Outsiders & Others

Reviews: I'm Going to Hell!

The Other Side -

 The Number of the Beast It's October, and my thoughts turn to scary things. And honestly, what could be scarier than a trip to Hell? There are a lot of great adventures to take your characters through. I can't review them all, but here are a few.

I DO still want to do my "A Barbarian in Hell" adventure sometime. These will help me out. 

So come with me. Let's go to Hell!

666: The Number of the Beast

PDF, 20 Pages, DMsGuild. $6.66

This one is fun. It's 20 pages long, and it takes its inspiration from both Dante's Inferno and Heavy Metal music. Sounds like my kind of mix, to be honest! This one also takes cues from a few different video games. This works if you imagine that your characters are already dead and in Hell and not traveling there as a "Soujurn in Hell."

This PDF sets up seven "boss battles" for characters in Hell. It can be used as described or as a supplement to an ongoing campaign in Hell, which is what I am using it for.

This is obviously for D&D 5e via the DMsGuild.

Nine Hells Adult Coloring Book

PDF, 48 Pages. B&W art (by design). $6.95 PDF / $8.98 Print

This is overtly a coloring book, but it is also a great resource for the Pathfinder version of Hell and stat blocks for the rulers of each level. Again this could be in the form of a "boss battle" or as a resource. Buy it for the coloring book, but stay for the backgrounds, lore, and stat-blocks.

The art from Jacob E. Blackmon is excellent as well, and there are some pieces here that would be a lot of fun to color. Now, where did my kids leave their crayons?

Nine Hells Adult Coloring Book Emirikol's Guide to Devils

Emirikol's Guide to Devils

PDF, 246 Pages. Color art. $15.00

From Sean McGovern, of The Power Score RPG blog.  So right away I knew this was going to be a well-researched product. Sean has been one of the best at deep lore D&D research in the blogging scene for years. He is meticulous and encompassing on any topic he tackles.

This is a massive volume at 246 pages and covers the Hells and its inhabitants. It takes D&D lore from as far back 1st/2nd Edition (I noticed that details from "Politics of Hell" are not really included though, but everything else is) and tries to bring them all together. It leans heavily into the 5th edition versions of Hells (naturally), and the book is presented like many of the newer 5e books, with notes from Emirikol the Chaotic and Natasha the Dark. 

The information makes for a great read, and there are some details I really enjoy. I like how the author explains the shift from Demon to Devil to Fiend for Succubi. There are plenty of stat blocks, which is good if you don't have all the devils and Archdevils. And there are plenty of new devils and backgrounds on playing characters associated with devils and the Hells.

The art is a mixed bag, as with any DMsGuild product, and I am not 100% on board with all the lore choices made here.  But there is enough text and information here to keep me busy. Plus any choice I don't like I can simply say "well, Emirikol got it wrong" or even "This was from Natasha when she was younger and not yet Iggwilv."

In any case, it is good to have multiple points of view on something as complex as the Nine Hells.

I do wish there was a printer-friendly version. This would be nice in my big red binder of devil information.

Dalor's Guide to Devils & DemonsDalor's Guide to Devils & Demons

PDF, 127 pages, Color art. PDF $19.99 / Print $34.99

Now this one was a bit of a pleasant surprise to me.  It is for 5e so I was expecting something akin to the DMsGuild products I had been reviewing. But this one reminds me of the best of the OSR in terms of look and feel, with solid 5e design and layout. Really the best of both worlds. The vibe I get from it is like the old Mayfair Demons series.

This book gives you a ton of new demons and devils and plenty of background and lore for them. There is even a fiendish language and alphabet. I am a little surprised this one doesn't have more sales because it is just a treasure trove of great stuff.

There are new demon lords, new arch-devils, cults and contracts, and even a new class. A little bit of everything really. 

--

See you in Hell!

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 4

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 Across the Ghoul Plain, the party gets deeper into this nightmare level.  Here they encounter a river of blood. The river runs slowly, but constantly.

Room 4

The river taps into the horrors of the Abyss, and the Vampire Queen tapped into this evil in another attempt to increase her own power. This river is a side effect.

The blood is poison. Drinking it will require a save vs. poison of taking 4d12 hp points of damage or save for half.

The party will need to find a way to cross it. It is 10' wide. There are materials laying around where the party could construct a raft.  There is a point about 1000 feet down where they can cross. They can also teleport, fly, or dimensional door across. 


October Horror Movie Challenge: Godzilla vs. Hedorah (1971)

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Godzilla vs. HedorahTonight is an "Attack of Opportunity" Pluto now has a Godzilla channel and I love it.  I have seen this one many times, but since tonight is "Mother Nature Strikes Back" I thought it would be a great choice.

Godzilla vs. Hedorah (1971)

Also known as Godzilla vs the Smog Monster this movie is what you get when the writers of Godzilla start to worry about pollution. Now Godzilla has always been social commentary, but this one seems a bet heavy-handed, and the monster...well Hedorah is just silly.  Still, I had good memories of this one as a kid and the battles for the most part hold up.

The teens in this one seem like some nihilist hippies. Thinking the world will end due to pollution (we will burn ourselves up first!) and deciding to have one last party on Mt. Fuji. Plus we get a rare spotting of Godzilla's ability to telepathically communicate with children. 

No, it is not good, even by cheesy late 1960s, early 1970s Toho standards. But it is still fun.

I still can't get that "Save the Earth" song out of my head from the English dubbed version. I watched the subbed version and it has the equally ear-wormy original version, "Return the Sun."

Mother Nature Strikes Back: All of the Godzilla movies are this at some level.  After all The Blue Öyster Cult sang "History shows again and again, How nature points out the folly of men." in their song "Godzilla." This movie turns that message up. Hedorah is like a polluted titan rising up to attack those who harmed its mother Gaia. Honestly, when reading over the list of themes this is the movie I thought of for today. So this works out well.

October Horror Movie Challenge 2023
Viewed: 4
First Time Views: 2


31 Days of Halloween Movie Challenge



D&DGII The Black Forest Mythos: Unser Vater

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Unser VaterKicking off the first of my posts about the gods of the Black Forest Mythos. For more details on this project and the background on who these gods are, please see the links section below.

Unser Vater

Unser Vater ("Our Father") is the chieftain of the gods. He is the father figure in both a spiritual and literal sense. He is the sky god and it is possible that this syncretic Norse-Roman god has a bit of other gods in his mix, including various Celtic and maybe even Christian beliefs. But make no mistake here this is a Pagan god.

This figure, like the Jupiter and Thor he is syncretized from, is the god of the sky, storms, especially lighting, and he is the one who defeated the Hüne (giants/titans) in the battle of the gods. 

He is temperamental and reacts more often than acts.

UNSER VATER (Father of the Gods)
Greater God

ARMOR CLASS: -2
MOVE: 12"/24"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-72 (6d12) (Thunderbolt)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80% (see below)

SIZE: M (6')
ALIGNMENT: Chaotic Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Lightning bolt on a grey sky
PLANE: ??????

CLERIC/DRUID: 14th level druid
FIGHTER: 25th level fighter
MAGIC-USER/ILLUSIONIST: 10th level Illusionist 
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 25 I:16 W: 18 D: 20 C: 22 CH:25

Unser Vater, "Our Father," is the chieftain of the gods. He rules because he is strong and powerful.  He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just, but he has a temper that can rage out of control.  He can usually be calmed by his wife, Herde Oberin.

This god appears as a tall, muscular man in his late middle age. He has grey-white hair and blue-grey eyes. He has a quick laugh and an even quicker temper. His appearance is that of a former warrior turned father figure.

He attacks with his thunderbolts, which he can hurl twice per round. He knows many of the secrets of magic and can also cast spells as a 14th-level druid and a 10th-level illusionist. No weapon or spell hurled through the air can harm or touch him. He is surrounded by a whirlwind that acts as a 15HD air elemental. He can summon up to 6 (1d4+2) additional 10HD air elementals at will. 

Unser Vater makes few demands on his worshipers other than to honor his name and remember that even in peace, war is always nearby. His followers are most often warriors, farmers in need of the rain he provides, and sailors. Heads of the household, male or female, invoke his name as their authority over others. Rangers and any who hunt giants are also his followers. They invoke his name on their hunts, and there is a 5% chance (10% if on his holy days/times) that he will offer a boon of +1 to hit until the next sundown. 

Sphere of Control: Storms, Rulership
Animal: Eagle
Rainment: (Head) Bare (Body) Simple white garments
Color(s): White, Grey, Red
Holy Days: Red Sunsets, Thursdays
Sacrifices: After storms, goat
Place of Worship: Any elevated area

--

Notes

I obviously need to flesh this guy out some more. BUT I want to do that as part of some actual play. The original Deities & Demigods had the advantage of working with myths that were (in many cases) thousands of years old. My myths are less than two years old but build on some solid and even old, ideas.

I am still determining what their home Plane is in AD&D. The Greeks and Romans had Olympus, and the Germanic and Norse people had Asgard. I am considering these in terms of my Rules for this. I can stick to history, but it must conform to AD&D first, somewhere near Olympus and Gladsheim.  Right now, if you were to ask me what one of his Pagan worshippers would say, well they would just point up to the sky.  I will cheat and look into the Manual of Planes for these answers.  But in a future post. 

 Additions I have made to the classic AD&D D&DG's stat block are to include a "WITCH/WARLOCK" line for class level and the information from the table in the back of the book for other details. I had considered doing some other details from AD&D 2nd Ed and D&D 3rd Ed, but in the end, I dropped those ideas when it became obvious that AD&D 1st Ed style would work best for me. 

These gods will not have Psionic powers. I have nothing against them (I love them, in fact), but the notion does not fit well with them.  This is a case where my Rule #2 overrides Rule #1.

My goal is to have a PDF of all of the gods of this Pantheon ready by the end of the month in D&DG format.

Links


This is another post for my RPG Blog Carnival Horrors, Gods, and Monsters.
RPG Blog Carnival

October Horror Movie Challenge: The Golem (1920, 2020)

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The Golem 1920It is not very often you can find two related movies that are 100 years apart. However, this is something that will become more and more common.  Today's Re-animated movies are the classic The Golem (Der Golem) and 2020's The Golem.

Both movie deal with the old Jewish legend of the Golem as a being made of clay and imbued with the word of Life/God to become a protector to the people. But if the Golem is kept around too long it also brings destruction to all those around it. 

The Golem: How He Came into the World (German: Der Golem, wie er in die Welt kam) (1920)

This movie is a classic in every sense of the word. It is slow, black & white and silent, but worth watching. You can easily see some of the design choices that would later go into the Frankenstein movies from Universal Studios. 

In this one, the golem is created to protect the Jewish people of Prague. A warning is given that if the Golem is still animated when the planets enter the house of Uranus the evil spirit of Astaroth will take it over. 

There is a bit where the Rabbi who animated the Golem uses it to impress the Emperor and save all his people when his place collapses. As expected the Golem turns to evil and begins killing people. Well, he kills a knight of the Emperor who has been sleeping with a girl (Miriam) who the Rabbi's apprentice wants. In the end the Golem is "shut down" by a girl who removes the scroll from his chest (not mouth as in the legends).

The Golem 2020The Golem (2018, 2020)

This is an English-language Israeli movie set during the Black Death. We see Hannah visiting a healer where we learn it was 7 years ago when her child had died. She sneaks off to listen to the Rabbi preach about the Kaballah (forbidden at the time). Her husband knows, but while not exactly understanding he is supportive. During her sister's wedding men from a nearby village bring in a plague-stricken girl. They blame the Jewish people and their sorceries for the plague. 

Hannah decides to use the book her husband smuggled for her to create a Golem to protect the village from these men.  We are given scenes where the Golem, in the form of her dead son, just beat the living shit out of these men; especially a group that attack Hannah alone and try to hang her.

In this we get the same story where the Golem protects, but after a bit it begins to turn on everyone. Int this case it seems to be connected to Hannah, who can feel it when the Golem-boy gets shot and sends it (unconsciously) to kill the woman she thinks her husband it having an affair with. 

The men leave when the daughter of their leader gets better, but come back to burn the village down after his daughter dies. The Golem wipes them all out and Hannah asks the golem to stop so she can remove the scroll from it's mouth. 

It is a good flick but only horror in the broad sense of the word. Hani Furstenberg as Hannah was rather great, to be honest, and the movie rides on her performances.


October Horror Movie Challenge 2023
Viewed: 3
First Time Views: 2


31 Days of Halloween Movie Challenge



Jonstown Jottings #82: Tiny Treasures

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Tiny Treasures: 2 pages of neat stuff for adventurers is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes six magical items that might be found at a market, on a caravan, hidden away, or on a body.

It is a two page, full colour 471.08 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

With slight effort, the items detailed can be adapted to the rules system of the Game Master’s choice.
Where is it set?The contents of Tiny Treasures: 2 pages of neat stuff for adventurers can be used anywhere.
Who do you play?
Tiny Treasures: 2 pages of neat stuff for adventurers does not require any specific character type. Worshippers of Lanbril, Humakt, Chalana Arroy, and Yemalio will find items items in this supplement to be of interest.
What do you need?
Tiny Treasures: 2 pages of neat stuff for adventurers requires RuneQuest: Roleplaying in Glorantha only. However, The Book of Red Magic and both Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses may be useful for the cult connections or significance that the items detailed in the supplement might have.
What do you get?Tiny Treasures: 2 pages of neat stuff for adventurers lives up to its claim. It is a two-page PDF which describes and illustrates six magical items. For example, the Healer’s Gourd is described as a simple clay vessel with Harmony and Fertility runes carved on it and the Thief’s Dagger is a bronze dagger with no crossguard, a matching sheath, and the handle inscribed with the Death and Illusion Runes. Water drunk from the Healer’s Gourd grants a free roll on the Degrees of Illness table in RuneQuest: Roleplaying in Glorantha to reduce the severity of the illness, whilst the Thief’s Dagger grants bonuses to attack and damage, but a bigger bonus to the Sleight skill when cutting purses and pouchstrings and the Conceal skill when attempting to hide the weapon on one’s person. All six items have a suggested retail price.

All of the items are given a simple description and explanation of its powers. Alongside the text for each one is a simple illustration.
There is already a treasure sourcebook for RuneQuest: Roleplaying in Glorantha available on the Jonstown Compendium, Treasures Of Glorantha: Volume One — Dragon Pass, which is more expansive and detailed. The contents of Tiny Treasures: 2 pages of neat stuff for adventurers are more serviceable than necessarily noteworthy. Their barebones description means that they do not readily feel tied to the setting of Glorantha. Had each been given a legend or history, this might not have been the case, but the lack of legend means that the Game Master has scope to create her own entirely from scratch for each of these magical items.
Is it worth your time?YesTiny Treasures: 2 pages of neat stuff for adventurers is a useful addition for the Game Master looking to add some potentially interesting artefacts or treasures to her campaign, if she is willing to develop some history or legend attached to them.NoTiny Treasures: 2 pages of neat stuff for adventurers details items which might to be too magical for the Game Master’s Glorantha, too much like magical items from another fantasy roleplaying game, and lacks the background for each which might alleviate either issue.MaybeTiny Treasures: 2 pages of neat stuff for adventurers works better for a high adventure style of play such as that for 13th Age Glorantha.

Monstrous Mondays: D&DGII The Monsters of the Black Forest Mythos

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Welcome to the first Monstrous Monday of October 2023. Monstrous Mondays are always a treat for me in October since I can really do some of my favorite monsters here. This October is special for a number of reasons.  First, we have five Mondays in October this year so that already feels like a bonus monster. Secondly, I am going to do monsters of the "Black Forest Mythos" for my speculative Deities & Demigods II project. And finally this is my first *real* entry for the October RPG Blog Carnival: Horrors, Gods, and Monsters.

Photo by Michiel Annaert on Unsplash

The Monsters of the Black Forest

A brief recap of what this project is. I speculated on a combined Roman-Norse Pantheon taking root somewhere in the Black Forest region of Germany in the 6th or 7th centuries AD. While there are some similarities between the gods I am working on and their Proto-Indo-European ancestors, I am not trying to recreate the PIE gods.  I am not doing archeology or comparative anthropology here. I am doing game design.

The goals then for this pantheon (and their monsters) are:

  1. It is for use in a game first and foremost, and AD&D 1st Edition in particular
  2. I want to stick as close to history as I can unless it violates #1 above. 
  3. I want to write this as something I would have written in 1985-6.

Why that last rule? I want to capture the feel of what I felt was peak AD&D 1st for me.  And since today I am talking about monsters, I have a fourth rule just for them.

  1. Monsters need to reflect the tales and fears people of this age would have had. 

Pretty simple, really. My idea is that the Romans fleeing the fall of Rome would have brought their gods and monsters, from house spirits to more horrible things. Same with the Germanic/Norse people. The monsters need to be scary but also fit the myths (#2) and be something that works in an AD&D game (#1).

Beware the Forest

I live in a huge metropolitan area (Chicago), I grew up in a small town, but it was still a town. My wife grew up in the country. We went to college near a very old forest (Shawnee National Forest), so I understand why people in late Antiquity and the Middle Ages feared the forest. It is where witches, goblins, and, worst of all, the Devil himself lived.  The people who made these myths lived in one largest forests in Europe, the Black Forest of Germany. I really want to lean in on that and capture WHY this is a scary ass place. Their gods are for solace in a changed world, the monsters though are a lot closer at hand.

I don't want this place to be scary. I want it to be terrifying.

Of Gods and Monsters

One of the things I loved about the Deities & Demigods was getting new insights to old monsters. Old in two senses. First, the obvious one, these were monsters from mythology. Secondly, old in the sense that they may have already been part of the Monster Manual and now get a new (or old as it were) version.  The best example of this is the Greek Myths. So many monsters in the Monster Manual (even true still today) came from Greek myths. Using them in context changes them a bit.  This was one of the things I explored in my One Man's God series

The same will be true here.  So to start off I want to revisit some monsters I have posted here and talk about how they fit into this new/old/different worldview. 

Aglæca

Ah. Now this one is kind of my poster child for these myths. The Aglæca, as I have built it, is the monster type that Grendel was. Grendel's mother then was an Aglæc-wif. Why poster child? Well back in grade school (pre-1980) I read this book of myths that I would love to find again. It had all the Greek myths, then Norse, and finally, it ended with Beowulf. In my young mind, there was a progression in these tales as time went on. One lead to the other in a mostly unbroken line. That isn't exactly how it happened, but for these myths I am going to assume they did.

Elves

Elves are tricky since they are an established AD&D mainstay. So there are light elves (the PCs) and there are "other" elves. 

Hag, Hyrrokkin

These hags are related to the giants/titans/Hüne.

Hüne

The Titans of Roman myth and the primordial Giants of Norse/Germanic myth. I created these just for these myths.

Kobolds

Kobolds are part of Germanic myth and the D&D interpretations have moved a bit away from their mythologic and folklore counterparts. Don't get me wrong, I like D&D Kobolds. I just like my versions as well. 

Sennentuntschi

No reason other than it is a cool monster.

Trolls

Trolls and Ogres will be smooshed into one type of creature called a Troll. They are the offspring of the giants (Norse ideas) and are fairly elemental (Roman ideas) in nature. Though like the trolls and dwarves of Germanic myths, they turn to stone when exposed to sunlight.

Others I am considering are: 

This is a good start. I have some new ones for the rest of this month and I think it will be a great project.

Miskatonic Monday #221: Dreams of Ghaa-Xothal

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.

—oOo—
Dreams of Ghaa-Xothal is that rare creature on the Miskatonic Repository—a campaign! Beginning in London in 1924, it will take the Investigators across the capital, and under it, and then into the ‘Garden of England’. From there, the Investigators will leave the shores of England to ascend the heights of the world and then far below... The campaign consists of twelve chapters and concerns the uncovering and thwarting of a grand attempt to both undermine the financial well-being of the British Empire as an act of revenge and ultimately free an alien god and enslave all of humanity. This is definitely a campaign in which King and country matter, and if the Investigators succeed, they will be summarily recognised and ignored in equal measure!
Dreams of Ghaa-Xothal is written primarily with British Investigators in mind, but comes with enough detail to cover both the historical and cultural basics the campaign requires. This includes the use and availability of firearms during the period. The campaign downplays both use if not availability, at least not without good reason, and whilst there are opportunities for combat in the earlier chapters of the scenario, in general, running away is a better option. Both because the Investigators are likely to get hurt and because his majesty’s constabulary is likely to take an exceedingly dim view of gunplay, let along crimes being committed with guns. That view is likely to be dimmer still if the perpetrators are American. The tone of the campaign is split. What the Investigators will confront in terms of the villains of the piece, their plans, and the forces at their command—both ordinary and outré—veer towards the Pulp genre. What the Investigators are expected to do, involving a lot of investigative footwork and sneaking about, veers away from the Pulp genre to the drier Purist style, but never gets that far.
In terms of Investigators, Dreams of Ghaa-Xothal has no specific demands, but Private Investigators or Inquiry Agents will be easy to get involved, as will Journalists. Ideally, there should be between two and four Investigators. Optional rules cover infections and cholera—the Investigators will find themselves venturing into the sewers beneath London multiple times, how to handle locks, interpersonal skills, Luck, and spells. Locks, in particular, are challenging, and as well as guidance for the minimal skill level required to open the many locks throughout the campaign, assigns every lock the equivalent of Hit Points to indicate how much damage has to be inflicted before it breaks. Skills are given ratings, from 05% and below and Novice to 90% and more or Master. Whilst most skills require a Regular simply be passed simply on the basis of their Skill Rating and a straightforward measure of what they know. In addition not all spells in the campaign need be learned by poring though the pages of a Mythos Tome and these specific, campaign-related spells, tend to be easier to cast than most spells are first time.
Dreams of Ghaa-Xothal begins with the parents of Mary Perkins, a promising journalist working in Fleet Street for The London Evening News, engaging the Investigators for their help. Mary has disappeared and the police believe that she has eloped with a married man who is wanted for theft from his former employer and simply closed the case. Her parents disagree, believing that Mary would never act in such a manner that would bring shame to a respectable family like themselves. The question is, was Mary investigating something that got her into trouble?
It is a classic set-up, but investigation reveals that Chinese gangsters are as equally interested in Mary’s disappearance, so it at least looks there is substance to her parents’ concerns. Further clues lead the Investigators into something deeper and far more dangerous, something that involves a very well-connected import and export business, militantly radical politics on both the Left and the Right, and an extraordinarily reclusive member of the minor aristocracy whose plans for the cult he leads will have a profound effect upon, first, the economy of the British Empire, and then the fate of the empire itself.
Much of the campaign involves mundane investigation—visiting homes and libraries, conducting interviews and research and so on, just as you would expect. Stealth, if not outright breaking and entering will also play a big role in the investigation. This is not to say that the campaign is without its extraordinary moments. Far from it. Dreams of Ghaa-Xothal has an incredible grand set-piece that almost acts as the campaign’s finale that will amaze Keeper and player alike for its audacity out of game, and the Investigators in game. Apart from the energetic tumult of terror in this scene, some of the best scenes of horror come in the ‘Garden of England’, in the village which has been subverted by the cult at the heart of the campaign’s plot and in the home of the villain of the piece. These all serve to personalise the weirdness and the horror of the campaign and nicely subvert the rural idyll into something akin to folk horror. The culmination of the campaign in far off Tibet is perhaps more weird than horrifying, though the steps needed to get there are horrifying. The campaign’s epilogue has a nasty sting in its tail, but does leave it to the Keeper to fully explore the outcome of that sting…
As written, Dreams of Ghaa-Xothal is playable and playable without too much adjustment upon the part of the Keeper. Where it has issues it is in the detail. The campaign is overwritten and there is an incredible amount detail throughout, a lot of it devoted to individual locations, many of which the Investigators will visit multiple times over the course of the campaign. Another is the campaign’s tone. The campaign itself leans towards to the pulp genre, especially in the campaign’s oh so big, grand set piece and in the amount of Cthulhu Mythos knowledge that some of the NPCs possess, but a lot of the tone of the investigation is much drier, more purist. The latter is heavily supported by the surfeit of clues and handouts that threaten to overwhelm the players let alone their Investigators. Then there is the issue of Sanity rewards and losses, the former feeling something stingy in places.
The campaign is supported with two supplements. The first collects the almost fifty or so maps that showcase the various locations throughout the campaign. Some of these are left blank for the players and the Investigators to explore and fill in, but together they help detail the eleven or so locations that appear in the campaign. In addition, there are several period maps of London where the action of the campaign will take place. The second collects the campaign’s handouts. All ninety-six of them. To be fair, neither the maps nor the handouts are of great artistic merit. The handouts are better than the maps in that department, but in general, the best that can be said of them is that they are serviceable and they convey their intended information. In fact, this is not the best that can be said of them since the Keeper can access both supplements separate the campaign itself and easily provide them for her players and their Investigators.
Physically, Dreams of Ghaa-Xothal is decently presented. It needs a slight edit in places and it is busy in others. There is, after all, a lot of information to get through. One nice touch is the number of period photographs given throughout the campaign. These not only depict London, but also every NPC who appears in the campaign. It is a pity that these are not collated into a supplement of their own like the maps and the handouts. The campaign has so many NPCs and accompanying portrait photographs that they actually deserve an album of their own, complete with space for the players to add notes of their own like a scrapbook. The photographs contrast sharply with the full colour pieces of artwork depicting starscapes and other strange vistas which dot the pages of the campaign, depicting the ‘Dreams of Ghaa-Xothal’.
Campaigns are not easy to write. Campaigns for publication on a community content programme where the easiest thing to do is pump out one one-shot after another, are really not easy to write. Then they have the problem of vying for attention amongst that sargasso of one-shots. In the face of this, the author of Dreams of Ghaa-Xothal deserves our praise for even attempting such a herculean task. The fact that he has completed it and more importantly that the resulting Dreams of Ghaa-Xothal is rich, detailed, intricate, and actually works so that another Keeper can take it and run it, deserves not just praise, but accolades of its very own. Call of Cthulhu, Seventh Edition has a new campaign and it has not come from either Chaosium, Inc. or a licensee, but the Miskatonic Repository, so fulfilling the ambition of that community content programme by delivering a grand campaign whose format can be traced all the way back to Shadows of Yog-Sothoth.

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 2

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 This level opens up to a very wide area that is obviously a cemetery or some sort of open-air mausoleum. There are grave markers, but most of the graves have been disturbed and are empty of occupants.  There are also stone mausoleums here as well.

Room 2

This large expanse (600' x 600') is also the feeding ground for 4d6 ghouls. They are attracted to the scent of the party's blood.

The ghouls come from all over this expanse, so at least 2d4 will not show up till a round after the first batch. 

Searching the various tombs will turn up 2d12 x 10 GP worth of coins. 

October Horror Movie Challenge: Beber de tu Sangre (2020)

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Beber de tu Sangre (2020) Let's get started!  My first movie of this 2023 October Challenge with a First Time Watch. My plan for this year was to watch nothing but Spanish-language movies this year to improve my Spanish.  I still might, but tonight's choice has me rethinking this. First, my grasp of Spanish is good and getting better, but not where I wanted it to be.  Secondly, tonight's movie was a bit dull.

Beber de tu Sangre (2020)

Beber de tu Sangre, or "Drink Your Blood" and called "Violent Delights" in English is a Mexican movie about vampires. I had pretty high expectations here for my first. Many of the movies from Mexico I have really enjoyed. This one also could be a stand-in for "Best Gratuitous Nudity." 

The plot, at least as far as I can tell is "What if you took the two couples from the first few minutes of The Hunger were given their own movie. Well...not exactly but the vibe is right.  Our couples are  Lizeth and Javier (human) and Alani and Gabriel (vampire).  These are not your typical vampires though as Alani wants a baby.

There is a weird sexual dynamic between the four with plenty of gratuitous nudity and sex, some weird vampire-like stuff. 

I can't tell if they wanted to do "The Hunger" or "The Last Lovers Left Alive" sort of avant-garde vampire movie or what they were looking for. 

Still, the worst part here is that the plot is all over the place, and in the end it goes nowhere.

Ah well. Still, I am going to get to some more Spanish movies this year for sure.

October Horror Movie Challenge 2023
Viewed: 1
First Time Views: 1


31 Days of Halloween Movie Challenge

ITS OCTOBER!! RPG Blog Carnival and Horror Movie Marathon

The Other Side -

 It's October here at that Other Side, and you know what that means!

I have a TON going on, so let's get going.

//www.pexels.com/photo/lighted-jack-o-lantern-decors-619420/Photo by Toni Cuenca: https://www.pexels.com/photo/lighted-jack-o-lantern-decors-619420/

RPG Blog Carnival

It has been my pleasure to host the RPG Blog Carnival in the past, and I am happy to do it again this October the spookiest of all months.

This month my topic is Horrors, Gods, and Monsters

I am going to spend some time talking about monsters, myths, gods, and all sorts of horrors. Additionally, I am going to present my take on the Deities & Demigods II concept I have been working on.

While I have been doing a bit of work on all of them, I think the one I am ready to share is my Roman-Norse Pantheon in Deities & Demigods format. While I have not settled on a name for the pantheon just yet I am leaning into something like "The Black Forest Mythos" or "Der/The Schwarzwald Mythos."  Not exactly original, but it does capture the right feel. 

I have gods, and, yes, monsters to share for this project, and hoping that October will be my month to bring it all to light.

If you want to participate in the RPG Blog Carnival on this topic, just post what you want (that concerns this topic) and share your link below. Or share it on social media with the #RPGBlogCarnival hashtag, and feel free to tag me.  I'll do a round-up of all the posts in November.

RPG Blog Carnival


Horror Movie Marathon

This year, I am pleased to join the 31 Days of Halloween Movie Challenge from Pun Issac over at Hall of the Nephilim

31 Days of Halloween Movie Challenge

Here is the text version:

Daily Prompt

  1. First Time Watch
  2. Reanimated
  3. Mother Nature Strikes Back
  4. Foreign Language
  5. What A Twist
  6. Anthology
  7. Teen Angst
  8. Horror Comedy
  9. Slow Burn
  10. Body Horror
  11. For The Kiddos
  12. Black and White
  13. Inspired By True Events
  14. We Are the Weirdos Mister
  15. Pretty Blood Suckers
  16. Something Fishy
  17. Underrated
  18. Clown(s)
  19. Folk Horror
  20. Monstrous Blood Suckers
  21. Summer Camp
  22. Howl at the Moon
  23. Best Soundtrack
  24. Slasher
  25. Found Footage
  26. New Movie
  27. Favorite Horror Director
  28. Sci-Fi Horror
  29. Man is the Real Monster
  30. Remake Is Better Than the Original
  31. All Hallows Eve

 Alternates

  • Torture Porn
  • Blaxploitation
  • Video Game Movie
  • Cults
  • Best Gratuitous Nudity 

A few of these might be re-watches.  I wanted to do all Spanish language horror this year, but I might still get some in. I am not as far along in my Spanish as I had hoped.

This year the rules will be a little different for me. Instead of watching 31+ movies with 20 new I'll be following Pun's list above. 

Want to join us? Just watch some movies!

#Dungeon23

Still doing this! Interesting note. Nearly every room in this is based on something I have encountered in my day, typically on my walks with my wife every night. October is going to my "Temple of Really Bad Dead Things" month. If you know the reference, then you are doing good! And likely need to schedule your colonoscopy. 


Double OU

Reviews from R'lyeh -

Far to the north stands Fort Enterprise, the northernmost outpost of the Murian Empire in Stonespear Province, on the edge of ‘Upper Mastodonia’, a region only revealed decades ago the giant glaciers that covered the area retreated. Here was the last sighting of the gallant Prince Eyraen, brave warrior son of Syantides, Sorcerer-King of Mur, who departed with his men to descend via nearby entrance into the Underworld and there below, take revenge upon a minor chaos godling known as Shaggath-Ka. Sadly, he has not returned and is presumed lost. Soldiers under the command of Fort Enterprise’s captain went after the prince, but they too failed to return and are presumed lost. Now it is the turn of the adventurers, for it is hoped that a smaller party, one better suited to stealth (or even diplomacy!), might succeed where the troops failed. Not necessarily to find the probably fallen prince, but to return a great magical artefact that he stole from his father’s treasury before he left for the north. Descending down a thousand feet long ladder, the Player Characters will follow in the prince’s wake, discovering fantastic locations such as the ‘Beetletown Welcome Centre and Dwellings’ and ‘Local Franchise Temple of Nul’, regional church of the Cult of the Mindless God and some truly fantastic encounters on the ‘Encounters & Other Random Weirdness’ on the event table, like being engulfed in a ‘Mutagenic Cloud’ and have their lips gain tentacles, getting to trade with a Slugman on a business trip, or engage in a metaphysical debate with a Woolly Neanderthal on a spirit quest.
This is the set-up for Operation Unfathomable, a high-level dungeon designed to be played by First Level Player Character. Developed from a convention scenario published in Knockspell #5 and published by the Hydra Cooperative, LLC for use with Swords & Wizardry rather than the usual Labyrinth Lord of other Hydra Cooperative, LLC titles, Operation Unfathomable would be a Judges’ Spotlight Winner in the 2018 Ennie awards and as one of the best dungeon adventures of 2018 made the Reviews from R’lyeh Post-Christmas Dozen 2018. Now Operation Unfathomable has returned and once again, you can explore the Jack Kirby-style weird and gonzo Underworld in the company of Blue or Grey Dwarves, Underworld Otters, Citizen Liches, Woolly Neanderthals, and Underworld Rangers, but this time for use with Goodman Games’ Dungeon Crawl Classics Roleplaying Game. Plus, the world up above the Underworld of Operation Unfathomable—the Upper Mastodonia or the Odious Uplands—has been developed to provide a sandcrawl that the Player Characters can explore after their excursion below. All of which has been combined into one volume, Completely Unfathomable.

On one level, the Judge could take Completely Unfathomable and just run Operation Unfathomable. However, Completely Unfathomable includes everything in the original version of the scenario and the Operation Unfathomable Players’ Guide. This includes the new Classes—the Blue Dwarf, which specialises in surveying and repairing the tunnels and ancient machinery of the Underworld; the Grey Dwarf, whose hatred of Chaos godlings has transformed him into an explosives-laying anarchist; the Underworld Otter, a magically-uplifted species whose sense of frivolity and fun often gets him into trouble, including picking locks and pockets; the Woolly Neanderthal, from Mastodonia, can summon strength to kill giants and carry out great feats and can survive in the wilderness; the Citizen Lich, really, really hard to kill, unrecognised by any god, enthrals the undead, and capable of only learning the spells they knew in life; and the Underworld Ranger, trained and equipped to fight the Primal Chaos found in the Underworld. There is guidance too if the scenario is to be run as a Character Funnel and the complete ‘Operation Unfathomable’ comic strip. There are details too, where Completely Unfathomable differs from standard Dungeon Crawl Classics. Fortunately, there are only two. One is that many of the campaign’s arcane spellcasters have magics of their own, necessitating a simple table of effects for all of their spells rather than the Judge having to referring to the multiple spell tables in the Dungeon Crawl Classics rulebook. The other, perhaps more of a fundamental change, is its treatment of Law and Chaos, and the arcane and the divine. It differs from Dungeon Crawl Classics in that Chaos is an intrinsic part of the world rather than an outlook or attitude and that there are no gods. Instead, Clerics are arcane spellcasters who use religious practices and beliefs to cast their spells. This is not say that there are no Patrons in the setting of Completely Unfathomable, as there are, but they are not necessarily divine. The Judge is, of course, entirely free to ignore this.

Of course, the other way to use Completely Unfathomable is have the Player Characters travel to Upper Mastodonia via the massive caravanserais drawn by moustachioed yaks to Fort Enterprise, the heart of government in Stonespear Province. Along the way, they will see herds of mammoths and mastodons, fortified polebarges travelling down river, sabre-toothed apes watching from the forest, and the Chaos Aurora—a scintillating ribbon of light—flickering around Mount Impossible with its doughnut-shaped top. Fort Enterprise, built and governed by a former barbarian-adventurer suffering from middle-age spread, is home to a Wizard’s dormitory, a Tree of Jobs, a beer garden, and docks as well as the all-important Monster Alert Sign which indicates whether Koloko, a giant monster Man-Ape is in the vicinity and whether or not he will attack. It is updated regularly. The Player Characters may find work from the Tree of Jobs, such as putting a stop to Sephilax, the newly appeared Chaos godling before it becomes a real threat or culling the nearby lake of its dangerous kraken population. Of course, once at Fort Enterprise, the Player Characters are likely to find themselves pressganged into going after to Prince Eyraen, an effort fully detailed in Operation Unfathomable. When they return, then they can explore the wilderness spread before Fort Enterprise, that is, if the imperial authorities let them…

Fort Enterprise itself is full of details, NPCs, jobs, and rumours, all of which can be used to nudge the Player Characters to travel and explore. Once they do, they will discover a province pockmarked with generic locations—sites of dead adventurers, fossil sites, fungal blooms, and sabre-toothed ape nests—and named areas. The generic locations are supported with tables used to randomly generate what might be found there, such as the state of the bodies, what killed them, and what might be found there at sites of the dead adventurers or the simple ‘We Search the Fungal Bloom Table’ of the fungal bloom sites. The process is fast and simple, but the Judge may want to develop content of her own here as there are a lot of these sites and the content could easily be exhausted. The named areas of interest, range from the Crab Forest, the Frost Giant Forest, and the Fossil Forest to the Dominion of the Mammoth King, the Underworld Incursion, and the aforementioned Mount Impossible. All begin with a table of encounters—all very nicely detailed—before going on to describe in detail the actual individual areas of interest. Individual areas of interest are relatively small, there being no big dungeon or similarly large location in Upper Mastodonia—only under it—and none amounting to more than ten described rooms.

There are some truly memorable and utterly odd encounters to be had in the Odious Uplands. In the wetlands, the Player Characters might encounter Athohta, the cat-fish god who will talk via the face at the end of her tentacle-tongue and perhaps give aid in the search for and defeat of Sephilax; a tower of enlightenment which was partially buried by stoney debris by the movement of the glaciers, being explored by a rival outfit, which happens to be home to Old man Dinosaur, the ghost of a very old tyrannosaurus rex; Crook-Ah-Ah, Man-Ape Immortal Oracle and Tattooist, who will provide help in defeating Sephilax, but only in the form of tattoos drawn on the Player Characters’ backs; a secret joint invasion by the Science Fungoids and the Nul Cult in a link to the encounters to be had underground in Operation Unfathomable; and the Inn Invisible, an out of time guest house from 1973, Lake Geneva, Wisconsin, which has been turned into a retreat for the nobility and the wizards of the Murian Empire. Throughout, every location and every NPC, encountered is described in succinct, bullet point fashion, engaging presenting descriptions and details in easy to find on the page and easy to digest fashion. For the NPCs, this includes possible motivations and some samples of what they might say when encountered. These in particular, really help the Judge to portray these NPCs.

In addition to Operation Unfathomable and the Operation Unfathomable Players’ Guide, the campaign includes several thorough appendices. These provide the Judge with background information on chaos, the Underworld, and the Beetle Empire, the Temple of Nul and its cult which encourages members to replace their heads with an aerial-like implant that makes them unsurprisingly easy to control, fully detailed hirelings, and ways of replacing the Player Characters should they die. Full stats and details are given for all of the monsters that appear in the Operation Unfathomable and Odious Uplands halves of the campaign, from the Two-Headed Ape Mummy, Sabre-Toothed Ape, and the Giant Bardolph (if you were to think William Shakespeare’s Bardolph* cloned using Science Fungoid technology, then you would be wired, but right) to Vat Goons, Moustachioed Yaks, and Worm Soldiers. Numerous items of equipment, devices, and treasures are detailed, starting with the Anti-Chaos Pills the Player characters need to take to survive the Underworld, whilst new spells include Send and Receive Magic Missive, Create Newt-Man, and Hell’s Mandibles. Finally, Athohta the Catfish God, the Mammoth King, Nul the Mindless God, Sephilax, Shaggath-Ka the Worm Sultan, and others are given as Patrons, should the Player Characters want to pledge themselves to these strange, and not always benign beings…

* Bardolph the Beer Hound, Underworld Ranger, provides an ongoing commentary in Operation Unfathomable on his adventures in the Underworld. He has less or little to say about the Odious Uplands.

Physically, Completely Unfathomable is very well presented. The writing never lets up on being engaging and intriguing, constantly pulling the reader further into the setting and bringing to life the fantastic artwork which appears through the book. It is cartoonish, but heavy and imposing, adding a weight to the world described in Completely Unfathomable.

Operation Unfathomable is a great adventure, constantly veering between the weird and the baroque, never letting its weirdness tip over into silliness and always presenting the Player Characters with an Underworld that is both lived in and strange, but perfectly normal to those that live and work there. With Completely Unfathomable though, it brings the baroque Science Fantasy of Operation Unfathomable to the surface of the Odious Uplands, which have the rough primal feel of a land that has never felt the touch or influence of mankind, waiting to be explored and its secrets revealed even as explorers from below have begun their operations. The Judge is given a wealth of detail, NPCs, hooks, and more to help get started and then she had everything she needs to run a player driven campaign.

Completely Unfathomable is a very good sandcrawl campaign. It has a primeval brilliance that combines the Science Fantasy of Saturday morning cartoons with the sybaritic loucheness of the Melnibonéan empire in a wild, untamed frontier and supports its with plots, hooks, NPCs, monsters, and more aplenty. For the Dungeon Crawl Classics Judge, Completely Unfathomable is great campaign that will provide months and months of memorable Appendix N Swords & Sorcery & Science gaming.

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 1

The Other Side -

 Coming down from Level 9, Room 15, the party will still feel the pressure of the overwhelming necromantic presence that is common to this level.

They head down a worn set of stairs that descend into darkness. 

Room 1

For this entire level, healing magic does one less than typical, even to healing 0 hp (if a 1 is rolled).

Spells that cast light (light, continual light, daylight, faerie fire) are reduced in range by 5' or reduced in duration by 1 turn or otherwise reduced to 80% of duration or range.  

1983: Enterprise – Role Play Game in Star Trek

Reviews from R'lyeh -

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

—oOo—

It is often forgotten that Star Trek: The Role Playing Game, published by FASA in 1982 was not the first Star Trek roleplaying game. It is often forgotten that Call of Cthulhu, published by Chaosium, Inc. in 1981 was not the first licensed roleplaying game. The very first licensed roleplaying game and the very first roleplaying based on Star Trek was Star Trek: Adventure Gaming in the Final Frontier, published by Heritage Models, Inc. by in 1978. If the first roleplaying game based on Star Trek is all but forgotten now, there is a third roleplaying game based on Star Trek which remains almost unknown which in its own way is equally as important as Star Trek: Adventure Gaming in the Final Frontier. For if Star Trek: Adventure Gaming in the Final Frontier is notable as the first licensed roleplaying game, then Enterprise – Role Play Game in Star Trek is notable for being the first domestic roleplaying game to be published in Japan and the first licensed roleplaying game to be published in Japan. Enterprise – Role Play Game in Star Trek was published in 1983 as a boxed set by Tsukuda Hobby, which at that time was better known for its wargames and model kits. In 1983, Enterprise – Role Play Game in Star Trek came as an eye-catching box set that included a twenty-page Rulebook, thirteen-page Adventure Book, fifteen double-sided Character Cards, two twenty-sided ten-sided dice, and one six-sided die. What is being reviewed here is not a copy of the original roleplaying game, as that would be almost impossible to obtain, but rather a translation that has been collated into a slim, fifty-eight-page hardback. The rules though, remain the same, even if the format does not.
A Player Character in Enterprise is defined by his Race, several abilities or traits—Strength, Dexterity, Intellect, Charisma, and Luck, Alignment, and one or more Special Abilities. The roleplaying game’s ‘Alien List’ includes Andorians, Talosians, Romulans, Metrons, Eugenic Superhumans, Organians, Klingons, Medusans, Melkotians, Tellarites, Zetrians, Gorns, M113 Monsters, Horta, and Vuclans. It does not say, though, which of these are suitable for use as Player Characters. All have an Alignment, one or more Special Abilities, and possible ability modifications. All five abilities range on the three to eighteen scale. Strength is both the amount of damage a Player Character can withstand and the chance he has of defeating an opponent in hand-to-hand combat; Dexterity is used to determine Initiative in combat and with the Mechanical Repair Special Ability to disable traps; Intellect determines if the Player Character has the Medical Talent or the Science Talent and can help him gain allies; Charisma to help him gain allies, but from force of personality rather than intellect; and Luck is used to avoid traps. Alignment includes Logical Good, Logical Bad, Neutral, Emotional Good, and Emotional Bad. It is easy to map the characters from Star Trek: The Original Series onto this array. The four Special Abilities are Mechanical Repair, Medical Talent (Treatment), Science Talent, and PSY Talent (ESP). Some aliens automatically have the PSY Talent (ESP), but Humans only have 10% chance of doing so. A Player Character’s chance of having the other three Special Abilities is based on their associated abilities. It is possible to create a Player Character who has multiple Special Abilities or none, depending upon whether the player rolls well or badly.
To create a character, the player selects a Race, rolls four-six-sided dice for each ability and deducts the lowest, and then rolls for each Special Ability. The process is very quick and easy. Alternatively, the player could select a member of the crew of the Enterprise. The roleplaying game comes with a double-sided Character Card for each as well as several opposing characters. Each Character Card lists the various statistics, Special Abilities, and has space for tracking hits, making notes, and so on, whilst on the front is a photograph of the character. There are fifteen Character Cards, three of which are blank for the player’s use, whilst the rest consist of Kirk, Spock, McCoy, Uhura, Scotty, Sulu, Chekov, Chapel, Rand, Commander Kang the Klingon, Stonn the Vulcan, and Subcommander Tal the Romulan.
Name: Rosana GuimarãesRace: HumanAlignment: Emotional GoodSpecial Abilities: Mechanical Repair, Science TalentStrength 10 Dexterity 13 Intellect 12Charisma 15 Luck 16Equipment: Science Tricorder, Type II Hand Phaser, Communicator, knife and three days water and food.
Mechanically, Enterprise – Role Play Game in Star Trek uses percentile dice, but that is about as standard as it gets, and not because the Game Master uses the six-sided die to determine if the Player Character senses something hidden—a door or a trap—and which Player Character an enemy targets in a fight. After that, everything else is a subsystem of its own, each straightforward in itself, but different enough to require referring to a table each time. So to find out if a Player Character discovers a trap or hidden door, the player needs to roll 30% or less, modified by his character’s Luck and to avoid a trap if triggered, is another percentile roll, the number determined by the character’s Luck after consult the ‘Avoid Trap’ table. The chance is equal to 50% if the Luck value is 13, then modified by 5% up or down depending upon the Luck value. However, consulting the ‘Bypass Lock or Trap’ table, the required number is based on Dexterity and the chance is equal to 50% if the Dexterity value is 10. Undertaking tasks such as analysing or repairing a piece of equipment or an artefact requires the Player Character to have the Mechanical Repair Special Ability and his player to roll under the device’s Repair Probability, for example, 20% for a Universal Translator. If a Player Character has the Science Special Ability, he can use a computer or tricorder without any problems. Enemy computers are assigned a percentage, which the Player Character must roll under to be able to use. There are no modifications from the abilities on any of these rolls, so effectively, a Player Character with higher stats has a higher chance of having a Special Ability, but not a better chance of using it.
Encounters with NPCs are either hostile or non-hostile. Hostile NPCs always attack. Encounters with non-hostile NPCs require an Alignment Check. The Game Master compares the Alignments of the Player Character and the NPC. This determines the attitude of the NPC, either Domination, Equality, or Deception, which is kept secret from the player. The player then guesses what the NPC’s attitude is and selects his character’s approach, either Domination, Equality, or Deception. If the player is correct in guessing the NPC’s attitude, he can make an Attitude Option roll, again, either Domination, Equality, or Deception. This is a base percentile roll modified by either the Player Character’s Charisma and Intellect, sometimes both. If successful, the NPC becomes an Ally under the player’s control, joining the party of Player Characters. If the Alignment Check fails, the NPC becomes hostile and attacks, although it is suggested to the Game Master that depending upon the scenario, if the roll is failed, an NPC can still appear to act in a friendly manner towards the Player Characters, only to betray them later or act hostile initially, only to become an Ally later.
The Alignment Check and interaction rules for NPCs are not developed enough to work effectively. There are no bonuses or penalties to determine the effect of the three approaches—Domination, Equality, and Deception—working against each other. Unless the player successfully guesses the NPC’s attitude, the results are binary—failure, if not open hostility and combat. Also, the rules state that, “Regardless of whether or not the Alignment Check is required, the GM should roll the 20‐sided dice. Otherwise, the player may be able to discern whether or not they were right or wrong about the attitude of the NPC.” At this point, it is not clear what the Game Master is rolling for. Only in the accompanying example, does it become clear that the Game Master makes the Attitude Option roll and not the player.
Once surprise and initiative has been sorted, combat begins with dividing the combatants into groups of three on each side and the Game Master the values of a six-sided die to help randomly determine who targets who. Ranged combat is based on range—determined by the weapon’s range bands and distance to the target—and the attacker’s Dexterity. The result is a percentile value that the player or Game Master must roll under. The Game Master also has the option of applying penalties if the target is dodging, lying prone, or behind cover, but there are no standard penalties given. Damage from energy weapons is deadly—a ten-sided die’s worth for a Hand Phaser’s Destruction setting and instant death for the Dematerialise setting. The Stun simply renders the target unconscious.
Hand-to-hand combat involves not so much out and out brawling as attempts by the combatants to knock each other out. The two combatants’ Strength Ability ratings are compared. If they are equal, they have a hand‐to‐hand combat value of 50%, this the chance of knocking each other out. A higher Strength than the opponent will increase the hand‐to‐hand combat value, whilst a lower Strength will decrease the hand‐to‐hand combat value. Being armed with a knife or a stone count towards the hand‐to‐hand combat value. Of the two combat systems, the ranged combat rules are better than the ones for hand-to-hand combat, which really fail to capture the knockabout nature of brawls seen on screen in Star Trek: The Original Series.
The Adventure Book contains a single scenario, ‘The Drifting Ring’. The Enterprise has been assigned to investigate an object called the ‘The Ring’. It is a ten-kilometre diameter toroidal spacecraft and it is currently heading for Klingon space. The origins of The Ring lie at the centre of the galaxy where a race realised that their worlds increasingly in danger from a series of supernovae that would destroy the systems around them. They built a huge generational spaceship, populated it with crew, passengers (mostly in cryogenic sleep), and samples from their worlds, and headed for a safer area in the galaxy. Which to be honest, sounds an awful lot like the plot or at least the set-up, of Larry Niven’s Ringworld. Aboard, the crew will find a society that has regressed due to isolation and lost knowledge, and then rebellion, resulting in the inside of the spaceship being perpetually in the dark. The location where the Player Characters beam aboard has the feel of an agrarian valley, complete with river, mountains, forest, and ruins. The area is home to three different factions which keep apart from each other, some of whom will not be hostile to the Player Characters, some will, and of course, if one of the players is roleplaying Kirk, there is a young girl who will follow unconditionally no matter what the result of the Alignment Check suggests. (That said, given that she is described as a “[B]eautiful 16 year old girl.”, the Game Master would probably want to add a year or two or three…) Much of the adventure is given over to detailing the various locations in the scenario, but the descriptions are lacking, even absent in many cases of describing what something or someone looks like.
‘The Drifting Ring’ does actually feel as if it would fit into a Star Trek setting, given that the series dealt with a number of regressed civilisations, such as in ‘The Omega Glory’ and ‘For the World Is Hollow and I Have Touched the Sky’. Effectively, ‘The Ring’ is a sandcrawl, the Player Characters free to explore where they want to. It is also more scenario than mission, since there is no real mission attached to the adventure. The implied mission is that the Enterprise crew is trying to stop the flight of The Ring. How that is achieved is left up to the players and their characters to decide. Overall, ‘The Ring’ feels a bit too open, a bit too big to be contained within one episode of Star Trek: The Original Series and despite, lacking in easy to use detail.
The Adventure Book concludes with some Design Notes from the author, Tama Yutaka. Notable later as the co-editor of the Japanese version of Warlock – The Fighting Fantasy Magazine, here he states that, “I designed this STAR TREK game as a way to introduce the Role Playing Game ‐‐ currently at dizzying heights in the United States ‐‐ to Japan.” He emphasises the importance of the human, that character should be central, even given the prominence of machines in Science Fiction and Fantasy—especially Star Trek—and this is what differentiates a roleplaying game from a board game. There is tentativeness to the Design Notes, if not the roleplaying game as a whole.
So what is missing from Enterprise – Role Play Game in Star Trek? Fundamentally, two things. First, there is no background on Star Trek at all in the setting. None at all. It assumes that both Game Master and her players are familiar already with the television series to play. Second, the U.S.S. Enterprise. Or, indeed, any starships. They are completely ignored, so very much like the earlier Star Trek: Adventure Gaming in the Final Frontier, published by Heritage Models, Inc., Enterprise – Role Play Game in Star Trek is all about the away missions and what happens on planet or aboard a space station rather than aboard ship. Similar to Star Trek: Adventure Gaming in the Final Frontier, there is no means of character progression either, even though it is possible to create Player Characters. The combination of this lack of character progression with the limited options in terms of the Special Abilities to select from or roll for—Mechanical Repair, Medical Talent (Treatment), Science Talent, and PSY Talent (ESP)—means that characters themselves feel shallow. It does not help that with no ships involved in the roleplaying game, there are no Special Abilities related to their option, but there are no combat or interaction Special Abilities either. Perhaps a second edition might have addressed these issues and been less of a skirmish roleplaying game, something that not even FASA’s Star Trek: The Role Playing Game was able to wholly avoid.
Physically, Enterprise – Role Play Game in Star Trek was presented for 1983. Its combination of a box set containing the two books, the Character Cards, and dice would have looked attractive and caught the eye of any Star Trek fan. The translation is clear and simply presented, the Character Cards of the crew of the Enterprise and their foes and allies are decently done, and the maps are workable.
Enterprise – Role Play Game in Star Trek is very much the Star Trek: The Original Series roleplaying game, really suggesting that the players take the roles of the crew of the U.S.S. Enterprise rather than create their own crewmen. Like the earlier Star Trek: Adventure Gaming in the Final Frontier, it wants to push away from the wargaming origins of the hobby and like Star Trek: Adventure Gaming in the Final Frontier, it does not quite do so because it never really gets away from being a skirmish game played out on maps and floorplans. Yet it has some interesting ideas, such as the emotion-versus-logic Alignment system that is very Kirk-McCoy-Spock and the Alignment Check interaction mechanic, that suggests it does want to be more than this. These remain undeveloped though and with a focus on elements of play such as the need to check for traps and hidden doors, on movement, and the like, Enterprise – Role Play Game in Star Trek remains an unsophisticated design that all too often feels as if it has been written through the lens of Dungeons & Dragons and its play style as much as Star Trek. Ultimately, what makes Enterprise – Role Play Game in Star Trek an interesting roleplaying game is not that it is a Star Trek roleplaying game, but that it is the first Japanese roleplaying game.

Solitaire: Rock Hoppers

Reviews from R'lyeh -

You made it and you survived. In answer to the signal sent from Tau Ceti almost a century ago, you were among those who made the three decade-long first journey by mankind through interstellar space. What humanity found were the arrays, installations ranging in size from a metre across to kilometres across and performing a variety of functions—habitants, defence systems, power stations, communications relays, and many more. What they all do remains yet to be determined, but if humanity is to survive, it needs resources—which can hopefully be found in Tau Ceti’s outer system. Prospectors, known as ‘Rock Hoppers’, have been sent out, one-part miners, one-part salvagers, one-part explorers, to search for the resources mankind’s first colony needs to survive. Hopping from rock to rock, from asteroid to asteroid, every rock hopper hopes to locate that lucky strike which will set them up for life—and if not that, enough to continue operations. That was what you thought when you detected the gravitational anomaly. It could only be xeno-tech, something that help understand the installations of the array which drew humanity to the system. Only for the gravitational anomaly to spike, soaring to nine times what you first detected, collapsing the entrance to the asteroid, trapping you inside. You cannot go back the way you came. The only way to survive is to find a path forward, hopefully a route out if not answers as to what happened…
This is the set-up for Rock Hoppers, a solo journalling game of desperate exploration in the near future in another star. It is a sequel to The Long Goodbye and both are set in the same Dyson Eclipse future. Where The Long Goodbye explored the journey from the Earth to the unknown of Tau Ceti and the fear of the journey and what might be found at Tau Ceti, Rock Hoppers explores what might be found there and what it takes to survive. Where The Long Goodbye was a two-player epistolary roleplaying game, Rock Hoppers is a solo affair, one which takes it desperate tone and urgency from The Wretched, though not its horror. 
Published by LunarShadow Designs and like The Wretched before it, Rock Hoppers is a game about exploration, isolation, fear, and perseverance and potentially, survival in the face of overwhelming odds. The game requires an ordinary deck of playing cards without the Jokers, a six-sided die, a Jenga or similar tower block game, and a set of tokens. In addition, the player will require a means of recording the results of the game. It is suggested that audio or video longs work best, but a traditional journal will also work too. Rock Hoppers is a played out as a series of days, the player, as the titular rock hopper, undertaking a series of tasks each day and responding to prompts before ending the day by recording its events and his thoughts in his personal log. As in The Wretched, the rock hopper is unlikely to survive the experience. The rock hopper’s personal mining rig might become trapped in the tunnels in the asteroid or the tunnels might collapse, crushing the rock hopper—which will happen if the tower block collapses. The only way for the rock hopper to survive is to reach the cause of the gravitation anomaly and hope that it some answers…
 
The four suites correspond to different aspects of the rock hopper’s mining rig and the environment around him. Spades represent the rock hopper’s personal mining rig and the supplies it was carrying when he became trapped; Clubs detail the asteroid itself, previously mined by whomever it who built the arrays; Hearts are signals that the rock hopper will pick up from outside the asteroid; and Diamonds are the secrets to be found buried deep in the asteroid. Unlike in The Wretched, there is no sense of threat from without, no monster or alien lurking, ready to find its way into the asteroid… Instead, there is a sense of isolation and desperation, rather than of being stalked. In that isolation, there is also time for reflection for the situation that the rock hopper finds himself in and likely, if disaster strikes, on his life.
Rock Hoppers does have secrets. These are revealed only under certain circumstances. The likelihood is that the player will take several attempts to play through Rock Hoppers in order to get to them and begin to reveal the secrets of the asteroid and thus the very first secrets of the Dyson Eclipse future. 
Physically, Rock Hoppers is cleanly and tidily presented. It is not illustrated. 
Although Rock Hoppers uses the same mechanics as The Wretched, but is much more constrained and isolated in nature, primarily because there is no external force. It does take a while to play through, in the sense of multiple attempts, to reveal any secrets of the Dyson Eclipse setting, and a player may find himself going over old story prompts.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 30

The Other Side -

 This is the last tomb of the minor dwarven lords.  Inside though is a completely unexpected sight.

Room 30

Inside a gnome necromancer is having a heated conversation with his zombie wife. The gnome, says he has been locked up in here since the Vampire Queen took over. He had been working on a formula to grant eternal life to undead for the Vampire Queen. He stated he was so confident in his work he would try it on anyone first. So the Vampire Queen killed and raised his wife. When it didn't work she entombed them here.

Since the the gnome, he has completely forgotten his own name, has perfected his formula. He tried it on himself and it worked. But he ran out of material to also use it on his wife.

The gnome is more than a little senile and crazy claims all he needs is about 50,000 GPs worth of gems from the party to make the cure work. He is not interested in fighting. His wife is a normal zombie.  He says once he is done, he will present the cure to her most bloody majesty, Queen Darless the First and Only.  He has no idea how much time has really passed.

If the party spares these gnomes have them pop up in the next three levels, each time asking for something stranger and more outlandish.

Their only treasure is his book of spells he calls "The NecroGnomecon." It is not a spell book but a bunch of chaotic scribblings.

It is likely that if he does get all the ingredients he needs he will only succeed in finally killing himself and wife in a glorious explosion.

The exit for this level was in Room 15.

--

I got my Halloween decorations out!

SLA Species I

Reviews from R'lyeh -

SLA Industries Species Guide 1: Shaktar – Wraithen is a supplement for SLA Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism. S.L.A. Industries has its headquarters on Mort City, its rain sodden, polluted, and overly populated heart, located on the industrially stripped planet of Mort and surrounded by five Cannibal Sectors, and from here it governs the planet and the World of Progress beyond, encompassing all of known space. It is here the citizens come from far and wide to enlist in Meny to become SLA Operatives and part of the mediatised programme even as they protect SLA Industries and the World of Progress from innumerable threats from without—and some from within. Some of the most loyal of citizens who serve as Operatives are the Shaktar and the Wraithen and have been part of the Operative Programme since the start and it is both of these that the subject of the species guide for SLA Industries.

SLA Industries Species Guide 1: Shaktar – Wraithen is a slim volume that divides its content equally between the two very different species. These are the honourable warriors that are the Shaktar and the hyperactive hunters that are the Wraithen. In both cases it provides details of each species, their history and home world, culture and outlook, and connection to SLA Industries. This is supported with details of some of the species indigenous to their homeworlds, arms and armour particular to their species, and new additions to the rules. These include new skill packages and Traits for use with Player Character or NPC creation as well as Feats for cinematic action, and their outlook and attitude towards the other species who typically sign up as a SLA Operatives. Beyond this, there is extra content as such as details of the Shaktar faith and of ‘The Killbox’ in Mort City, an attraction in Little Polo—the Wraithen focused entertainment district—where a five-kilometre square area underground has been turned into a killzone watched by a live audience that only one team has so survived. Plus, there are two BPN—BluePrint News files—tasks tied to the Wraithen Liberation Front, a political movement dedicated to Wraithen life to what it once was on Polo before SLA Industries arrived, and a Hunter Sheet for ‘The Copycat Killer’, which directs the Operatives to track down a serial killer who is murdering the bird-like Nephrons in the style of a Wraithen presently arrested as the perpetrators of the crimes.

There is a sense of duality which rules throughout the supplement. Most obviously in the two very species presented in its pages. The Shaktar, stoic, valorous, honourable, and always at war with something—themselves, the pitiless nature of society, or an enemy of SLA Industries, versus the Wraithen, ultra-competitive, win-at-all-costs, casually sadistic, impulsive hunters with low attention spans. Yet even within the Shaktar, there is a duality, between the ideologies of those who follow the Shining Moons and those who follow the Shadow Moons. The Shining Moon Tribes have long been allied with SLA Industries, whereas the Shadow Moon Tribes worship the White Earth. The Shaktar embrace war and conflict, but feel the need to counter this violence by paying a debt to society, by doing good works, helping others and so on. They call this ‘The Sword and the Bowl’. When a Shaktar has no purpose, such as undertaking an ordeal, pursuing an injustice, going after the Ion Pirates—Shaktar who follow the Dark Moons, he is unbalanced and tip into its counterpart, Emptiness. This is the absence of joy, faith, and compassion and the Shaktar is in danger of slipping onto the path under the Dark Moons. Dualism plays out again and again with the Shaktar, adding depth and detail, but not so with the Wraithen. They are much more straightforward and direct, having no sense of reflection like the Shaktar do, regarding the need for faith and honour as a waste of time when one could instead be winning and being the best. The focus for them and on them is on the immediacy of what they want.
In the first half of SLA Industries Species Guide 1: Shaktar – Wraithen, the focus is on the Shaktar, reptilian humanoids of The Shining Moon Tribes and the balance in the Shaktar species. The descriptions are full of details that the Game Master can use to bring their culture to life. For example, the ‘sword’ aspect of ‘The Sword and the Bowl’ is easy to fulfil with combat and violent deeds, but the ‘bowl’ requires charitable, unselfish deeds, which need to be resolved and accepted by a Shaktarian Confessor or Priest. Here then is a roleplaying opportunity that can only be made the more interesting if the Shaktar’s squadmates have to get involved too. Ordeals—grand, self-appointed quests—drive a Shaktar’s actions too, so every Player Character Shaktar should be on one or thinking about one. The Game Master can flesh out the Player Character Shaktar’s relation with the Confessor or Priest using the accompanying description of Shaktar religion, whilst the Tribal Education packages are good for Shaktar who are native to the worlds of the Shaktar Nation, though all Shaktar trace their lineage back to the eight tribes or castes. The supplement adds Language: Shaktarian and Lore: Shaktarian, though only the Progressive dialect of the Shaktarian language can be spoken outsiders, the Dawn language bing incomprehensible and unpronounceable. New equipment includes the HonourBound armour, which can only be given as a gift to those Shaktar on an ordeal and must be worn until the ordeal is complete, Ion weapons that fire positively-charged ions, S’k’-r’n blades made from the bones of personally vanquished foes, and legendary weapons—weapons, armour, and artefacts that have lost since the Conflict Era and Green and Yellow BPNs are used to recover. Shaktar starting skill packages include Gallant, Stalwart, K’th Priest, and R’tha Champion—the latter from a religious sect of warriors dedicated to the destruction of anything connected to the White Earth. Feats include Battle Lust for Body to act before Initiative is rolled for and Shadow Blood for Bravado and a Shaktar who has family members who have fallen into Emptiness or aligned with the Shadow Moon Tribes. Can he be trusted? Rules are included for Shaktar honour codes, Lineage, Acclaim, and Blessings, enabling the Game Master to bring out more Shaktar culture in play.
By comparison, the Wraithen are shallow. What the highly competitive fast-moving apex predators are not—as the supplement makes clear is ‘comedy cat people’, ‘attractive to other species’ because they are too alien with their movement and big jaws full of teeth, or indeed, savages, honourable, stupid, or actually evil. It is a warning upfront to the Game Master and player alike on how to roleplay given how alien they are. There plenty of details also what does keep their attention span, such as the ‘Hlicks’ or ‘Hunting Flicks’ which show fast-moving prey animals hunting and culminate in a bloody kill (there is the suggestion of underground Hlicks where the target is a humanoid being hunted by skilled SLA Operatives), Wraithen focused adverts, and Little Polo, the district specifically designed to cater to Wraithen. There is some background on the Wraithen homeworld of Polo, extremely cold such that Wraiten need a bio-implant to encounter the effects of the heat on Mort, but in someways the means of getting off it and into SLA Operatives training at Meny is more interesting, SLA Industry having turned the application process for young Wraithen into a game! New skill packages include the Media Darling, the Big Game Hunter, the Saboteur, the Sneak Thief, and many more. Wraithen specific hardware includes the WWD ‘Heart Stopper’ Blade, originally designed as a filleting and flensing knife, but now used as a finesse weapon, WWD ‘Monofangs’, and FEN 313 ‘Goodnight Sweetheart’ Tranq Rifle, which can fire a range of drug-delivering darts. Some tranquilise the target—with or without leaving an aftertaste, and some like Kickoff, causes uncontrollable and indiscriminate aggression, so can be used to make a hunt all the more challenging. There is the comment that bored Wraithen are known to fire a dose of this into their squadmates because they simply bored… Besides a wide range of arms and armour—WWD ‘Ishmael’ Harpoon Launcher from hunting Ice Whales on Polo anyone?—there are a lot of new Feats, such as ‘Nine Lives’ for Body, with which they avoid a killing blow, but are knocked prone and stunned and ‘Me?’ for Bravado which enables a Wraithen to feign innocence by blaming someone else. New Traits include Double Jointed, Perfect Balance, and (really, really) Short attention Span. 

Physically, SLA Industries Species Guide 1: Shaktar – Wraithen is very well-presented, The artwork is as good as to be expected for a SLA Industries supplement, the writing is decent, and it gets away with not needing an index with its relatively short page length.
SLA Industries Species Guide 1: Shaktar – Wraithen is a good resource for the player and Game Master of SLA Industries alike. The player has extra background about his character and plenty of new character options to help him bring them into play, whilst the Game Master has content she can use to showcase both the Shaktar and the Wraithen and their culture and outlook in her campaign and provide species specific content for Shaktar and Wraithen Player Characters, both on their homeworlds and off.

Friday Filler: The Rocketeer

Reviews from R'lyeh -

With war looming – at least in Europe, the future of the world may depend upon who gets possession of a startling piece of equipment which could push the future of aviation technology—a rocket pack! Stolen to order from Howard Hughes by gangsters, they were forced to hide it in their getaway and both the one working model and the plans have ended up in possession of Cliff Secord, a stunt pilot. As he learns to fly the rocket pack, he comes to the attention of Eddie Valentine, the mobster hired to carry out the theft in the first place, and the man who hired Eddie, the matinee idol, Neville Sinclair, who also happens to be a secret Nazi! If Eddie Valentine cannot get the plans, then Sinclair’s henchman, the glowering Lothar certainly, if Lothar fails, Sinclair has a secret army of soldiers at his command. Cliff Secord must stop the plans from falling into Nazi hands—and if they do, get them back before Sinclair can travel to Germany. He has the help of his trusty mechanic, Peevy, and his girlfriend, both of whom can get places he cannot. Will Cliff keep hold of the rocket plans or will he fail and advance Nazi science in readiness for the coming conflict?

So this essentially, is the plot to the 1991 Disney film, The Rocketeer, which of course, was adapted from the brilliant comic book series by the late Dave Stevens. Both combined arty deco stylings, pulp action, and a serving of modest cheesecake with the inclusion of the Betty Page-like Jenny with the inspiration of Republic Pictures serials of the early nineteen fifties, most notably Radar Men from the Moon and Commando Cody: Sky Marshal of the Universe. (If you have not seen the film, why not? It is genuinely good fun. Actually, go watch the film instead of reading this review. I honestly do not mind. Really. I promise you will not be disappointed. In fact, I am watching it right now as I type this, so what is your excuse?) This it also turns out is the set-up for The Rocketeer – Fate of the Future. Designed by the same team behind Indiana Jones: Sands of Adventure and Jaws, The Rocketeer – Fate of the Future is a two-player, asymmetric boardgame which was published by Funko Games in 2021—the thirtieth anniversary of the film. Designed for ages twelve and up, each player in The Rocketeer – Fate of the Future controls a team of three characters who will race back and forth across Los Angeles, trade punches as much as pithy putdowns, all the while trying to ensure that by the time the zeppelin, the LZ Luxembourg, is in town, they have possession of the rocket pack plans. The game plays in forty-five minutes, but faster once you get to it is rules—though it is not that complex.

The first thing that can be said about The Rocketeer – Fate of the Future is that this is a great looking game. You know that the moment you open the box and the Rocketeer’s helmet stares at you from the back of the board. This is a lovely detail—as is the map of Los Angeles on the inside of the lid of the box. Neither add a single thing to the game except love for the source material. The game is full of such details, such as the Current Event cards being designed to look like newspaper front pages and the art deco style throughout. The artwork is excellent, fully painted rather than drawn from Dave Stevens’ own artwork or stills from the film. It is all inspired by the film and is all very, very good. If there is a downside to the components, it is the miniature figures for each of the six characters. It is easy to tell which one is which, but they are more representative than effectively depicting the characters. The other aspect of the game’s look is the lack of reference to, or iconography of, the Nazis. Although we know Sinclair to be one, that is enough to play the game and it need not be made obvious and so spoil the look of the game.

At the heart of The Rocketeer – Fate of the Future are the plans to the rocket pack. These are represented by three cards. One is the Rocket Blueprint, the other two are dummy plans. The Heroes start play with these hidden and face down. The Villains will Tussle with the Heroes to determine which of them has the Rocket Blueprints and having taken possession of them, will keep them hidden and face down. It is the Heroes turn to Tussle with the Villains Heroes to determine which of them has the Rocket Blueprints and having taken possession of them again, will keep them hidden and face down. Play will continue like this over the course of five or six rounds, the aim being not just to keep hold of the Rocket Blueprint, but acquire Finale cards. Finale cards can be earned from playing the Abilities on cards and from having the Plans at the end of each round. Finale cards reward points and the player with the most points at the end of the game—indicated by the arrival of the LZ Luxembourg in Los Angeles—wins the game.

The Rocketeer – Fate of the Future is played out a board depicting different locations from the film across Los Angeles. These include The Observatory, the setting for the film’s climax, the South Seas Club where Sinclair takes Jenny to dinner, Sinclair Mansion, 1935 Palm Terrace—home to Peevy and Cliff, Bulldog Café where Cliff takes Jenny to dinner, and Chapel Airfield, scene of much of the film’s action. These locations are marked with Icons indicating the benefits a player can gain from visiting, knocking out opponents, and being in control at the end of a round. Each Player controls the three heroes—Cliff, Jenny, and Peevy, or the three villains—Neville Sinclair, Eddie Valentine, and Lothar. As the Rocketeer, Cliff has the advantage of the rocket suit and has greater movement—which can be increased, whilst as a Nazi agent, Neville Sinclair can recruit and build a secret army of soldiers. When he ambushes any of the heroes, Eddie Valentine realises who Sinclair is working for and scarpers, but Sinclair has his army, nonetheless. It is best for the Villain player to recruit as many as he can before unleashing them. Sadly, unlike in the film, Eddy Valentine does not then fight on the Heroes’ side.
Control of each player’s three characters is done via a deck of cards. Every card has icons to indicate which character or characters the card applies to, an action or an ability that the player character choose between, and the cost of using the ability as well as a good illustration. For example, ‘Put It In Neutral’ can be used by either Cliff or Peevy. If used as an Action card, it grants a Move and a Tussle Icon and their associated actions. However, if used as an Ability, there is no cost, but the character can move to any Location and take the associated action there. The illustration shows Cliff as the Rocketeer in the back of Peevy’s pickup truck, using the power of the rocket pack to make a getaway. This illustrates one of the scenes from the film and all the cards are like this, depicting a scene from the film and so combining the film’s story and the rules in such a way that helps bring the game to life. It is really quite subtle, but if you know the film, it is just one more way in which the designers reward the players. Other rewards from the Ability options on the cards include gaining Grit or Clout, drawing a card, drawing a Finale card, revealing or hiding Plans. The Hero player can also increases Cliff’s skill and range with the rocket pack and the Villain player can recruit soldiers to his secret army and stage ambushes. Grit is possessed individually by each character and is used in Tussles and Clout is a shared resource used to activate the Abilities on many of the cards.

The game consists of several rounds. At the beginning of each round, a Current Event card will be draw, which adds a random event and determines how far the Luxembourg travels this round. Then, using a hand of seven cards, each player will take it in turn to active his three characters, have them move, Tussle with the enemy. A player can use as many cards as he wants or he can for each character. Once a character has been activated and moved, he cannot do so again that turn. At the end of the round, rewards are earned for having the Plans and from each location controlled. Tussles are simple. The Action part of a card has a Tussle icon on it. This represents the character’s strength in the Tussle and it can be increased by adding the character’s Grit tokens. The defending player can block the attack by discarding cards which have the Shield icon on them and card’s which have the defending character’s Icon on them. This also costs Grit. The character with the higher Tussle Strength will win the Tussle. Only the defending character can be knocked out in a Tussle, which if his side has the Plans, will also reveal if he has the Rocket Blueprint or the dummy plans. A Tussle can—and will often—end with a standoff, with blows exchanged, Grit expended, and no knockout. This though does make a defending character weak if the acting player still have characters to move. Once both players have moved all three of their characters, the round is over, rewards are awarded, and a new round is set-up. Once the Luxembourg arrives in Los Angeles, a final round is played and the game ends. Players total their points from the Finale cards—typically two or three points per card, though some have zero points and others have conditional rewards such as a bonus for Grit in play or controlling a location—and the player with highest total wins.

The Rocketeer – Fate of the Future does feel a little long in its game play and though designed to be asymmetrical, does favour the Heroes more than the Villains. The Heroes have more chances to gain Finale cards and their mechanics are simpler, whereas the Villains have the Secret Army, which is a bit fiddlier and a different sub-mechanic for the Villain player to have to contend with. Plus, when the Secret Army does come into play, it cannot possess the Rocket Blueprint, meaning that if in the Villains’ hands, either Neville Sinclair or Lothar has it, making it easier to track down and get back. The aspect of winning via the Finale cards means that neither player quite knows who is winning until the very end unless one player has managed to get many more than the other. So, it can be difficult to work out how you are progressing in the game.

The Rocketeer – Fate of the Future is a clever design which really takes advantage of its source material to turn it into a good game. The game play is fairly simple, tactical rather than strategic—a player needing to get the best out of his hand of cards in a round rather than long term planning, and thematic. In fact, highly thematic! If you are a fan of The Rocketeer, then The Rocketeer – Fate of the Future is definitely the game for you. The Rocketeer – Fate of the Future definitely looks the part—or the film, and who wouldn’t want to sock Neville Sinclair where it counts?

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 29

The Other Side -

 This room is also the tomb of a minor lord.

Room 29

This room has been broken into and looted.

There is a hazard here (not a trap) but some of the mason-work is loose. There is 1 in 6 chance of it being spotted (2 in 6 for elves and dwarves). Anyone near the coffin has a chance of being hit. Roll randomly for all within 5' of the coffin area. Save vs. Petrification or be hit with falling stone for 4d6 hp of damage.

Dwarves will point out that had not the minions of the Vampire Queen not messed with the stone work it would have stayed in place until the end of time. 

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