Outsiders & Others

End of an Era: Heavy Metal Magazine

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Recently I read on fred's HM fan blog that Heavy Metal magazine is no more.

I have often said that Heavy Metal (the music, the magazine, and the movie) was/were as much of an influence on my early 80s gaming style as were the likes of Dragon magazine, White Dwarf, and really, far more than most of the Appendix N books.

The news comes to us via Bleeding Cool and Multiversity Comics.

While I have not read HM in a long time, it was part of my D&D experience as much as anything. I even rank Taarna among the celebrated heroes of fantasy, right along with Conan, Elric, Frodo, Fafhrd, and the Gray Mouser.

Heavy MetalHeavy Metal Movie
White DwarfHeavy Metal Special Taarna

This is not an age that is kind to the printed word, less kind even to the printed word on paper. I don't hold out any hope that HM will return in a new form any more than I hope that Dragon will.


#RPGaDay2023 Favourite CHARACTER

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 I do have a few. There is the whole Werper family with Johan I as the first character I ever created and played for longer than one session. Every version of *D&D gets a new version of Johan as either a Paladin or Cleric. A (mostly) unbroken line of father and son dedicated to fighting evil, particularly the undead.

But I have to say my favorite character has to be my little witch Larina Nix/Larina Nichols.  Johan gets a new version (a son of the previous) in every version of D&D. Larina gets a version for every game I ever play.  I don't play her in every game, but I at least give her a try in the character creation rules.

I also like to get custom art of her and support artists.

Larina by Odin
Larina by Claudio Pozas
Larina by Djinn
Larina by Djinn
Larina by Djinn
Larina by Djinn
Larina
Larina
Larina
Larina

I might be a little obsessed. 


RPGaDay2023


#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 8

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 This room has no door, but is difficult to find due to the unnatural darkness.

Room 8

Once in this room magical light can be seen.  There are treasure chests with coins (4,500 gp worth) and 1d10x10 rings of various shapes and sizes.  Of these 1d4+5 will be magical. 

The magical rings can be determined from the following table; Magical Rings.

There is no other treasures or creatures here.



Monstrous Monday: Gargantua Demons, Basic-era

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 We live in an unprecedented time of access to media. For example, when I was a kid if I wanted to watch a Godzilla movie I had to wait for the various "creature feature" shows that would be on my local Channel 8, 11, or 12 on the weekends and then hope that one of them would be showing Godzilla.  As I got older my options progressively grew to cable channels, VHS, DVD, and then BluRay. Now I have streaming choices. Tubi was (and is) always good for horror, but now Pluto has stepped into the ring with their 24-hour Godzilla channel and Godzilla movies on demand. Subtitled, not dubbed, for the most part.

As expected, I have been watching it all the time. I am reminded there are some really, really bad ones here (Son of Godzilla comes to mind) but also some I really enjoy.  One of those was 1995's Godzilla vs. Destoroyah. Yeah, I have it on DVD, but catching it one night was a nice treat.

It also made me want to come back to my idea of giant, Kaiju-like demons for my games.

A group of D&D DemonsA collection of DIY Demons

Destroyah is about the same size as the official D&D (4th Edition) Orcus, though Destroyah was only about 10 bucks. Given the 1" = 5' scale, a 6½" Destroyah comes out to about 32.5'.  With horn, 35'.

It makes for a very scary demon to be honest.

DIY D&D demonsD&D Demons with your humble 5'9" blogger to scale.

I have done these Gargantua demons before for both Spellcraft & Swordplay and D&D 5.  I should also do them for my hybrid Basic/Advanced "Basic Bestiary" stat block.

Gargantua
Gargantuan Fiend (Demon, Calabim)

Frequency: Very Rare
Number Appearing: 1 (1-4)
Alignment: Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
   Fly: 300' (100') [30']
   Swim: 300' (100') [30']

Armor Class: -7 [26]
Hit Dice: 30d8+180******** (315 hp)
 Gargantuan: 22d20+44******** (495 hp)
To Hit AC 0: 4 (+15)
Attacks: 2 claws, 1 bite, 1 tail, 1 breath weapon (typical) Damage: 4d8 x2, 4d12, 2d12, as per dragons
Special: Alternate forms, breath weapon, fear aura 120', immune to mind-affecting magics, magic resistance 75%, vulnerable to holy weapons.Save: Monster 30
Morale: 12 (12)
Treasure Hoard Class: None
XP: 38,750 (OSE) 38,750 (LL)

Str: 25 (+6) Dex: 10 (+0) Con: 25 (+6) Int: 6 (-1) Wis: 7 (-1) Cha: 2 (-4)

These horrors are destruction incarnate. These demons stand 40 to 50 feet tall.  Each one is unique, but all have characteristics in common.  They are typically humanoid in shape but could be covered in scales, leathery skin, fur, chitin, or any combination of these. Some gargantuas even have alternate forms they can transform into. This includes the sprouting of wings or even juvenile or ultimate forms. In one recorded case, a gargantua was able to divide into dozens of smaller forms of 1 HD each and then reform later as the larger, composite creature. 

Their intellect is far below that of animals, and they exist only to destroy.  Powerful Balor or even Arch Fiends can control them, but it is challenging for them to do.  Mostly they are sent somewhere where everything must be destroyed or eaten.  Gargantua will even fight and kill other demons.  

All gargantua have massive claw and bite attacks.  Any critical hit roll on a bite indicates the victim has been swallowed whole.  Every gargantuan also has a breath weapon attack like that of a dragon. Typically fire, but lighting and wind are also typical. They do damage equal to the number of hp they have remaining, save vs. Breath Weapon for half.

Human wizards have been known to try to summon these creatures, but the destruction they cause usually outweighs any perceived benefits they may offer.  The spells to do so are carefully guarded.

Some scholars theorize these creatures are the remains of the ancient Titans like the Jötunar or even Die Hüne. But most believe these creatures began as normal animals infused with the evil essences of demons and their homes in the vast Abyss. 


Miskatonic Monday #211: A Network of Tunnels

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—
Name: A Network of TunnelsPublisher: Chaosium, Inc.
Author: Sean F. Smith

Setting: 1920s LondonProduct: Scenario
What You Get: Fourteen page, 1.63 MB Full Colour PDF
Elevator Pitch: Never leave a lawyer in a locked room when death is on the linePlot Hook: A lawyer missing from his locked room
Plot Support: One map, three NPCs, and one Mythos monster.Production Values: High School Power Point Essay.
Pros# Interesting twist upon ‘Megapolismancy’# More detailed outline than scenario# Straightforward, tightly plotted # Easy to add to a campaign# Easy to adjust to other time periods# Blennophobia# Molluscophobia# Gephyrophobia
Cons# More detailed outline than scenario# Underwritten# Untidy layout
Conclusion# Easy to add to a campaign ‘Megapolismantic’ scenario# More underwritten outline than scenario, but otherwise a serviceable investigation

#RPGaDay2023 SMARTEST RPG you've played

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 Oh, now that is an interesting question.

It is a tossup, really.

Victoria and Baker Street

Victoria and Baker Street are two very historically accurate Victorian-era RPGs. No steampunk, no gothic horror, no supernatural. Straight-up exploration of one of the more fascinating ages (in my mind) in history.  I love my Steampunk. I LOVE my Gothic Horror and Supernatural. But that loves comes from a solid grounding in the age, and these game both managed to give me what I love and be very clever about it.

Likewise, I love the tales of King Arthur and an age of a Mythic Britan.

Pendragon and Chivalry & Sorcery

While less grounded in actual history, these books both capture their subject matter well. Pendragon and Chivalry & Sorcery are great fun, and I just don't get to play them enough. 

It is great to do a historically accurate RPG as Victoria and Baker Street show, but Pendragon and C&S also demonstrate why historical accuracy sometimes needs to take a backseat (or passenger seat) to a good game.


RPGaDay2023


Miskatonic Monday #210: The Art of Hygge

Reviews from R'lyeh -

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

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

—oOo—
Name: The Art of HyggePublisher: Chaosium, Inc.
Author: Poul Holmelund

Setting: Pre-millennium DenmarkProduct: One-shot
What You Get: Twenty-seven page, 3.12 MB Full Colour PDF
Elevator Pitch: Let’s get hygge before the horrorPlot Hook: A hunting trip turns on the hunters.
Plot Support: Staging advice, four pre-generated (non) Investigators, eight handouts, and one Mythos monster.Production Values: Reasonable.
Pros# Short non-survival horror scenario# Straightforward, tightly plotted # Excellent handouts# Easy to adjust to other time periods# Extreme hygge/horror divide# Cherophobia# Pyrophobia# Xenophobia
Cons# Needs a strong edit# No relationships between pre-generated Investigators# Reactive, not proactive scenario# Limited scope for investigation# Investigators have to die# Extreme hygge/horror divide
Conclusion# Short non-survival horror scenario with limited (non) Investigator actions # Extreme hygge/horror divide that contrasts the cosy and the cosmic

#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 7

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Moving on in this area, the party comes to a wider chamber. 

Room 7

Lurking in the shadows is a true horror.  A skeletal horror, covered in blood with glowing red eyes.

It appears undead, but it is a Babu Demon. 

Babau Demon

These 7’ tall demons have ebony flesh that clings closely to their skeleton, appearing almost like a leathery corpse. They have a single curving horn that emerges from the back of their heads. 

Armor Class: -3 [22]
Hit Dice: 7+7 (45 hp)
Attacks:  2 claws (1d4+3 x2), 1 horn (1d6+3) or 1 weapon +3
THAC0: 12 [+7]
Movement: 150’ (50’)
Saving Throws: D8 W9 P10 B10 S12 (7)
Morale: 8
Alignment: Chaotic
XP: 2,050
Number Appearing: 1d3 
Treasure Type: C

Babau demons prefer to attack with weapons from a distance when possible and have STR 19 which grants bonuses to attacks and damage with some weapons.

  • Glowing Eyes: Any creature within 20’ that looks into a babau’s glowing red eyes must succeed in a saving throw versus spells or be affected as if from a ray of enfeeblement. 
  • Slimy Skin: A slimy red jelly coats the babe’s skin when in combat, reducing damage by 50% from cutting and stabbing weapons.
  • Thief Skills: These demons have the abilities of a thief of 9th level. 
  • Weapon Damage: Babau suffers damage from ordinary weapons and +2 damage from weapons of iron.
  • Spell-Like Abilities: The babau can use the following at will.
    • darkness 10’ radius
    • dispel magic
    • fear (as the wand of fear, by touch)
    • fly
    • levitate
    • polymorph self
    • heat metal.
  • Gate Demon: a babau may gate (25% probability of success) another babau demon.

Calm After The Storm

Reviews from R'lyeh -

Since 1979, what has been fundamental to RuneQuest and to the world of Greg Stafford’s Glorantha, has been the integration and prominence of its myths, pantheons, and their worship into the setting and as part of everyday life for the Player Characters. Although the original RuneQuest—more recently published as RuneQuest Classic—mentioned the importance of cults, it only detailed three of them, offering limited choices for the player and his character. That changed with the publication of Cults of Prax, which presented fifteen cults and their myths and magics dedicated to fifteen very different deities. Fifteen very different cults and deities which held very different world views and very different means of approaching problems and overcoming them. Fifteen cults which provided their worshippers with a link to their gods and in turn their gods with a link from god time to the real world. Fifteen cults which provided their worshippers with great magics granted by their gods and with paths to become Rune Lords and Rune Priests and so bring the power of their gods into the world. Cults of Prax provided the RuneQuest devotee or Gloranthaphile with a framework via which his character could enter the world of Glorantha, giving form and function to faith and above all, making it something that you could play and something that you wanted to play. For at its most mechanical, a player and his character’s choice of cult works almost like a character Class of Dungeons & Dragons, giving the character benefits and powers in terms of what he can do and how he does it. However, to reduce the cults of Glorantha to such mechanical simplicity is to ignore the ‘why’ of what the character can do, and it is this ‘why’ where the world of Glorantha and its gods, myths, and cults comes alive. Cults of Prax did not ignore this ‘why’, but introduced it, and that is arguably why it is the most important supplement ever for both Glorantha and RuneQuest. However, in 2023, some forty-four years after its publication, Cults of Prax has a successor—or rather, a series of successors.
Cults of RuneQuest is a ten-volume series of supplements each of which is dedicated to the different pantheons of Glorantha. Each entry in the series details the gods—both major and minor—within their pantheon, along with their myths and cults, magics, favoured skills, requirements and restrictions for membership, outlook and relationships with the other gods, and more. Each book is standalone, but because each of the gods and pantheons has connections and often entwining myths with other gods and pantheons, the series will together provide a wider overview of all the gods of Glorantha as well as differing approaches to them. This is further supported by the two companion volumes to the series—Cults of RuneQuest: The Prosopaedia and Cults of RuneQuest: Mythology. The standalone nature of the series means that the Game Master or the player—and it should be made clear that each of the ten volumes in the Cults of RuneQuest is intended to be used by both—can pick or chose their favourite pantheon and use the gods and cults from that book. However, some volumes are quite tightly bound to each other and some are, if not bound geographically, have strong ties to certain regions of Glorantha. So, for example, the first two entries in the series, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses are tightly bound to each other as the myths of their gods often combine and cross paths, not least of which is the fact that the heads of the pantheons in both books are married to each other. Thus, with these two volumes, the first two in the series, it is difficult to argue that one should not be bought without the other. Geographically, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses provide support for the region of Dragon Pass, including Sartar, Esrolia, Prax, and Tarsh, whilst Cults of RuneQuest: The Lunar Way provides geographical support for the Lunar Empire and its client states. This is not to say that the presence of the cults in these volumes will not be found elsewhere, but rather that these are the regions where their worship is most prevalent and if a Game Master is running campaigns in these locations, then the relevant geographical volume will be very useful. Lastly, of course, the Gloranthaphile will want all of these volumes because he is a Gloranthaphile.
Each of the entries in the Cults of RuneQuest series is well-organised. The introduction explains the purpose and subject matter for the book, highlights how the book is useful for player and Game Master alike, and examines some of the book’s themes and both their nature as myth and mature treatment of subject matters including death, sex, gender, survival, vengeance, and unconscious fears given form. It also notes that the artwork throughout the book is divided between depictions ‘in-Glorantha’, seen within the world itself, and those seen from without in reading the book. All of this is tailored slightly to the pantheon presented in the particular entry in the series. This is followed by a group depiction of all of the gods of the pantheon—which the book notably returns to a few pages later with a labelled version—and a hymn to them all, and then an overview of the pantheon, answering questions such as, “Where does the world come from?”, “Where do I come from?”, “Why am I here?”, “How do I do magic?”, and more. Lastly, there is a discussion of the relationship that the pantheon has with other pantheons and a listing of all of the gods in the pantheon or associated with it.

The bulk of each book though is dedicated to individual entries in the pantheon. Each of these follows the same format. They begin with the Mythos and History of the god, the Nature of the Cult and its Organisation, its membership at various levels—lay member, initiate, God-Talker, Rune-Lord, Rune-Priest, and Chief Priest, and continue with subservient cults, associated cults, and subcults, and more. This will vary from god to god and from cult to cult. This follows the format seen in RuneQuest: Roleplaying in Glorantha, but in every case greatly expands what is included in the core rulebook, whether in terms of individual entries or additional entries. The number of pages dedicated to each god and thus each cult will also vary. A god whose worship is widespread—and also a popular choice for players to select for their characters to worship—is explored over the course of multiple pages whereas a less popular and less worshipped god many only receive two or three pages. All gods though, receive a full colour depiction at the start of their entry that includes their runes too, in addition to their being depicted elsewhere.
Cults of RuneQuest: The Earth Goddesses is the second examination of a pantheon in the series. It is a slimmer volume than the first, detailing just sixteen cults in comparison to the nineteen of Cults of RuneQuest: The Lightbringers. As with the previous volume, Cults of RuneQuest: The Earth Goddesses begins with the head of the pantheon, Ernalda. Hers is the lengthiest of the entries and mythologies, but nowhere as near as long that given for Orlanth in Cults of RuneQuest: The Lightbringers. The initial focus is upon Ernalda and her cult and role in society, but it broadens out to examines various facets of her worship. This adds the Summon Snake Daughter Rune Spell—neatly supporting the depictions of Ernalda with snakes wrapped around her arms—as well as various other Rune spells under subservient and associated cults. Thus for Eninta, the goddess of childbirth, there is the spell Birthing, and for the god of brewing, Minlister, the Rune spell, Brew, as well as rules for the new skill, Craft (Brewing). The list of subservient and associated cults consists of a mix of deities mentioned just under this entry and those given their own entry elsewhere in the book, such as Babeester Gor and Ty Kora Tek. In addition, there is some crossover with Cults of RuneQuest: The Lightbringers with the inclusion of Barntar, the Plowman.

The entries for both Aldrya, the Goddess of the Woods, and Mostal, the Maker, are of a similar length to that of Ernalda. In the case of Aldrya, worshipped in particular by the Elves or Aldryami, this includes ‘The Elf Story’, which highlights the differences between the deities worshipped by Humans and the non-gods of the Elves in telling they grew and came to be planted across Dragon Pass. Guidelines are given for Aldrya shamanism, the High King Elf subcult, which is the most widespread, and even Elder Sister for Dryads! In this way, the book is both a useful supplement for the player who wants to play an Elf and the Game Master who wants to support that and create interesting NPCs with a more detailed look at Aldryami culture. In either case, it supports the details of the Aldryami given in the Glorantha Bestiary. The inclusion of Flamal, the Father of Vegetation, complements Aldrya, though is not as detailed. As with Aldrya, the inclusion of Mostal expands Player Character and NPCs options and backgrounds in similar fashion, but for the Mostali or Dwarves, rather than the Elves. Just as with the entry for Aldyra, the entry explains that Mostal is not revered as a cult as with other gods, but rather that ‘way of Mostal’ is a ‘socio-magical complex’ which structures and organises Dwarf society. Consequently there is less variation here than with other cults and what there is concerns itself mainly with a page or two of new Sorcery spells organised according to Dwarf type and a discussion of heresies, which of course, allows for more Player Character and NPC options.

Besides Ernalda, there are several entries in Cults of RuneQuest: The Earth Goddesses that will be familiar. Primarily, these consist of Babeester Gor, the Avenging Daughter and Maran Gor, the Earth Shaker, both tightly bound to the Ernalda cult, and they are joined by the God of Music, Dance, and Theatre, Donandar. His inclusion nicely complements the Entertainer occupation in the core rules and covers his half-brothers and similar gods, as well as his links to both Eurmal and the Puppetteer Troupes. Eurmal typically performs as the clown, whilst the half-brothers emphasise different styles of performance. Just as Cults of RuneQuest: The Lightbringers expanded geographically into Prax by including Waha, so Cults of RuneQuest: The Earth Goddesses complements this with the inclusion of Erithia. Again, her coverage is more detailed as she fulfils a similar to Ernalda in Prax and her worship is widespread across the region. Ty Kora Tek, the Goddess of the Dead and Underworld, is an interesting addition for older Player Character Earth worshippers, whilst there is a pleasing nod to Apple Lane and its lone temple, with inclusion of Uleria, the Goddess of Love.
In addition to the many entries in Cults of RuneQuest: The Earth Goddesses which will be familiar, there are many that are not. For example, the Cult of the Bloody Tusk, the god of the Tusk Riders, which again expands upon information in the Glorantha Bestiary as well as the RuneQuest Gamemaster Screen Pack, is included, but really only for NPCs, as it comes with the advice that Tusk Riders are not suitable as a Player Characters and no details of the Cult of the Bloody Tusk initiates are given, preventing their creation. Perhaps the strangest inclusion is that of Pamalt, the Earth-King of Pamaltela, the southern continent of Glorantha. There is no denying that it is an interesting read, but given the roleplaying game’s focus upon the northern continent and Dragon Pass, its inclusion is not of immediate use. Other cults in Cults of RuneQuest: The Earth Goddesses include Asrelia, the Goddess of Wealth and Fortune, as important to miners as protecting the collected harvest; the volcano twins Caladra and Aurelion; the Grain Goddesses, the regional Goddesses of the Land; and Voria, the Spring Virgin. These last few are better suited for NPC use rather than for Player Characters, but they add setting detail in each case.
Physically, Cults of RuneQuest: The Earth Goddessess is very well written and presented, but needs a slight edit here and there. As with the earlier Cults of RuneQuest: The Prosopaedia and the Cults of RuneQuest: The Lightbringers, what stands out is the quality of the artwork, which begins with its cover and its depiction of Ernalda. In comparison to the majestic imposition of power in the depiction of Orlanth on the cover of Cults of RuneQuest: The Lightbringers, that of Ernalda on the cover of this book is all poise and assurance. The power of the Earth goddesses are instead saved for the energetic, even manic illustrations of Babeestor Gor and Maran Gor. In many of the illustrations there is a sense of embracing warmth, but whatever the nature of the gods and goddesses depcted in the volume, the artwork is uniformly excellent.
Cults of RuneQuest: The Earth Goddessess continues the series’ options for the players and their characters in terms of who and what they want to play and what gods they want their characters to embody, providing them with the background and the details to do so and the Game Master to also make interesting NPCs. There are perhaps more options for the latetr than the former in Cults of RuneQuest: The Earth Goddessess, but all of the entries add background detail and flavour to the world of Glorantha. Cults of RuneQuest: The Earth Goddessess is the second essential book in the series for RuneQuest: Roleplaying in Glorantha, complementing Cults of RuneQuest: The Lightbringers with connections between their respective pantheons as well as expanding upon the information, background, and options for the Earth goddesses.
—oOo—
An unboxing video of Cults of RuneQuest: The Earth Goddesses is available to watch on Unboxing in the Nook.

#RPGaDay2023 Favourite game you NEVER get to play

The Other Side -

 My favorite game I never get to play? Easy.

C. J. Carella's WitchCraft.

CJ Carrella's WitchCraft

I love everything about this game and I never ever get to play it.  I think the last time was at Gen con maybe 10-12 years ago.

It was my inspiration behind Ghosts of Albion and NIGHT SHIFT. Neither of those games would have been made if it had not been for WitchCraft.

I can't even adequately put into words what this game means to me. Only the AD&D Monster Manual comes close.


RPGaDay2023


[Free RPG Day 2023] Operation Seaside Park

Reviews from R'lyeh -

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—

One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. Since 2018, with the release of Starfinder: Skitter Shot, these adventures have showcased the adventures of four of the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders—Dakoyo, Gazigaz, Nako, and Quonx. For Free RPG Day 2023, Paizo, Inc. introduces new Player Characters and a new situation in the scenario, Operation Seaside Park. The scenario is designed to be played by five Player Characters of Third Level. Five pre-generated Player Characters, none of them diminutive as in prior scenarios for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game released for Free RPG Day. Alternatively, players can create their own characters using the core rulebook for the Starfinder Roleplaying Game, the Starfinder Character Operations Manual, and any of the playable options from the various volumes of the Starfinder Alien Archive.

Operation Seaside Park takes place on the hot, humid world of Castrovel. It begins with the Player Characters receiving a message from their employers or patrons, each alerting them to news that an unidentified spaceship has crashed on the world and they have been assigned to investigate. The crash site is a closed down amusement park, which gives the situation a rundown feel and sense of abandonment. Once the Player Characters have introduced themselves, they have to find a way into the amusement park and locate the actual crash site. The one route into the park which is detailed is via the maintenance tunnels under the park, though the Player Characters will find themselves stalked by aliens... Although other means of entry into the amusement park, including scaling the fence or picking the lock on the game, ideally, they should take the route underground since the encounters there add both tension and action in equal measure. If the Player Characters decide not to enter the maintenance tunnels first time, they should be encouraged to do so, possibly by their patrons, in order to deal with the threat at the heart of the scenario.

Once inside the amusement park, the Player Characters soon encounter a variety of different, but somehow connected aliens, which will not hesitate to attack. After that, they will quickly locate the site of the crashed starship. The rest of the scenario takes place aboard this vessel. Consisting of nine locations, the wreck of the starship is nicely detailed and there is a tension to even the exploration of these nine locations! Overall, the scenario focuses on exploration and combat rather than interaction.

Rounding out Operation Seaside Park is a quintet of pre-generated Player Characters. This consists of a robotic Agenda SRO Trooper Soldier, the avian Espraksa Wild Warden Mystic, Morlamaw Icon Envoy (space walrus!), Feychild Gnome Mercenary Operative 3, and a Human Guard Solarian 3. All five are good characters and have enough background for the single scenario that is Operation Seaside Park.
Physically, Operation Seaside Park is well presented. The artwork is good, but the cartography is excellent. In terms of content, the scenario includes a good mix of aliens for the Player Characters to face and provides a good mix of combat and exploration. Overall, Operation Seaside Park is a solid adventure that does a good job of showing off the Starfinder Roleplaying Game.

The Storm Gods Strike!

Reviews from R'lyeh -

Since 1979, what has been fundamental to RuneQuest and to the world of Greg Stafford’s Glorantha, has been the integration and prominence of its myths, pantheons, and their worship into the setting and as part of everyday life for the Player Characters. Although the original RuneQuest—more recently published as RuneQuest Classic—mentioned the importance of cults, it only detailed three of them, offering limited choices for the player and his character. That changed with the publication of Cults of Prax, which presented fifteen cults and their myths and magics dedicated to fifteen very different deities. Fifteen very different cults and deities which held very different world views and very different means of approaching problems and overcoming them. Fifteen cults which provided their worshippers with a link to their gods and in turn their gods with a link from god time to the real world. Fifteen cults which provided their worshippers with great magics granted by their gods and with paths to become Rune Lords and Rune Priests and so bring the power of their gods into the world. Cults of Prax provided the RuneQuest devotee or Gloranthaphile with a framework via which his character could enter the world of Glorantha, giving form and function to faith and above all, making it something that you could play and something that you wanted to play. For at its most mechanical, a player and his character’s choice of cult works almost like a character Class of Dungeons & Dragons, giving the character benefits and powers in terms of what he can do and how he does it. However, to reduce the cults of Glorantha to such mechanical simplicity is to ignore the ‘why’ of what the character can do, and it is this ‘why’ where the world of Glorantha and its gods, myths, and cults comes alive. Cults of Prax did not ignore this ‘why’, but introduced it, and that is arguably why it is the most important supplement ever for both Glorantha and RuneQuest. However, in 2023, some forty-four years after its publication, Cults of Prax has a successor—or rather, a series of successors.
Cults of RuneQuest is a ten-volume series of supplements each of which is dedicated to the different pantheons of Glorantha. Each entry in the series details the gods—both major and minor—within their pantheon, along with their myths and cults, magics, favoured skills, requirements and restrictions for membership, outlook and relationships with the other gods, and more. Each book is standalone, but because each of the gods and pantheons has connections and often entwining myths with other gods and pantheons, the series will together provide a wider overview of all the gods of Glorantha as well as differing approaches to them. This is further supported by the two companion volumes to the series—Cults of RuneQuest: The Prosopaedia and Cults of RuneQuest: Mythology. The standalone nature of the series means that the Game Master or the player—and it should be made clear that each of the ten volumes in the Cults of RuneQuest is intended to be used by both—can pick or chose their favourite pantheon and use the gods and cults from that book. However, some volumes are quite tightly bound to each other and some are, if not bound geographically, have strong ties to certain regions of Glorantha. So, for example, the first two entries in the series, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses are tightly bound to each other as the myths of their gods often combine and cross paths, not least of which is the fact that the heads of the pantheons in both books are married to each other. Thus, with these two volumes, the first two in the series, it is difficult to argue that one should not be bought without the other. Geographically, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The EarthGoddesses provide support for the region of Dragon Pass, including Sartar, Esrolia, Prax, and Tarsh, whilst Cults of RuneQuest: The Lunar Way provides geographical support for the Lunar Empire and its client states. This is not to say that the presence of the cults in these volumes will not be found elsewhere, but rather that these are the regions where their worship is most prevalent and if a Game Master is running campaigns in these locations, then the relevant geographical volume will be very useful. Lastly, of course, the Gloranthaphile will want all of these volumes because he is a Gloranthaphile.
Each of the entries in the Cults of RuneQuest series is well-organised. The introduction explains the purpose and subject matter for the book, highlights how the book is useful for player and Game Master alike, and examines some of the book’s themes and both their nature as myth and mature treatment of subject matters including death, sex, gender, survival, vengeance, and unconscious fears given form. It also notes that the artwork throughout the book is divided between depictions ‘in-Glorantha’, seen within the world itself, and those seen from without in reading the book. All of this is tailored slightly to the pantheon presented in the particular entry in the series. This is followed by a group depiction of all of the gods of the pantheon—which the book notably returns to a few pages later with a labelled version—and a hymn to them all, and then an overview of the pantheon, answering questions such as, “Where does the world come from?”, “Where do I come from?”, “Why am I here?”, “How do I do magic?”, and more. Lastly, there is a discussion of the relationship that the pantheon has with other pantheons and a listing of all of the gods in the pantheon or associated with it.

The bulk of each book though is dedicated to individual entries in the pantheon. Each of these follows the same format. They begin with the Mythos and History of the god, the Nature of the Cult and its Organisation, its membership at various levels—lay member, initiate, God-Talker, Rune-Lord, Rune-Priest, and Chief Priest, and continue with subservient cults, associated cults, and subcults, and more. This will vary from god to god and from cult to cult. This follows the format seen in RuneQuest: Roleplaying in Glorantha, but in every case greatly expands what is included in the core rulebook, whether in terms of individual entries or additional entries. The number of pages dedicated to each god and thus each cult will also vary. A god whose worship is widespread—and also a popular choice for players to select for their characters to worship—is explored over the course of multiple pages whereas a less popular and less worshipped god many only receive two or three pages. All gods though, receive a full colour depiction at the start of their entry that includes their runes too, in addition to their being depicted elsewhere.
Cults of RuneQuest: The Lightbringers is the first examination of a pantheon and its title is both a misnomer and not a misnomer. It is not a misnomer because it does detail the gods and other mythical figures—Orlanth, Issaries, Lhankor Mhy, Chalana Arroy, Flesh Man, Ginna Jar, and Eurmal—who performed the Lightbringers Quest, redeeming Orlanth’s slaying of Yelm with Death which brought about the Great Darkness, by descending into the Underworld and having Orlanth test himself before the dead emperor that would lead to agreement between the two that would see the restoration and repairing of the world. However, it is a misnomer because it details with more than just those figures, encompassing some nineteen gods, the majority of whom did not participate in the Lightbringers Quest, and their cults. It is thus more accurate to say that Cults of RuneQuest: The Lightbringers is the book of the gods of the air or the storm, but given the significance of the Lightbringers Quest and its participants, still appropriate to call it Cults of RuneQuest: The Lightbringers and both the Lightbringers Quest and its participants are examined in detail throughout the book.
Cults of RuneQuest: The Lightbringers begins with Orlanth, who has over a tenth of the book and over twenty pages devoted to him. His is the lengthiest mythology, exploring his life and role before and after history began in some detail before presenting the details of his cult. This encompasses subcults, Orlanth Adventurous, Orlanth Thunderous, Orlanth Rex, and Orlanth Lightbringer, and including new Rune spells such as Command Priests, Command Worshippers, and Detect Honour for Orlanth Rex. Barntar is included here as well as having his own entry elsewhere in the book, because of his close association with his father, and Sartar is detailed as a subcult too, along with his Rune spell, City Harmony, which can be cast in any city or any road with Sartar. There are also details of the spells provided to the Orlanthi subcults by Engizi, the river god, and Kero Fin, the Mountain Goddess, as well as descriptions of Vinga—Orlanth’s daughter and/or female incarnation—his numerous associated cults (many detailed elsewhere in the book) and the depiction of Orlanth and his cult in lands beyond Dragon Pass. It is a huge amount of information, but presented in very accessible format that provides numerous options for paths through the cult that an Orlanthi can take, from impulsive warrior-adventurer and Orlanth Adventurous to the wisdom and responsibility of Orlanth Rex. Throughout there are pieces of flavour text that can add colour and detail to an Orlanthi and the cult, such as the section of poetry that sets down the price to be paid when calling for assistance in combat. Alongside all of this is a section of boxed text that present the starting skills, cult spirit magic and favoured passions of the main cult and the subcult, similar to that in the cults chapter in RuneQuest: Roleplaying in Glorantha. In the case of Orlanth, this repeats some information, but for many of the other gods and cults it will be new.

Similar treatments are accorded to each of the other entries in the book. This continues with Chalana Arroy, which has notes on her healers as adventurers and expanded healing rules that include the use of plants and spirits. The disorderly nature of Eurmal feels suitably upside down and roundabout with determined lack of cult or organisation and fascinatingly odd subcults like Dismembered, Fool, Glutton, Imp, Lightbringer, Mask, and Murderer! The entry on Issaries also discusses trade across Glorantha and Issaries caravans as well as the legendary Desert Trackers that trek into Genert’s Wastelands, daring to lead where only Praxians might. Lhankor Mhy perhaps feels the most political of all entries, though that is only within the cult itself and Barntar, the most ordinary, but his association with Orlanth means he is still interesting (perhaps even as a cover for Orlanthi-related activities under the watch of Lunar eyes). Other entries include Daka Fal, the Judge of the Dead, which is suitable for Shaman Player Characters; Heler; Humakt, which includes details on Humakti duels, honour, and sword; Odayla, the Sky Bear and god of the wilderness favoured by hunters; Storm Bull, the foe of Chaos; Waha, the God of the Animal Nomads of Prax and the Wasteland; and lastly, the God of Cats, Yinkin.
Whilst there are many entries in Cults of RuneQuest: The Lightbringers which will surprise no-one, there are some that will. Some of these include Gagarth, the Wild Hunters, whose worshippers are mostly violent outlaws and outcastes, and Lanbril, the God of Thieves, a covert cult that hides all. Other gods are included who have almost no worshippers, like Mastakos, the God of Movement or Valind, the God of Winter, or Ygg, the Roaring God, who is little worshipped beyond the Wolf Pirates and the peoples of Ygg’s Isles. Their inclusion will probably be of interest to the Game Master in creating interesting NPCs rather than to the players.
Physically, Cults of RuneQuest: The Lightbringers is very well written and presented. What stands out is the quality of the artwork, which begins with its cover and its majestically imposing depiction of Orlanth, that perhaps is only matched by the depiction of Vinga wearing the same regalia as her father and/or male counterpoint inside the book. The illustrations throughout are uniformly excellent, with some of the in-world depictions having a fascinating sense of otherness in capturing the key myths around the gods, such as those for Yinkin and his relationship with his half-brother, Orlanth. It is a pity that there are not more of these are as they are exceptionally good.
Cults of RuneQuest: The Lightbringers presents options for the players and their characters in terms of who and what they want to play and what gods they want their characters to embody, providing them with the background and the details to do so and the Game Master to also make interesting NPCs. In doing so, it both expands upon the information in the core rulebook and complements its sister volume, Cults of RuneQuest: The Earth Goddesses, in a very accessible, readable, and literally fantastically illustrated fashion. Cults of RuneQuest: The Lightbringers is an essential book for RuneQuest: Roleplaying in Glorantha, opening up the mythologies and gods of the air and making them playable by player and Game Master alike.
—oOo—
An unboxing video of Cults of RuneQuest: The Lightbringers is available to watch on Unboxing in the Nook.

#RPGaDay2023 OLDEST game you've played

The Other Side -

 Not sure if this means "This Year" or "Ever." Let's go with Ever.

The Oldest game I have played is Original Dungeons and Dragons.

Original D&D

Original D&D Reprint from 2013
Original D&D Reprint from 2013
Original D&D Reprint from 2013
Original D&D Reprint from 2013

I spent a summer after my freshman year at college playing in an OD&D campaign. It was an eye-opening experience to say the least!


RPGaDay2023


[Free RPG Day 2023] A Few Flowers More

Reviews from R'lyeh -

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—

One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. The emphasis in these releases have invariably been upon small species. Thus, in past years, the titles released for the Pathfinder Roleplaying Game have typically involved adventures with diminutive Player Characters, first Kobolds, then Goblins, and then with the release of A Fistful of Flowers for Free RPG Day 2022, Leshys, humanoid sapient plants of various species and Classes, typically crafted by a druid as a minion or companion. For Free RPG Day 2023, the same Leshys from A Fistful of Flowers return in A Few Flowers More, a second scenario which continues the ‘Spaghetti Forest’ theme of the first. As before, four pre-generated Player Characters are included, each of Third Level, each independent of their creator, and the scenario requires the Game Master have access to the Pathfinder Roleplaying Game, Second EditionPathfinder BestiaryPathfinder Advanced Player’s Guide, and the Pathfinder Lost Omens Ancestry Guide. The scenario can be played through in a single session and unlike in past years, is more combat focused, than the previous scenarios.

A Few Flowers More, like A Fistful of Flowers before it, begins in Verduran Forest, a large woodland in Avistan. There is a Wildwood Treaty in place between the forest and the nearby settled lands, affording the forest certain legal protections which limit what the nearby humans can harvest from under the eaves. In A Fistful of Flowers, the Player Characters traced a number of missing Leshys to a nearby village where they discovered an alchemist transforming the kidnap victims into showpieces to display at the tea parties of the snooty, venal aristocrat, Lady Constance Meliosa. Having prevailed and rescued the missing Leshys, the Player Characters have taken the chance to rest and recuperate and enjoy life in the forest. Unfortunately, the events of A Few Flowers More means that their respite is cut short and their bravery will be called upon once again.

The scenario begins with Stella, a tiny, bat-featured spirit known as a Nyktera, and also a pillar of the community, summoning the Player Characters to her home. Here, she explains that part of the forest has seen the rapid growth and spread of strange plants and this has attracted the attention of Humans harvesting them and thus annoyed the local fey. With the treaty between the humans and the forest under threat, the Player Characters are instructed to investigate. When they do, they discover that the harvesters’ is already in disarray and there are signs that somebody has already attacked the intrusive Humans. By now, the Player Characters may already be suspicious that the plants are neither native to the Verduran Forest or indeed, the prime material plane. Investigation will quickly confirm this, pointing to the First World, the primeval home of the fey, as the source of the new plant life. The question is, has there been breach between the Verduran Forest and the First World, and if so, who caused it?

A Few Flowers More is a short adventure, taking up less than half—including the maps for the scenario—of the sixteen page booklet. It effectively consists of three scenes: a roleplaying scene which introduces the scenario, followed by two combat scenes. The better and more inventive of the two combat scenes is essentially a big game of peekaboo as the Player Characters try to get into the cabin belonging to the harvesters, but since occupied by Fey who have hacked holes in the walls. The combat in the third scene is nowhere near as interesting, or even actually interesting. That said, the scenario does finish with the Player Characters needing to decide what do with the cause of the breach with the First World.

If less than half of A Few Flowers More consists of the scenario, what comprises the bulk of the booklet? Simply, the Player Characters. These consist of a Gourd Leshy Druid, Leaf Leshy Bard, a Vine Leshy Barbarian, and a Fungus Leshy Rogue. Each is neatly arranged on their own two-page spread and complete with background and clear, easy to read stats. Of course, the players do not have to use these, but could instead substitute their own characters, created using the rules in the Pathfinder Lost Omens Ancestry Guide. Otherwise though, these are a decently diverse range of characters. The Player Characters are all Third Level and highly detailed. In fact, too highly detailed. Arguably, all four Player Characters are accorded too much information given that they are designed to be played in a scenario intended to be played in a single session and in effect, the two-page spread for each Player Character becomes filler.

Physically, A Few Flowers More is as well presented as you would expect for a release from Paizo Inc. Everything is in full colour, the illustrations are excellent, and the maps attractive.
Unfortunately, unlike A Fistful of Flowers before it, A Few Flowers More is not an entertaining and likeable scenario—or a sufficiently entertaining and likeable scenario. What is there is, is detailed and decently written, but A Fistful of Flowers is simply too short and focuses too much on combat instead of investigation and interaction. Consequently, A Few Flowers More fails to provide Pathfinder, Second Edition with the showcase it should for Free RPG Day. Paizo, Inc. has a proven track record of providing great content and support for the Pathfinder roleplaying game over the fourteen years that it has supported Free RPG Day. That track record is broken with A Few Flower Flowers more.

#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 5

The Other Side -

 Passageway 4 ends in a locked door. The lock can be picked or forced open with a combined strength of 24.

Inside this small oval shape room, the party finds a collection of treasure.

Room 5

The lamps (six total) glow with an arcane light (via a continual light spell).

There are all sorts of small chests here (10+1d6) each containing gems (5d8 x 100 gp worth), a decanter of endless water, a spell book with random spells (1d10 1st level, 1d8 2nd level, 1d6 3rd level, 1d4 4th level, and 1 5th level). Despite it's obvious age it appears to be magically preserved.*

*If a player reads a spell from this spell book as if it were a scroll, it will destroy the whole book.

There is a dagger +2, +3 to lycanthropes.

A shield +2, +3 vs. missile fire. 

A scroll of teleportation (with detailed descriptions of the 1st level). 

As well as 1d4+3 random other magic items. 

Three of the small chests act as large bags of holding. A person could carry one each.

There is a jeweled crown (cursed, after possessing it for one year the wearer thinks they are a king and demand to be treated as such). 

And a gilded, jeweled dagger. It is sharp but not magical. It is worth 1,000 gp.


Otherwise the room is a dead end.

--

Game Masters should reward XP value equal to 1/2 of the GP value of treasure found. 

[Free RPG Day 2023] Zombicide: Chronicles Free RPG Day 2 Mission Booklet

Reviews from R'lyeh -

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—

It is more common for roleplaying games to get turned into board games, for example, Exalted: Legacy of the Unconquered Sun for the Exalted roleplaying game from White Wolf Entertainment and Grand Tribunal, the board game set in the world of Atlas Games’ Ars Magica, but that trend is on the turn. Root: The Tabletop Roleplaying Game from Magpie Games is based on Leder Games’ Root: A Game of Woodland Might and Right, whilst the popular Zombicide board game from CMON Global Limited now has its own stand-alone roleplaying game in the form of Zombicide: Chronicles – The Roleplaying Game. For Free RPG Day 2021, CoolMiniOrNot and Guillotine Games released the Zombicide: Chronicles Free RPG Day Mission Booklet. This contained a trio of short scenarios which can either set up or continue a post-apocalyptic campaign in which the dead rise, walk, shamble, or even run, and want to munch on your brains. However, it did not contain any rules from Zombicide: Chronicles—for that the Zombie Master needed to download the Zombicide: Chronicles Quick-Start, which has everything necessary to play through the three scenarios in the Zombicide: Chronicles Free RPG Day Mission Booklet. This is also the case for the Zombicide: Chronicles Free RPG Day 2 Mission Booklet.

The Zombicide: Chronicles Free RPG Day 2 Mission Booklet contains two scenarios rather than the three of Zombicide: Chronicles Free RPG Day Mission Booklet from Free RPG Day 2021. They will work with either the Zombicide: Chronicles Quick-Start or the full rules from Zombicide: Chronicles – The Roleplaying Game. The first of the two missions in the booklet, ‘Car Crush’, is the longer and the more detailed—and is the better for it. The scenario begins with the Survivors encountering Reginald, a chauffeur—who happens to be an English chauffeur for a well-known rapper in the pre-Zombicide Chronicles world—in a spot of difficulty. His limousine’s battery is flat and needs replacing, but he is surrounded by zombies. If he can get a replacement battery, he can get to a source of food and supplies that has yet to be scavenged. Can the Survivors help? Thankfully, the chauffeur has stopped right outside the perfect place to find a replacement battery: Monster Joe’s Used Auto Parts. The rest of the mission is a sandbox adventure set entirely within the confines of a junkyard. Which just happens to be full of zombies because the Mob used ‘Billy Boy’, Monster Joe’s enormous car crusher, to dispose of bodies. Unfortunately, the Mob has been using it for years and whilst that was not before the apocalypse, after an apocalypse when the undead have arisen to walk the earth and feed on the living, it definitely is! This results in a great set-up with members of the corpse cortege ready to leap out of partially crushed wrecks and the junkyard’s car graveyard. It being a junkyard, it has towering piles of well, junk, and scrap, some of them noteworthy and interesting some not, and it has dogs to discourage would be thieves and intruders, and some of these are, of course, zombie dogs.

‘Car Crush’ details nine locations, each one a set-piece of its own. In addition to this, there are a trio of events which add flavour and a little pathos to the whole affair. The scenario also serves as a prequel to Road to Haven, which is the first campaign for Zombicide Chronicles. To play that, Reginald should survive the mission and drive the Survivors to the Shopmarket, which marks the start of the campaign proper, where they will be able to resupply with food and perhaps even run into Reginald’s boss, Adam W. Clever. Even if the Zombie Master decides not to run the scenario as part of the Road to Haven campaign, this is a really fun scenario which plays up to the classic tropes of American junkyard, right up to including links with the Mob.

Where ‘Car Crush’ was more open and had more of a freeform feel to it, the second mission, ‘Oliver Twisted’ is more constrained and tactical, and as the title suggests, it involves children. It is also the shorter of the two. It also assumes that the Survivors have access to a Shelter and have made contact with other Shelters such that the Survivors possess a radio and a codebook which enables the various occupants of the Shelters to communicate with each other in secrecy. Unfortunately, the Survivors have had their copy of the codebook stolen—and stolen by children, no less! So to enable the Survivors to remain in contact with the other Shelters, they need to retrieve the codebook. Which means finding the children, who all turn out to be orphans with a strong distrust of adults. Plus, the one orphan who stole the codebook has been kidnapped by the ‘Devils’, a band of soldiers who have holed up in the upper levels of a city block. Worse, they have surrounded it with zombies! This sets up a tactical situation in which the Survivors—none of them trained soldiers—have to assault or break into hideout occupied by trained soldiers. Whilst there is some roleplaying to be had between the orphans and the Survivors, ‘Oliver Twisted’ primarily consists of combat and stealth, and it lacks the inventiveness of ‘Car Crush’. Not every scenario has to be quite as inventive, but ‘Oliver Twisted’ is just merely okay.

Physically, Zombicide: Chronicles Free RPG Day 2 Mission Booklet is well presented, the artwork, all cartoonish zombies and Survivors, is decent, and the one map in the booklet does the job very nicely.

If the Zombie Master wants two more Missions for Zombicide: Chronicles – The Roleplaying Game, then Zombicide: Chronicles Free RPG Day 2 Mission Booklet will give her that. If the Zombie Master is planning to run Road to Haven, the first campaign for Zombicide: Chronicles – The Roleplaying Game, then the Zombicide: Chronicles Free RPG Day 2 Mission Booklet is exactly what she needs. Either way, the Zombicide: Chronicles Free RPG Day 2 Mission Booklet includes two Missions which are decent, but one of which is a lot more fun and inventive than the other.

Kickstart Your Weekend - The Beast & Snow #1

The Other Side -

 I wasn't going to promote any Kickstarters for a bit after a month of doing nothing but Wasted Lands, but this one came up and I couldn't say no.

The Beast & Snow #1 - NSFW Queer Fairytale Romance

The Beast & Snow #1 - NSFW Queer Fairytale Romance

https://www.kickstarter.com/projects/comicuno/beastsnow1?ref=theotherside

Revision fairy tales? Vampires? Strong female leads? Kat Calamia and Phil Falco? Dorilys Giacchetto cover? Liana Kangas cover? Stjepan Sejic cover?!

Sign me up! No need, I did that myself.

Ok so this looks like a lot of fun and I am getting a strong "Carmilla" and "Vampyres" vibe from this. 

The art looks great and the story should be great from what little bit I can gather here.  They are just missing a witch from being perfect! (I am nothing if not consistent.)

And if you think I am NOT doing versions of these characters for my home game using my Monster Mash rules then you don't know me or this blog very well. 

They have met their funding and unlocked their first stretch goal. Looks like they might need more stretch goals at this rate!

But seriously, this looks like a lot of fun and I hope there are a lot of issues in this series. 

#RPGaDay2023 Most RECENT game bought

The Other Side -

 Not counting collections (I'll detail that later) the most recent game I have bought was bought FOR me and not BY me.  That would be my Spanish Language D&D 5e books.

D&D En Español

I got these as Birthday presents back in June because I am learning Spanish now. They are actually a lot of fun and have been a great challenge.  I am looking for other RPGs in Spanish too.


RPGaDay2023

[Free RPG Day 2023] Dragon Shield Roleplaying

Reviews from R'lyeh -

Now in its sixteenth year, Free RPG Day for 2023 took place on Saturday, June 24th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Fil Baldowski at All Rolled Up, and others, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—
The award for the slimmest release for Free RPG Day 2023 goes to Dragon Shield for its Mini-Adventure, ‘The Knights of Botan’. It amounts—more or less—to a single sheet of card, in US Letter-size, upon which is detailed an encounter which a Dungeon Master can easily add to her Dungeons & Dragons, Fifth Edition game. If that sounds underwhelming, well, that is because it is and also it is not. For in actuality, the release from Dragon Shield—better known for its range of accessories for the collectable card market rather than the roleplaying hobby—consists of three things. One is the aforementioned one-sheet adventure for Dungeons & Dragons, Fifth Edition, the second is a monster card for the major NPC in the adventure, and the third is The Pocket RPG Guide, a miniature booklet of tips for both player and Game Master.

The first is the adventure, ‘The Knights of Botan’. This is presented on a single sheet of light card. There is no set Level for the Player Characters, but it is assumed that they are heroic and have completed several adventures. The scenario begins when they awake in a dream. This enables the scenario to be run either between adventures or even during an adventure as a side quest. The scenario thus takes place on the astral plane where they are faced with four doors, each connected to a dragon. Beyond each door lies a similarly structured, but thematically different challenge. All require certain bones to be identified and rifled through to locate a certain object, a terrain and environment to be overcome, and so on, with monsters impeding their progress if the Player Characters falter. All four challenges adhere to the same format, with only their various elements differing. The Dungeon Master will need to prepare some monster stats here and probably break down the procedure to best understand it. If they succeed, the Player Characters will be rewarded with the trust of the Botan, the dragon of dreams. The idea here is that Botan will return to call upon the Player Characters for aid as Knights of Botan.
The structure and set-up for ‘The Knights of Botan’ is presented on the one side of the card, whilst on the other is the set of four tables for the scenario’s four challenges, along with an illustration of an unnamed dragon. In terms of presentation and design, ‘The Knights of Botan’ is succinct. It needs close attention and a little development upon the part of the Dungeon Master to make it easier to use and in the long term, some ideas of the Dungeon Master’s own if she wants to bring Botan and the Player Characters new positions as Knights of Botan into her campaign.

The second of the items is the Monster Card. This is of Abigan, the small Fey Dragon who is part of the events of ‘The Knights of Botan’. This is the creature’s full stats and abilities, or rather ability. This is ‘Fey Dragon Charm’, which enables Abigan to charm a single humanoid and convince him that he is the Fey Dragon’s truest, most trusted friend. On the front is an illustration of Abigan. Unfortunately, there are no personality or roleplaying notes for the creature.
The third of the items is The Pocket RPG Guide. This is a seven-page, full colour booklet which contains tips for player and Game Master alike. For the player, there is ‘Breathing Life Into A Character’, a quick and dirty step-by-step guide to creating interesting Player Characters. It starts off a bit silly with a Player Character called Milly Cyrus, a bard who wants to go to the magical land of Las Vegas. However, the advice is not without merit, highlighting the difficulty of creating interesting characters and suggesting a way round this by starting with a cliché and combining that with a motivation, and using it to drive the Player Character’s actions, whilst also throwing in a contradiction to add complexity and generate interest in the Player Character and his actions. The advice is obvious, but that does not mean that it is bad advice. In fact, for the player new to roleplaying games, it is good advice as a starting point, and for the experienced player, it is advice worth revisiting because it still works, especially if the player is short of ideas or inspiration. Similarly, the advice for the Game Master is obvious, but not necessarily bad. ‘5 Tips To Becoming A Great GM’ talks about how to get the right players involved that want to be involved, the importance of running a ‘Session Zero’ and being consistent to it, and so on. Much like the advice for the player, there is nothing new or innovative in the advice given, but it is good advice and it is helpful advice. Rounding out The Pocket RPG Guide is two sets of tables, one for generating locations and one for NPCs. Each is given four tables, for example, ‘Personality’, ‘Quirk’, ‘Archetype’, and ‘Desire’ for the NPC Generator, with six entries per table. The mix of options is limited, but as a starting set, is reasonably serviceable.

What is noticeable about The Pocket RPG Guide is that it is heavily illustrated with photographs, especially for a booklet as short as this is. The photographs all show two items that Dragon Shield makes as aids for both the player and the Game Master. These are the Game Master Companion and the Player Companion which are shown throughout The Pocket RPG Guide in actual use.

The literally slim offering from Dragon Shield means that as a scenario, ‘The Knights of Botan’, is not as easy to use in play as other releases for Free RPG Day 2023. It is underdeveloped and it underwhelms, but it has scope to be further developed and made easier to use by the Dungeon Master. Similarly, the Monster Card feels the same way, whereas there is that little bit more to The Pocket RPG Guide that makes it more obviously useful. Overall, succinct, but potentially serviceable is the best description of the Monsters Cards, Mini Adventure, and The Pocket RPG Guide from Dragon Shield for Free RPG Day 2023.

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