secrets and assignations in the night and shocking revelations and dark organisations plotting to end the current regime–whether that is a total end to mankind or a change in who controls the fate of France. However, when it comes to roleplaying, it has not been a close fit, bar the very occasional scenario. In fact, the easiest way to do it has been to combine Leagues of Cthulhu, an expansion to Leagues of Gothic Horror for Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age! with All For One: Régime Diabolique, because both are written for use with the Ubiquity System. Step forward–or swing through a window on a rope and land on its feet, rapier drawn–Nightfall Games, because the Scottish publisher has a much easier solution for you.
Musketeers vs. Cthulhu: A Simple NightfallRPG Book is a campaign and sourcebook for use with Call of Cthulhu, Seventh Edition, published by Chaosium, Inc. It is based on ‘The Tablet’, a short story by Claudia Christian–yes, that Claudia Christian–and Chris McAuley from the anthology, Musketeers vs. Cthulhu in the Court of King Louis, from Black Ink. It is also based on The Three Musketeers and others in the series, includes some basic background, guidelines to creating Musketeers and other period Investigators, genre rules, and over twenty new manoeuvres, because after all, what would a game involving Musketeers be without the means to swash a buckle or two! As you would expect, it includes stats for all four Musketeers and those of the villains and villainesses they face in the course of Dumas’ classic novels. Of course, in Musketeers vs. Cthulhu, the Musketeers will face things that are much, much worse, and much more of a threat to France–and the world in general!

Musketeers vs. Cthulhu very quickly opens with the first part of its four-part campaign. It is set in 1626. King Louis XIII holds the throne with Cardinal Richelieu as his adviser, opposed to the influence of the Queen Mother, Marie de Medici, who was once regent for her son. ‘L’Affaire du Possion Rouge’ opens with the musketeers at a ‘dive’ bar on the Seine, meeting Damian De Salazar, a friend on behalf of Monsieur le Colonel de Tréville and then getting him away from the attentions of the Cardinal’s Guards and back to Musketeer headquarters. With barely enough time to take in the less than salubrious ambiance, disaster, or rather the Cardinal’s Guards strike! The clientele of the bar take strong exception to their presence and the first of the campaign’s many brawls breaks out. With the Cardinal’s Guards outside and a brawl inside, this is the perfect cover to make an escape, but in the process, the musketeers discover that the bar flies were hiding secrets of their own. Dark secrets.

At the end of the first scenario, the musketeers should have Damian De Salazar in tow, but where he ends up is down the musketeers. If they successfully get away from the bar, they should get him back to the care of Monsieur le Colonel de Tréville, but if they get captured, they find themselves before Cardinal Richelieu. If this happens, the rest of the scenario will play out as described in the book, but with the musketeers secretly beholden to the manipulative Cardinal.

The affair in the Possion Rouge sets the events of the campaign in motion as factions working beyond the shadows begin to plot against the King–and in the process against the King’s Musketeers and Cardinal Richelieu. De Salazar himself, is a scholar of the occult, and has recently decrypted and translated a document known as the Third Key of Solomon. Unfortunately, a faction of cultists known as the Court of Chaos has kidnapped De Salazar’s daughter and is demanding that he hand over the manuscript in return for her life.

In the second scenario, ‘The House of Hasteur’, the musketeers undertake a second task, the delivery of the manuscript in exchange for the life of De Salazar’s kidnapped daughter. Although they may have gained some slight awareness of the strangeness that these doings entail, it does not prepare them for the strange encounters in the house. This is not so much a ‘madhouse dungeon’ as a ‘Mythos madhouse’ in which their experiences verge into the hallucinogenic. If they succeed though, no matter who exactly they are working for–Monsieur le Colonel de Tréville or Cardinal Richelieu–the actions of the musketeers bring them to the attention of the King. He has another task for them, one that takes them to ‘The Courtyard of Miracles’ and into the Paris catacombs via a newly opened up entrance.

The fourth and final scenario, ‘Nuit d’Apocalypse!’, begins almost immediately after ‘The Courtyard of Miracles’ comes to a bloody close. The streets of Paris are rife with fear and fighting as it appears that the city is subject to a riotous assembly as Protestant Huguenots run amok, citizens either blockade the streets to prevent anyone from passing or hide behind locked doors, and dark forces take advantage of the chaos. A series of running street battles, including a standing battle with a Dark Young of Shub-Niggurath, build to a climactic showdown with the forces of the Court of Chaos and hopefully the opportunity to save Paris and thus all of France.

Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is a short campaign. Some of the individual scenarios might only take a session to play through, though most will probably take two or three. They are also not investigative scenarios in the more traditional sense of Call of Cthulhu, so no consulting of ancient documents or perusing the shelves at libraries. Instead, the scenarios involve more interaction, and definitely more action and combat. In fact, a lot more of the latter, and although Musketeers vs. Cthulhu is written for use with Call of Cthulhu, Seventh Edition, it might actually be better to run it using the rules in Pulp Cthulhu, especially as there is a lot of combat and there are a lot of Mythos monsters.

The campaign can be played in one of two ways. First, the players can take the roles of the Musketeers from Dumas’ novels—Aramis, Athos, Porthos, and d’Artagnan—and Musketeers vs. Cthulhu provides full stats and background for all four. Second, they can create their own Investigators and play through the campaign. Thus, there is a guide to creating Investigators suitable for the period, beginning with Musketeer, but also including members of the Clergy, Spy, Courtier, and Occult Scholar. Along with a list of weapons appropriate to the period, there is guidance on playing with just one or two players. The given options allow for increased starting Luck, narrative style combat when fighting members of the supporting cast, and almost immediate adaptation to seeing the Mythos. The latter minimises the amount of Sanity lost for seeing a Mythos monster a second time—after all, once you have seen one Ghoul, you have seen them all!

To fit the other genre of Musketeers vs. Cthulhu, there is also a list of new Manoeuvres. These include ‘Charge’, ‘Counting Coup’, ‘Creative Flamboyance’, ‘Flipping a Table’, ‘Leaping onto a Horse’, and ‘Using a Cape’ or ‘Throwing a Drink to Blind an Opponent’. All enable the Investigators to engage in the type of swashbuckling action that their players will have seen on screen.

Lastly, there are full stats for both the other characters from the novels, such as Milady de Winter and Cardinal Richelieu—though no backgrounds as are given to the Musketeers, and all of the Mythos monsters that appear in Musketeers vs. Cthulhu. Add in the table of phrases and events and the Keeper has a few prompts with which to add colour to her depiction of seventeenth century France.

Physically, Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is a short, buff, and unillustrated affair. It is well written and easy to read. It needs a slight edit in places and there are fun flourishes here and there. The cover though, is particularly eye-catching and feels not dissimilar in style to a certain series of very long running children’s story and reference books.

Musketeers vs. Cthulhu: A Simple Nightfall RPG Book leans into two things. First, the ‘Simple’ aspect of its title, the campaign being a straightforward confrontation with the forces of the Mythos rather than a convoluted investigation, and second, the swashbuckling action of The Three Musketeers. As a result, this is an action-orientated, often combat focused, Pulp-style campaign rather than a Purist scare fest. Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is not just “All for one, and one for all”, but “All for one, and one for all—and all against the Mythos”, and the musketeer-mythos movie you never knew you wanted.

Solitaire: Dragon Dowser

Reviews from R'lyeh -

The world of Praelar dying. It was driven to the point of collapse by climate change and then exacerbated by colossal poisonous tornados called ‘spore storms’. It was then that dragons appeared. They came from a world parallel to us to save us. They drew Dragon Essence extracted from their unhatched eggs and used it to power machines long-buried under the spore fields that cleared the poisons from the air and the water, and even began to abate the spores storms. Yet humanity took advantage of them. The Mecharch leaders took the power of the dragon yolk and reprogrammed the machines as devices of war before sending them out to slay dragons and take their eggs. As one dragon after dragon died, the Mecharch leaders gained power and many eggs were lost or abandoned, or broken. There are those who see this as an injustice and have rallied around to rescue the remaining eggs and not only save them, but raise the hatchlings. Their hope is that the newborn dragons would heal Praelar and restore the communities to what they once were.
This is the background for Dragon Dowser: A Journalling Game for One Player, in which the player will use his dowsing crystal to overcome the elements, uncover ancient secrets, battle long-buried machinery, and in the process, save the last of the dragon eggs. It is published by Hatchlings Games, best known for Inspirisles, the Deaf-aware, sign-language as magic, Arthurian roleplaying game. In comparison, Dragon Dowser is more anime-inspired, though not heavily so and leaves much of its setting to be interpreted, created, and written down by the player. It is a solo journalling game in which the aim is to locate abandoned dragon eggs and return to a Sanctuary. However, this requires the expenditure of resources. If the Dowser succeeds before all of his resources are expended, the hatchling can be reared to adulthood and together change the world. It requires a standard deck of playing cards, a six-sided die, a set of tokens, and a journal for the Dowser to record his story. As an alternative to the deck of playing cards, the game has its own deck of cards. These have their art and text, so that the player does not have to refer to the book for the card descriptions.
The game requires some set-up before play begins. The first is choose one of four Dowsings. These correspond to the Ace cards of the four card suits and determine the story’s element, season, and theme, which all together suggests where the dragon egg might be. For example, the Hearts dowsing is associated with water, spring, and community, and the egg is lost to the currents of a river and washed away downstream from the chasing soldiers. The player chooses one of the four and draws twenty-three cards from the deck. Together with the selected Dowsing, these are placed face down in a six by four grid. Two Sanctuary cards are placed either side. The player’s die is put on one of these Sanctuary. Together, this forms the play area.
On a turn, the player moves from one card in the play area to another. A card can give the dowser more Resources or force him to expend them. Cards also have a Description and a Prompt. For example, the ‘3 of Hearts’ has the Card details, “I should trust my instincts… and my crystal more!”; the Description, “A stranger you meet at a crossroads says there are a clutch of dragon eggs to the north. You follow the path to straight into an ambush.”; and the Prompt of, “Describe the fight. How do you survive the ambush?”. Lastly, its Effect of -4 deducts Resources from the dowser’s pool. It is possible for the dowser to move in any direction, including returning to a card that has already been flipped over. Doing so will trigger the effect upon the Dowser’s Resources, but not the Description and the Prompt. The likelihood is that this will cost the Dowser in times of Resources, so it is better to keep moving forward and continue the search. At each stage the player describes what happens to his Dowser, taking inspiration from the Description and the Prompt. Both are written to be open-ended rather than proscriptive, allowing the player to engage his imagination.
If the Dowser finds the Dowsing he drew at the start of the game, he has found the egg. It is then his objective to return the egg to one of the Sanctuary cards. In doing so, he has succeeded and the game is over. There are still years of nurturing and training of the hatchling to come, but those are outside the scope of Dragon Dowser: A Journalling Game for One Player (though there is potential in a sequel to the game here). If the Dowser runs out of Resources before then, the play comes to an end, the Dowser has not succeeded, but he has not died. This does not mean that the Dowser cannot try again, whether from a rearrangement of the current spread of cards or from a completely fresh spread. It is also possible to discover other Dowsing cards or Aces in the grid of cards. This a definite moment of sadness for the Dowser as he has discovered the site of broken eggs. At this moment, he has the opportunity to offer a eulogy or a ritual to the lost hatchling.
The rules to Dragon Dowser are simple and easy to learn and play. This makes it suitable for younger players and this is helped by an extended example of a Dowsing that shows how the game is played in just a quick read through. The fact that the Dowser cannot die—just try again—also makes it suitable for younger players.
Physically, Dragon Dowser is well presented. It is a small, landscape format book with some excellent artwork, much of it replicated from the game’s cards. The writing is clean and simple, making the game easy to pick up and play. With only half of the deck being used at any one time, there is plenty of replay value in the game.
Dragon Dowser: A Journalling Game for One Player is both a solo journalling game and a map game, both of which require some Resource management. Proper handling of the latter will keep Dowser exploring, but the random nature of turning over cards and exploring means that the Dowser and his player is going to be constantly challenged, constantly weighing which up card to move to next. There is a high degree of luck in that the Dowser’s objective card—the Ace or Dowsing card—might be flipped over early in the game or much later. (One way to offset that might be to place it in the lower half of the cards drawn to form the grid.) Overall, Dragon Dowser: A Journalling Game for One Player is a charming journalling game that leaves a lot of room in how the player interprets the game’s prompts and how he tells his Dowser’s story.

Friday Fantasy: DCC Day #5 DCC Day 2024 Adventure Pack

Reviews from R'lyeh -

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2023’, which takes place today on Saturday, July 20th, 2024, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #104: Return to the Starless Sea. Two of the scenarios, ‘The Grinding Keep’ and ‘Tuscon Death Storm’, appear in the duology, the DCC Day 2024 Adventure Pack. The third is DCC Day #5: Gods of the Earth. Both DCC Day #5: Gods of the Earth and ‘The Grinding Keep’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst ‘Tuscon Death Storm!’ is the first scenario for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena spot and monetises it!

The DCC Day 2024 Adventure Pack contains two scenarios. The first scenario is ‘The Grinding Keep’, a scenario by Marc Bruner written for four to six First Level Player Characters for use with the Dungeon Crawl Classics Role Playing Game. Drawing from the Appendix N of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, it is inspired by the works of Michael Moorcock and John Bellairs. The scenario is a locked room—or manor house—puzzle box, where the Player Characters have been sent to locate the Enduring Light, a lantern whose light is said to bless those it falls upon. The butler seems welcoming as silent staff serve them drinks and later diner as they await an audience with the lord of the manor. It is of course, designed to lull them into a false sense of security as the following morning, the Player Characters find themselves trapped in a house that seems to change around them in random fashion as they move from location to location. The home definitely feels bigger on the inside and if the Player Characters are not careful, they will get lost and separated from each other. There is something strangely organic about the house and this becomes increasingly apparent as the Player Characters explore further and it literally comes alive. Surprisingly, the Enduring Light is easy to find, but getting out of the house is another matter. To do this, they will need to work through several puzzles, some of which are quite challenging and some of which do rely on player knowledge.

Although the scenario is short, it is not straightforward and it does require more preparation than its length suggests. This is primarily due to the random nature of the movement throughout the scenario’s second half and the puzzle elements that need to be solved before the Player Characters can progress. Consequently, the scenario may be slightly too complex for anyone playing the Dungeon Crawl Classics Roleplaying Game for the first time. It is possible for the Player Characters to hack their way out, but the puzzle solving method is much more satisfying. Overall, ‘The Grinding Keep’ serves up a solid dollop of Dungeon Crawl Classics weirdness.

‘Tuscon Death Storm!’ is the first scenario to be released for the Xcrawl Classics Role-Playing Game, prior to its actual release. Written by the game’s designer, Brendan Lasalle, it is a bit of an odd choice—at least as a first release. First, it is designed for Second Level Player Characters, and second, it takes place outside of an Xcrawl arena where most of the action in the roleplaying game takes place. So, it is of no use to a Judge beginning her Xcrawl Classics Role-Playing Game campaign and it requires the Player Characters to have acquired at least a Level before attempting it. As a demonstration game it also does not showcase what the game is about either. In fact, it is closer to a straightforward dungeon for the Dungeon Crawl Classics Roleplaying Game than it is a Xcrawl Classics Role-Playing Game scenario. However, this does not mean that it is actually a bad scenario, but rather that its set-up and release are untimely. Plus, if the Judge can hold on and run this scenario once the Player Characters in her campaign have reached Second Level, then ‘Tuscon Death Storm!’ comes into its own.

In ‘Tuscon Death Storm!’, the Player Characters are Xcrawlers on the up, having taken their first footsteps in the area. This brings them to the attention of DJ Creature Feature, an industry veteran notorious for the popular Necromerica event. She has lost contact with a colleague, producer Margaret Cauldwell, who was working on converting a recently discovered temple just outside of Tuscon, Arizona, into an Xcrawl dungeon arena. Having already sent people to check up on her and her team, DJ Creature Feature asks the Player Characters to go and investigate. If they, then she promises access to a Division II event and sponsors for the event, which would be a big step up in terms of the Player Characters’ careers. This—and the fact that the scenario showcases how playing in the Xcrawl Classics Role-Playing Game—is where ‘Tuscon Death Storm!’, adding depth and detail to the Xcrawl world beyond the walls of the arena.

The scenario is short, running to just nine locations and seven pages. It is also linear, but it is nicely detailed, the descriptions neatly contrasting the ancient feel of the temple with the equipment and plans of a modern work crew along with health and safety concerns. The monsters that the Player Characters will face are modern twists on old creatures—though at the end of it, they are likely to be sick of a certain breed of dog. They will have to face on the sponsored beverage monsters that the Xcrawl Classics Role-Playing Game is fond of. A great touch is that the Player Characters’ efforts to investigate the old temple are being filmed so that the footage can be turned into a documentary to promote the new area. The recording process also means that the Player Characters are still performing and still do grandstanding moves to gain bonuses.
Ultimately, ‘Tuscon Death Storm!’ gives the Player Characters opportunities to be heroes outside of the arena, make some contacts, and hopefully give their careers a lift. It is a decent ‘in-between’ scenario that slips into an ongoing campaign with ease and pushes it along a bit.

Physically, the DCC Day 2024 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent and the cartography well done. The cover is very nicely done, showing the Xcrawlers at a bar watching the activities of the Player Characters in ‘The Grinding Keep’ scenario, whilst the inside artwork depicts the reverse. That is, the Player Characters of ‘The Grinding Keep’ scenario looking at a group portrait of the Xcrawlers in a victory pose. It is a nice touch.

The DCC Day 2024 Adventure Pack is a solid release for Goodman Games’ own celebratory day. Both scenarios are good, but not immediately useful, either due to the extra preparation required or the relative awkwardness of fitting it into a campaign.

[Free RPG Day 2024] Treasures of Deep Grotto

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Treasures of Deep Grotto is a scenario for Sink!, the piratical setting for use with Dungeons & Dragons, Fifth Edition. Published by Crimson Herald via Hitpoint Press, it is designed to be played by four Third Level Player Characters in a single session. Notably, it employs the unique mechanic called the ‘Soul Link’. It represents a Player Character’s connection to his soul, mechanically represented by his Hit Dice. During play, a Player Character’s Hit Dice can be affected and drained by various effects, such as traps and magical attacks, but it can also be used as a source of power to fuel magical items. However, the downside is that if a Player Character suffers the ‘Sunken’ condition—potentially common in a nautical and piratical setting like Sink!—he can die if he is reduced to zero Hit Points when he also has his Hit Dice reduced to zero! Thus, Hit Dice are an important new resource in the Sink! setting. In addition, Sink! also adds tattoos as magical items. These are treated as wondrous items and are created using a magical needle. Four are detailed. They are the Assassin’s Tattoo, the Flicker Tattoo, the Ironbound Tattoo, and the Skyward Tattoo. Each grants a special effect, such as ‘Feather’s Grace’ for the Skyward Tattoo, which grants limiting flying speed.
The scenario begins en media res with the Player Characters already having been shipwrecked and suffering the ‘Sunken’ condition. The Player Characters are part of the crew of the Misty Mermaid, which has been attacked and sunk by the Hades Hound, a pirate ship commanded by Captain Grimscar, a warlock in the service of the powerful sea-bound fiend, Y’agthul. The Dread Admiral Y’agthul commands the Black Armada, and as one of his lieutenants, Captain Grimscar has been ordered to sail the seas around the chain of islands known as ‘The Blots’ and seize ships for plunder and the souls of their crews and passengers. These he must return to the Isle of Journey’s End where the Deep Grotto, home to one of the crossroads of life and death, and give them to his master. After the prologue which explains how they got there, the Player Characters, washed ashore, they are approached by the Misty Mermaid’s lucky—lucky were it not for the attack by Captain Grimscar and the Hades Hound—Sea Gnome* who tells them where they are and what they need to do. Which of course is to defeat Captain Grimscar and his master!
* Somewhat tweely dressed in tweed flat cap and cream-coloured cable knit sweater.
Although other adventure hooks are listed, they are all to get the Player Characters to the Isle of Journey’s End. There are three of them, whereas perhaps four would have been better to each give the four Player Characters the adventure is designed for to each have their own motivation. The Deep Grotto is a small dungeon, with just four locations. These are decently detailed, with links to monster stats and other details in the book clearly marked. The plotting is quite simple. The Player Characters must overcome or solve two puzzles located in two parallel watery chambers. Doing so enables them to unlock access the main room, the Sanctuary, where they confront Captain Grimscar before his master, the fiend, Y’agthul. This is a challenging combat, as not only do the Player Characters have to fight the pirate captain, but they also have to defeat Lubber and Swabbie, his eel fiend familiars, and all under the baleful influence of Y’agthul!
Four pre-generated Player Characters are available to download via the publisher’s website. They consist of a Half Orc Mist Born Ranger who can tether others with magical, ethereal harpoons and then zap them with lightning; a Human Buccaneer Fighter; a High Elf Spellskin Wizard whose spells are tattooed onto his skin some which can be shared with his allies; and a Half-Elf College of Tidesong Bard who can entreat allies to join in a Sea Shanty and gain Advantage on a single attack, ability check, or saving throw each turn for a minute. Of the four, the Fighter feels underwritten, but otherwise they showcase some of the Player Character options in the Sink! setting.
In addition to the four tattoos in the book—which the Dungeon Master is encouraged to let the players choose one each for their characters, Treasures of Deep Grotto describes three magical items. All of these work with the ‘Soul Link’ mechanic introduced in the scenario. For example, Dead Man’s Promise is a ring of coral found on the fingers of drowned sailors which grants the wearer an extra Hit Die to use with the ‘Soul Link’ mechanic and which can be used once to expend that Hit Die to recover Hit Points.
Physically, Treasures of Deep Grotto is a small, slim book. It needs a slight edit in places, but artwork stands out. Done in the style of traditional nautical tattoos, they really are very good and for the Dungeon Master impart an engaging sense of the Sink! setting. The writing could have been clearer in places. In particular, it is not quite clear if Captain Grimscar has the Player Characters’ souls or not.
Treasures of Deep Grotto is a short, action-packed scenario, with an emphasis on combat and puzzles. In fact, there is very little interaction and roleplaying involved in the scenario. For a one-shot, that is less of an issue than for a longer scenario where the plot would be longer and more involved. That said, Treasures of Deep Grotto can easily be added to a campaign in the Sink! setting and with some adjustment shifted to another setting with a strong nautical or piratical theme. Overall, Treasures of Deep Grotto is solid introduction to the Sink! setting and some of its ideas, with much of the flavour being imparted by the traditional tattoo artwork.

Dracula, The Hunters' Journals: 8 August Cutting from "The Dailygraph" (Pasted into Mina Murry's Journal)

The Other Side -

The story of Demeter is told in full after it runs a ground.

Dracula - The Hunters' Journals CUTTING FROM “THE DAILYGRAPH,” 8 AUGUST

(Pasted in Mina Murray’s Journal.)

From a Correspondent.

Whitby.

ONE of the greatest and suddenest storms on record has just been experienced here, with results both strange and unique. The weather had been somewhat sultry, but not to any degree uncommon in the month of August. Saturday evening was as fine as was ever known, and the great body of holiday-makers laid out yesterday for visits to Mulgrave Woods, Robin Hood’s Bay, Rig Mill, Runswick, Staithes, and the various trips in the neighbourhood of Whitby. The steamers Emma and Scarborough made trips up and down the coast, and there was an unusual amount of “tripping” both to and from Whitby. The day was unusually fine till the afternoon, when some of the gossips who frequent the East Cliff churchyard, and from that commanding eminence watch the wide sweep of sea visible to the north and east, called attention to a sudden show of “mares’-tails” high in the sky to the north-west. The wind was then blowing from the south-west in the mild degree which in barometrical language is ranked “No. 2: light breeze.” The coastguard on duty at once made report, and one old fisherman, who for more than half a century has kept watch on weather signs from the East Cliff, foretold in an emphatic manner the coming of a sudden storm. The approach of sunset was so very beautiful, so grand in its masses of splendidly-coloured clouds, that there was quite an assemblage on the walk along the cliff in the old churchyard to enjoy the beauty. Before the sun dipped below the black mass of Kettleness, standing boldly athwart the western sky, its downward way was marked by myriad clouds of every sunset-colour—flame, purple, pink, green, violet, and all the tints of gold; with here and there masses not large, but of seemingly absolute blackness, in all sorts of shapes, as well outlined as colossal silhouettes. The experience was not lost on the painters, and doubtless some of the sketches of the “Prelude to the Great Storm” will grace the R. A. and R. I. walls in May next. More than one captain made up his mind then and there that his “cobble” or his “mule,” as they term the different classes of boats, would remain in the harbour till the storm had passed. The wind fell away entirely during the evening, and at midnight there was a dead calm, a sultry heat, and that prevailing intensity which, on the approach of thunder, affects persons of a sensitive nature. There were but few lights in sight at sea, for even the coasting steamers, which usually “hug” the shore so closely, kept well to seaward, and but few fishing-boats were in sight. The only sail noticeable was a foreign schooner with all sails set, which was seemingly going westwards. The foolhardiness or ignorance of her officers was a prolific theme for comment whilst she remained in sight, and efforts were made to signal her to reduce sail in face of her danger. Before the night shut down she was seen with sails idly flapping as she gently rolled on the undulating swell of the sea,

As idle as a painted ship upon a painted ocean.

Shortly before ten o’clock the stillness of the air grew quite oppressive, and the silence was so marked that the bleating of a sheep inland or the barking of a dog in the town was distinctly heard, and the band on the pier, with its lively French air, was like a discord in the great harmony of nature’s silence. A little after midnight came a strange sound from over the sea, and high overhead the air began to carry a strange, faint, hollow booming.

Then without warning the tempest broke. With a rapidity which, at the time, seemed incredible, and even afterwards is impossible to realize, the whole aspect of nature at once became convulsed. The waves rose in growing fury, each overtopping its fellow, till in a very few minutes the lately glassy sea was like a roaring and devouring monster. White-crested waves beat madly on the level sands and rushed up the shelving cliffs; others broke over the piers, and with their spume swept the lanthorns of the lighthouses which rise from the end of either pier of Whitby Harbour. The wind roared like thunder, and blew with such force that it was with difficulty that even strong men kept their feet, or clung with grim clasp to the iron stanchions. It was found necessary to clear the entire piers from the mass of onlookers, or else the fatalities of the night would have been increased manifold. To add to the difficulties and dangers of the time, masses of sea-fog came drifting inland—white, wet clouds, which swept by in ghostly fashion, so dank and damp and cold that it needed but little effort of imagination to think that the spirits of those lost at sea were touching their living brethren with the clammy hands of death, and many a one shuddered as the wreaths of sea-mist swept by. At times the mist cleared, and the sea for some distance could be seen in the glare of the lightning, which now came thick and fast, followed by such sudden peals of thunder that the whole sky overhead seemed trembling under the shock of the footsteps of the storm.

Some of the scenes thus revealed were of immeasurable grandeur and of absorbing interest—the sea, running mountains high, threw skywards with each wave mighty masses of white foam, which the tempest seemed to snatch at and whirl away into space; here and there a fishing-boat, with a rag of sail, running madly for shelter before the blast; now and again the white wings of a storm-tossed sea-bird. On the summit of the East Cliff the new searchlight was ready for experiment, but had not yet been tried. The officers in charge of it got it into working order, and in the pauses of the inrushing mist swept with it the surface of the sea. Once or twice its service was most effective, as when a fishing-boat, with gunwale under water, rushed into the harbour, able, by the guidance of the sheltering light, to avoid the danger of dashing against the piers. As each boat achieved the safety of the port there was a shout of joy from the mass of people on shore, a shout which for a moment seemed to cleave the gale and was then swept away in its rush.

Before long the searchlight discovered some distance away a schooner with all sails set, apparently the same vessel which had been noticed earlier in the evening. The wind had by this time backed to the east, and there was a shudder amongst the watchers on the cliff as they realized the terrible danger in which she now was. Between her and the port lay the great flat reef on which so many good ships have from time to time suffered, and, with the wind blowing from its present quarter, it would be quite impossible that she should fetch the entrance of the harbour. It was now nearly the hour of high tide, but the waves were so great that in their troughs the shallows of the shore were almost visible, and the schooner, with all sails set, was rushing with such speed that, in the words of one old salt, “she must fetch up somewhere, if it was only in hell.” Then came another rush of sea-fog, greater than any hitherto—a mass of dank mist, which seemed to close on all things like a grey pall, and left available to men only the organ of hearing, for the roar of the tempest, and the crash of the thunder, and the booming of the mighty billows came through the damp oblivion even louder than before. The rays of the searchlight were kept fixed on the harbour mouth across the East Pier, where the shock was expected, and men waited breathless. The wind suddenly shifted to the north-east, and the remnant of the sea-fog melted in the blast; and then, mirabile dictu, between the piers, leaping from wave to wave as it rushed at headlong speed, swept the strange schooner before the blast, with all sail set, and gained the safety of the harbour. The searchlight followed her, and a shudder ran through all who saw her, for lashed to the helm was a corpse, with drooping head, which swung horribly to and fro at each motion of the ship. No other form could be seen on deck at all. A great awe came on all as they realised that the ship, as if by a miracle, had found the harbour, unsteered save by the hand of a dead man! However, all took place more quickly than it takes to write these words. The schooner paused not, but rushing across the harbour, pitched herself on that accumulation of sand and gravel washed by many tides and many storms into the south-east corner of the pier jutting under the East Cliff, known locally as Tate Hill Pier.

There was of course a considerable concussion as the vessel drove up on the sand heap. Every spar, rope, and stay was strained, and some of the “top-hammer” came crashing down. But, strangest of all, the very instant the shore was touched, an immense dog sprang up on deck from below, as if shot up by the concussion, and running forward, jumped from the bow on the sand. Making straight for the steep cliff, where the churchyard hangs over the laneway to the East Pier so steeply that some of the flat tombstones—“thruff-steans” or “through-stones,” as they call them in the Whitby vernacular—actually project over where the sustaining cliff has fallen away, it disappeared in the darkness, which seemed intensified just beyond the focus of the searchlight.

It so happened that there was no one at the moment on Tate Hill Pier, as all those whose houses are in close proximity were either in bed or were out on the heights above. Thus the coastguard on duty on the eastern side of the harbour, who at once ran down to the little pier, was the first to climb on board. The men working the searchlight, after scouring the entrance of the harbour without seeing anything, then turned the light on the derelict and kept it there. The coastguard ran aft, and when he came beside the wheel, bent over to examine it, and recoiled at once as though under some sudden emotion. This seemed to pique general curiosity, and quite a number of people began to run. It is a good way round from the West Cliff by the Drawbridge to Tate Hill Pier, but your correspondent is a fairly good runner, and came well ahead of the crowd. When I arrived, however, I found already assembled on the pier a crowd, whom the coastguard and police refused to allow to come on board. By the courtesy of the chief boatman, I was, as your correspondent, permitted to climb on deck, and was one of a small group who saw the dead seaman whilst actually lashed to the wheel.

It was no wonder that the coastguard was surprised, or even awed, for not often can such a sight have been seen. The man was simply fastened by his hands, tied one over the other, to a spoke of the wheel. Between the inner hand and the wood was a crucifix, the set of beads on which it was fastened being around both wrists and wheel, and all kept fast by the binding cords. The poor fellow may have been seated at one time, but the flapping and buffeting of the sails had worked through the rudder of the wheel and dragged him to and fro, so that the cords with which he was tied had cut the flesh to the bone. Accurate note was made of the state of things, and a doctor—Surgeon J. M. Caffyn, of 33, East Elliot Place—who came immediately after me, declared, after making examination, that the man must have been dead for quite two days. In his pocket was a bottle, carefully corked, empty save for a little roll of paper, which proved to be the addendum to the log. The coastguard said the man must have tied up his own hands, fastening the knots with his teeth. The fact that a coastguard was the first on board may save some complications, later on, in the Admiralty Court; for coastguards cannot claim the salvage which is the right of the first civilian entering on a derelict. Already, however, the legal tongues are wagging, and one young law student is loudly asserting that the rights of the owner are already completely sacrificed, his property being held in contravention of the statutes of mortmain, since the tiller, as emblemship, if not proof, of delegated possession, is held in a dead hand. It is needless to say that the dead steersman has been reverently removed from the place where he held his honourable watch and ward till death—a steadfastness as noble as that of the young Casabianca—and placed in the mortuary to await inquest.

Already the sudden storm is passing, and its fierceness is abating; crowds are scattering homeward, and the sky is beginning to redden over the Yorkshire wolds. I shall send, in time for your next issue, further details of the derelict ship which found her way so miraculously into harbour in the storm.

Notes: Moon Phase: Full Moon

This is the start of Chapter 7.  I have already placed the Demeter's logs in chronological order in this series to get a full reckoning of all events. 

This is a rather picaresque bit of prose to describe the Whitby environs. While newspapers of today are more direct and to the point, this style was very common.  

Stoker invokes Coleridge here for "The Rime of the Ancient Mariner." This won't be the last time. His descriptions of Lucy later on are similar to Coleridge's Specter-Woman. 

The captain of the ship, steadfast to the end, is discovered dead at the helm. 

Even now, the storm that would inspire so many artists (as claimed) is abating. 

The question I have remaining. Did Mina paste this into her Journal right away, or did she add it after the event were known to her? 

Dungeons & Dragons Stamps

The Other Side -

 I picked these up last week but forgot to mention them here.

Dungeons & Dragons stamps

These are the first class "Forever" stamps and there are 20 stamps of 10 designs. At 73¢ each this sheet costs $14.60.

Given the amount of letters I send, this might last me till D&D's 60th anniversary!




#RPGaDAY2024 An Accessory You Appreciate

The Other Side -

 There is one accessory that I have to say has helped me more than any other when it comes to my games. That is Wikipedia

Wikipedia

Wikipedia first went online on January 15, 2001, and was created by Jimmy "Jimbo" Wales and Larry Sanger. As of July 2024, English Wikipedia hosts approximately 6.85 million articles and has about 47.68 million registered users, of whom 114,409 have made at least one edit in the past month.  As of early 2024, there are over 1,300 articles on Wikipedia related to "Dungeons & Dragons."

While I don't use Wikipedia for my "day job" as an academic, it is great for D&D and other RPGs.  I would not use it for an academic paper of any sort, but I will go there to get a summary of something. Or if I need to know something like when were sewers introduced in Europe or how a flying buttress was made.  It is also great for RPG and D&D specific information.

I started as an editor back in September of 2007 and I have touched a majority of the D&D articles over the years as an independent fact checker and source finder. I helped get a few articles to "Good Article" status like Drizzt Do'UrdenDwellers of the Forbidden City, and Bunnies & Burrows. I even got a small grant for that last one.  Even better, I got the Ravenloft and Expedition to the Barrier Peaks articles to Featured Article status. 

I don't edit there as much as I used to, but I still check in on various articles and provide support where and when I can.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

#RPGaDAY2024 RPG with 'good form'

The Other Side -

 Not 100% sure what is being asked here, but to me there are a couple of RPGs that can fall into this. Though admittedly, I could be confusing "good form" with "good formatting."

The first ones to come to mind are Dungeons & Dragons 4th Edition and Old-School Essentials.

Dungeons & Dragons 4e

Both for the same reason. Their layout facilitates laying the book open at the game table with all information needed on facing pages. 

Dungeons & Dragons 4e

OSE takes this a step further, with all the information needed on a particular topic fitting on just two pages.

Old School Essentials Layout
Old School Essentials Layout
Old School Essentials Layout

So much so that I took it upon myself to get a spiral-bound copy made of Old School Essentials Classic.

Old School Essentials Classic
Old School Essentials Classic

It's not an easy task getting all the text to fit like this but the results are impressive.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Dracula, The Hunters' Journals: 6 August Mina Murray’s Journal

The Other Side -

Lucy has no word from Jonathan.

Dracula - The Hunters' Journals

6 August.—Another three days, and no news. This suspense is getting dreadful. If I only knew where to write to or where to go to, I should feel easier; but no one has heard a word of Jonathan since that last letter. I must only pray to God for patience. Lucy is more excitable than ever, but is otherwise well. Last night was very threatening, and the fishermen say that we are in for a storm. I must try to watch it and learn the weather signs. To-day is a grey day, and the sun as I write is hidden in thick clouds, high over Kettleness. Everything is grey—except the green grass, which seems like emerald amongst it; grey earthy rock; grey clouds, tinged with the sunburst at the far edge, hang over the grey sea, into which the sand-points stretch like grey fingers. The sea is tumbling in over the shallows and the sandy flats with a roar, muffled in the sea-mists drifting inland. The horizon is lost in a grey mist. All is vastness; the clouds are piled up like giant rocks, and there is a “brool” over the sea that sounds like some presage of doom. Dark figures are on the beach here and there, sometimes half shrouded in the mist, and seem “men like trees walking.” The fishing-boats are racing for home, and rise and dip in the ground swell as they sweep into the harbour, bending to the scuppers. Here comes old Mr. Swales. He is making straight for me, and I can see, by the way he lifts his hat, that he wants to talk....

I have been quite touched by the change in the poor old man. When he sat down beside me, he said in a very gentle way:—

“I want to say something to you, miss.” I could see he was not at ease, so I took his poor old wrinkled hand in mine and asked him to speak fully; so he said, leaving his hand in mine:—

“I’m afraid, my deary, that I must have shocked you by all the wicked things I’ve been sayin’ about the dead, and such like, for weeks past; but I didn’t mean them, and I want ye to remember that when I’m gone. We aud folks that be daffled, and with one foot abaft the krok-hooal, don’t altogether like to think of it, and we don’t want to feel scart of it; an’ that’s why I’ve took to makin’ light of it, so that I’d cheer up my own heart a bit. But, Lord love ye, miss, I ain’t afraid of dyin’, not a bit; only I don’t want to die if I can help it. My time must be nigh at hand now, for I be aud, and a hundred years is too much for any man to expect; and I’m so nigh it that the Aud Man is already whettin’ his scythe. Ye see, I can’t get out o’ the habit of caffin’ about it all at once; the chafts will wag as they be used to. Some day soon the Angel of Death will sound his trumpet for me. But don’t ye dooal an’ greet, my deary!”—for he saw that I was crying—“if he should come this very night I’d not refuse to answer his call. For life be, after all, only a waitin’ for somethin’ else than what we’re doin’; and death be all that we can rightly depend on. But I’m content, for it’s comin’ to me, my deary, and comin’ quick. It may be comin’ while we be lookin’ and wonderin’. Maybe it’s in that wind out over the sea that’s bringin’ with it loss and wreck, and sore distress, and sad hearts. Look! look!” he cried suddenly. “There’s something in that wind and in the hoast beyont that sounds, and looks, and tastes, and smells like death. It’s in the air; I feel it comin’. Lord, make me answer cheerful when my call comes!” He held up his arms devoutly, and raised his hat. His mouth moved as though he were praying. After a few minutes’ silence, he got up, shook hands with me, and blessed me, and said good-bye, and hobbled off. It all touched me, and upset me very much.

I was glad when the coastguard came along, with his spy-glass under his arm. He stopped to talk with me, as he always does, but all the time kept looking at a strange ship.

“I can’t make her out,” he said; “she’s a Russian, by the look of her; but she’s knocking about in the queerest way. She doesn’t know her mind a bit; she seems to see the storm coming, but can’t decide whether to run up north in the open, or to put in here. Look there again! She is steered mighty strangely, for she doesn’t mind the hand on the wheel; changes about with every puff of wind. We’ll hear more of her before this time to-morrow.”



Notes

Moon Phase: Waxing Gibbous

The Demeter has entered into Mina's life, though she does not know the importance of this just yet.

#RPGaDAY2024 RPG that is easy to use

The Other Side -

 When it gets right down to it, you can't get more basic than Basic D&D.

Moldvay Basic

Like many of the RPGs I am going to talk about this month, this one is so easy that everyone can go from no knowledge to playing their new characters in a matter of minutes.  I know people have very fond memories of the Mentzer set and I personally got my start with the Holmes Basic set, but it is this one I consider my first "real" D&D.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Ghoul Agglomeration

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…

In addition to any number of scenarios for Achtung! Cthulhu, Modiphius Entertainment also publishes what it calls ‘Section M: Priority Missions’. These are smaller missions and scenarios intended to help a Game Master is hard-pressed for time or needs an alternate scenario when there are fewer players. Alternatively, they can be used as one-shots or woven into ongoing campaigns. Each though, provides a single mission that can be played in a single session as well as adventure hooks should the Game Master want to expand the scenario.

Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is the first entry in the series. As the frontlines shift between the Allied and Axis forces, Allied intelligence has learned of a network of Great War-era tunnels near an impending advance, whilst Section M suspects that it might actually be the site of Ghoul colony. The Section M agents are assigned to investigate the tunnel network, confirm its suspicions, and if necessary, wipe out the colony. The obvious location for the scenario is along the trench lines left over from the Great War, either in France or Belgium. It could also be shifted to the Italian/Austrian frontline from the Great War. Chronologically, if set in Northern France, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men could be run during the operations of the British Expeditionary Force in Northern France in 1939 and 1940 or at any time after D-Day. One alternative to this, would be for the Player Characters to be all members of the French Resistance, which would make for a different scenario and mean that it would work better as a one-shot.

The scenario requires some preparation upon the part of the Game Master. There are no stats provided, so the Game Master will need to provide stats for the ghouls and a German patrol that the Agents might have to try and avoid, but that is all. What the scenario provides is a good map of the remains of the World War I tunnel network and some advice and suggestions. This covers how the ghouls will react to the presence of the Agents, what else the Agents might encounter, and a total of ten adventure hooks. This includes Allied forces being concerned about corpses vanishing, a former French officer-now ghoul with no love of the Nazis claiming to have intelligence to share, looking for an agent believed dead, but was supposed to have been carrying important information and now her corpse is missing. The ten adventure seeds are all decent ideas and all will need fleshing out by the Game Master. One alternative could be that Section M needs the information learned by a recently dead agent and the only way to learn that information is have some ghouls pick his brains! The variety also suggests the ways in which the Agents might go about fulfilling the mission—full out assault, a claustrophobic and tense series of close quarters bug-hunt style battles in the tunnels, or even approaching with an open hand.

Physically, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is cleanly and tidily laid out. It is not illustrated, but the map of the tunnels that make up the ghoul nest is very nice.

Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is not quite ready to run, but it really only requires minimal preparation. Nor is it quite a full mission, but as a small location with lots of ideas as to how to use it, there can be no doubting its utility. For the Game Master wanting something quick to prepare and run, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is just the ticket, but if the Game Master has a bit more time, it can be made to be much more.

#RPGaDAY RPG with great writing

The Other Side -

This one was a bit harder since there are so many well-written RPGs, many with well-designed rules and others with well-crafted narratives. But the one that ticks all those boxes for me is CJ Carella's WitchCraft.

C.J. Carella's WitchCraft RPG

I talk about this game a lot here, and with good reason. It is one of my all-time favorite games. 

Mere words can't express my love for this game. Though I have tried many, many times. This is the game I come back to. This is the game that I hold up as my Gold Standard of Games.  Not that it isn't without its own issues, of course, but nothing I can't work around or even with.  I have often said I wrote Ghosts of Albion as nothing but a giant love letter to the WitchCraft RPG.

WitchCraft was the game that pulled me back into RPGs. I was ready to give up until I found this game. I have never looked back.

CJ Carella's WitchCraft

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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

[Free RPG Day 2024] Lost Tome of Monsters

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
Bar the dice, the smallest and very probably the weirdest release for Free RPG Day 2024 is the Lost Tome of Monsters: Free RPG Day Edition. Unlike the majority of the other releases, it is not a booklet, but what at first appears to be a pin (or badge) with a backing card. And this is more or less what it is, except that it is also something more. Published by Foam Brain Games, it is actually a ‘Pinature’ and an encounter. Except that description does not help given the fact that right now you are asking yourself, “What the hell is a ‘Pinature’?” It is a portmanteau word that combines ‘pin’ and ‘miniature’, and like that portmanteau word, what you get with is the Lost Tome of Monsters: Free RPG Day Edition is both a ‘pin’ and a ‘miniature’! The pin-part depicts a zombie in all of its ‘purple decayed flesh, knock-kneed, brain exposed, ragged cloth wearing, and blood dripping from the mouth’ glory. It is cartoonishly lurid as it looms over an open book, its pages marked with a ribbon. The book sits slightly forward of the zombie-figure, obscuring its twisted feet. This looks a bit odd, but the reason becomes apparent once you turn the pin over. On the back are two ‘Rubber Clutches’* and they look and are perfectly normal. However, at the bottom of the ‘pin’ there appears to be a hinge, right where the zombie’s feet are. The hinge enables the book on the front of the ‘pin’ to twist through ninety degrees and in doing so, provides a base for the zombie, which now stands vertically like a miniature much like the two-dimensional miniatures sold by W!ZK!DS. Thus, with the twist of the book base, the zombie goes from ‘pin’ to ‘miniature’ and back again. Hence, ‘pinature’.
* This I did know was a thing or what Pin Backs and Pin Attachments were called until I read ‘Custom Pins 101: Types of Pin Backs and Attachments’.
The encounter is described on the card that comes with the ‘pinature’. It is a ‘Challenge Rating 6’ encounter that begins with the adventurers playing dice and having a nice time at ‘Ye Olde Local Game Store’. This is interrupted by a storm and an unnatural darkness which surrounds the establishment and as thunder and lighting flash outside the store’s windows, the doorbell chimes. The shopkeeper screams in fear as it is not another customer that has entered the shop, but a zombie—the zombie of the ‘pinature’. As it lurches towards the adventurers, it utters one word: “Gammeeeesssss……” Do the Player Characters cower in fear or do they let the zombie join in? Also, where did the zombie come from, are there more? How can the zombie understand the rules of the game? And lastly, does the zombie have anything to do with the unnatural dark and the storm? The first question is the crux of the encounter, whilst the others are hooks that the Game Master can expand as possible further hooks.
There is no clear suggestion as to what roleplaying game exactly the encounter is written for, but the ‘Challenge Rating 6’ of the encounter suggests either Dungeons & Dragons, Fifth Edition or the Pathfinder Roleplaying Game. That said, with the ‘Challenge Rating 6’ being the only mechanical element to the Lost Tome of Monsters: Free RPG Day Edition, the encounter can be very easily adapted to the roleplaying game of the Game Master’s choice.
Physically, the Lost Tome of Monsters: Free RPG Day Edition is decently done. The zombie ‘pinature’ is small, but nicely detailed and really quite cute. The card captures the zombie ‘pinature’ in all of its lurid detail on the back, whilst the encounter is given on the back. The text for that is small though, and not easy to read.
The Lost Tome of Monsters: Free RPG Day Edition is both cute and silly. The zombie ‘pinature’ is the cute, in addition to being gory, whilst the adventure is the silly, what with adventurers playing in ‘Ye Olde Local Game Store’ and a zombie wanting to play games. Overall, tongue in cheek and not without its charms, but definitely the weirdest release for Free RPG Day 2024.

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