Outsiders & Others

Miskatonic Monday #206: As the Stars Fall

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: As the Stars FallPublisher: Chaosium, Inc.
Author: Jamie Burke

Setting: Modern day North American gaming conventionProduct: One-shot
What You Get: Thirty-three page, 18.06 MB Full Colour PDF
Elevator Pitch: Your mother warned you about the dangers of your hobby. She was right.Plot Hook: Some people think gaming conventions are odd. The attendees, even odder. This time, they’re right.
Plot Support: Staging advice, four/Five pre-generated Investigators, three NPCs, five handouts, and some monsters.Production Values: Reasonable.
Pros# Familiar setting for many gamers# Creepy tale of blood and possession# Scope to create the convention# Easy to adjust to the nineties, eighties, seventies, or sixties# Hemophobia# Demonophobia# Chapodiphobia

Cons# Could end in a bloodbath and possession
Conclusion# Unsettling tale of blood and possession which ends under the stars.# Short one-shot in a familiar setting

Fantasy Fixes

Reviews from R'lyeh -

Godforsaken is one of several genre sourcebooks for the Cypher System published by Monte Cook Games. The others, such as The Stars Are Fire covers Science Fiction, Stay Alive! covers horror, and We Are All Mad Here covers fairy tales, but Godforsaken tackles that most ubiquitous of genres—at least when it comes to roleplaying—fantasy. In each case, these four genre supplements build on specific chapters in the Cypher System Rulebook providing a range of rules and rules tweaks, character ideas, options and modules, monsters and more, including settings and scenarios, that together help the Game Master and her players explore the genre and its many facets and aspects, create characters, and adventure in worlds inspired by a wide range of sources, including books, films, and even other roleplaying games. As a supplement, Godforsaken has to cover a wide array of subgenres, from high and low fantasy to dark fantasy and fairy tales, from the future of a dying Earth and historical fantasy to contemporary fantasy and paranormal romance, from whimsical fantasy and wuxia to Dungeons & Dragons-style fantasy.
Godforsaken is really a collection of questions and answers. Asking how one aspect or another of the genre can be done and then explaining or showing how. This is not just for the Cypher System, although that of course, is its focus, but with the genre in general. It starts with two options. The first is inspirations, touching upon classics such as Arthurian legend or the tales of Sinbad, but surprisingly suggesting a range of fantasy roleplaying games which could also serve as the basis for a Cypher System fantasy game. This complemented later in the book with more specific discussions and lists of possible inspirational works, covering fiction, film, and television, even fantasy artists, essentially a bibliography with suggestions. It feels odd having it placed further into the book when it could easily have followed the opening chapters. The other is creating a new setting and is more expansive, looking initially at the role of magic—knowledge, power levels, availability, history, and its interplay with technology and actual history—in broad strokes. It is a subject that the supplement will return to for obvious reasons. It also asks whether death will be permanent in the Game Master’s setting (similarly, this is expanded upon later in the book) and suggests ways to create maps and advise the players about the nature of the world that the Game Master has created. It is all fairly broad, as is the discussion and samples of fantasy.

The specifics really begin with character options which suggest ways in which various character types can be done using the Cypher System “I am an adjective noun who verbs.” format. For example, a Druidic character could be created in numerous ways depending upon what he does. For a druid with an animal companion, the Focus might be ‘Controls Beasts’ or ‘Masters the Swarm’ or who transforms, it might be ‘Takes Animal Shape’ or ‘Walks the Wild Woods’. Numerous options are suggested for the traditional fantasy roles like barbarian, the bard, priest, fighter, holy knight, warlock, and wizard, as well as for less traditional ones such as gunslinger and inquisitor. Several of the Foci are new, including ‘Takes Animal Shape’ and ‘Wields an Enchanted Weapon’, but in the main draws from the hundred or so given in the Cypher System Rulebook. However, not all of those are suitable for the fantasy genre and there is advice too on adjusting them to fit. For example, ‘Grows to Towering height’ could mean the character has giantish blood or be descended from a titan, ‘Licensed to Carry’ gives the character an unusual or magical weapon and applies the Focus’ bonuses to it, and ‘Talks to Machines’ could mean that the character instead communicates with golems or even the undead.

Equipment is handled in two ways in Godforsaken. First it gives descriptions and prices of a wide range of weapons, armour, tools, and adventuring gear. It will look familiar to anyone who has played a fantasy roleplaying game, but unlike in the Cypher System Rulebook, it gives prices in gold pieces rather than broad price categories. Second, it suggests ways in which Cyphers—the means by which the Cypher System awards Player Character one-time bonuses, whether potions or scrolls, software, luck, divine favour, or influence—can be brought into the fantasy genre. In the fantasy genre, these can obviously be potions, scrolls, talismans, and the like, which are relatively easy to make. Godforsaken gives complete rules for their creation as a series of step-by-step challenges, with higher level Cyphers requiring more time and more expensive ingredients. These are easy to use and nicely complement the main rules for crafting to be found in the Cypher System Rulebook. Crafting artefacts is also covered. Also discussed is why the Player Characters might craft Cyphers rather than expect to have them rewarded through play as is the norm, which might be preparation to overcome a foe or challenge, because the Player Character is a crafter, or it is thematically appropriate.

The rules for crafting Cyphers are one of several modules, divided between magical and fantasy rules, which Godforsaken provides and discusses that the Game Master can plug into her setting. The other modules for magical rules include antimagic, death and resurrection, ritual magic, magical technology, mind control, mystical martial arts, the power of names, and secrets. The modules for ritual magic and magic and technology include numerous examples too. There is specific advice about how to handle mind control in play, since not every player likes his character to be taken out of his control necessarily, suggesting that its parameters be set prior to play and reward a Player Character extra Experience Points when it does come into play, perhaps as a ‘GM Intrusion’. The module about using antimagic is more advice than mechanics, since the Cypher System does not actually define whether a Player Character’s abilities, Cyphers, and artefacts are magical or non-magical. If the former, antimagic effects remove them from play and that can be a problem from situation to situation, because they are integral to the Player Character. Ultimately the advice is to use antimagic in play sparingly. The fantasy rules modules cover the rewarding of treasure, including Cyphers and artefacts, and then the exploration of the dungeon environment. Walls, doors, traps—both as challenges and ‘GM Intrusions’, with numerous examples, are described here.

For running the Cypher System in a manner similar to Dungeons & Dragons, the chapter on fantasy species details several classic examples—Catfolk, Dragonfolk, Gnomes, Halflings, and Lizardfolk—in addition to those found in the Cypher System Rulebook. There is the suggestion too that they can be used as a Descriptor during Player Character creation, not once, but twice, so that Player Character could be an Inquisitive Halfling Explorer who Works the Back Alleys. Similarly, there are also suggestions on how to get near the Vancian style—that is, memorise, cast, and forget—which is challenging given that the Cypher System defaults a spontaneous style of casting. Godforsaken includes a trio of Cypher Shorts that can be used as single encounters or short scenarios, all of them classic fantasy situations. This is followed by a bestiary of forty or so monsters and NPCs to complement those in the Cypher System Rulebook and a selection of Cyphers and artefacts to add to a campaign.
Godforsaken is also the eponymous name of the setting described in the book. Comprising the second part of the supplement, it describes the ‘Godforsaken Setting’ and supports it with a pair of adventures. The ‘Godforsaken Setting’ is split into two realms. ‘Bontherre: The Blessed Lands’ are a green and pleasant land where nobody goes for want of anything, a pantheon of five revered gods known as the ‘Sacrante’, walk the lands and are worshipped by all, and for some, is a dull place to life. Beyond these lands of milk and honey lie the ‘Godforsaken Lands’ where the influence and power of the ‘Sacrante’ cannot reach and the sun and sky are different. As brave explorers, the Player Characters step through from ‘Bontherre: The Blessed Lands’ into the ‘Godforsaken Lands’ where they must survive radically dangerous environments, such as viciously biting weapons and acid rain, in search of resources valued by crafters. For example, Flevame, lies across the River of Souls and is easily accessible, and has a smaller sun and no moon, is colder, visitors from Bontherre suffer from a ‘weakening’, and visiting adventurers are often hunted by the forces of a necromancer called Crumellia Encomium. As well as being able to explore a new world, adventurers search for spirit threads which can be used to enhance artefacts. The other two lands detailed in the ‘Godforsaken Lands’ are different and there is scope too for the Game Master to add more. The setting is supported by two scenarios which introduce the ‘Godforsaken Setting’ and notes for the types of characters that the players can create and roleplay.

Physically, Godforsaken is very well presented, but that is what you would expect for a book from Monte Cook Games. It is well written, and both the artwork and the cartography are also good. Sidebars are used extensively throughout the book, adding detail, advice, stats, and references to the Cypher System Rulebook, and in the process, being very handy.

Godforsaken has two big hurdles that it has to overcome. One is that it has to encompass a wide swathe of subgenres and the second is Dungeons & Dragons. Although Godforsaken discusses numerous subgenres, it does not actually explore them in any great depth, its focus being broader and more generic. Further, it does not so much attempt to escape the influence of Dungeons & Dragons as in parts embrace it and show how a fantasy game in its style can be run using the Cypher System. By no means is this a bad thing, but rather it does leave less room for more detailed treatments of the other subgenres, which perhaps a supplement of their own.
Godforsaken presents a solid set of tools and advice for running the fantasy genre under the Cypher System, which altogether ask the Game Master numerous questions which will help her create and run her own fantasy setting. Ultimately though, Godforsaken cannot encompass everything in the fantasy genre and leaves a lot of subgenres waiting to be explored in greater depth for the Cypher System.

Fantasy Basics

Reviews from R'lyeh -

First published in 2006, the Basic Fantasy Role-Playing Game reaches its fourth edition in 2023. The good news is that the latest edition of the Dungeons & Dragons-style roleplaying game is not guilty of a strange swerve into MMORPG-style play as was the case when the most famous of roleplaying games reached its fourth edition. Instead, the Basic Fantasy Role-Playing Game, Fourth Edition is compatible with each of the previous three editions of the roleplaying game and it is compatible with the rest of Old School Renaissance too. Which means that the Game Master can still use all of the content and supplements previously published for the Basic Fantasy Role-Playing Game for her game as well as supplements and content released by too many other publishers to mention. What the Basic Fantasy Role-Playing Game, Fourth Edition offers is Dungeons & Dragons-style roleplaying, dungeon-delving adventures, epic magic, and big battles against two hundred and more different monsters, the discovery and wielding of magical items—minor and major, and more. All supported with advice for the Game Master and packaged in a simple, even basic, volume that combines the equivalent of the Player’s Handbook, Monster Manual, and the Dungeon Master’s Guide, all without the need for the Open Game Licence.

The Basic Fantasy Role-Playing Game, Fourth Edition is published by The Basic Fantasy Project. It takes its cue from the Dungeons & Dragons of the early nineteen eighties, so is more akin to Basic Dungeons & Dragons than Advanced Dungeons & Dragons. There are differences though, but there is a great deal more that will be very familiar. It is a Class and Level roleplaying game, up to Twentieth Level, rather than a Class and Level and Class as Race and Level roleplaying game. It offers four Races—Elf, Dwarf, Halfling, and Human, and four Classes—Cleric, Fighter, Magic-User, and Thief. Only Elves and Humans can be Magic-Users. Other than that, there are no limits on the choice of Class and Race. The familiarity mean that Dwarves have a minimum Constitution, Darkvision, and know their way around worked stone; Elves have a minimum Intelligence, Darkvision, are immune to the paralyzing attack of ghouls, are less likely to be surprised, and are better at finding secret doors; Halflings have a bonus to ranged attacks and initiative as well as Armour Class when facing large creatures, and are naturally stealthy; and Humans gain a bonus to Experience Points earned. Clerics can wear any armour, must wield blunt weapons, can turn undead, and gain their first spell at Second Level. Fighters can wield any weapon, wear any armour, and are simply better in a fight. Magic-Users begin play knowing the spell Read Magic and another spell of the Game Master’s choice! Thieves cannot wear metal armour, can perform a sneak attack with a melee weapon, and have a range of Thief Abilities such as Open Locks, Remove Traps, Pick Pockets, and more, all rolled on percentile dice.

Mechanically, the Basic Fantasy Role-Playing Game, Fourth Edition is mish-mash of different mechanics. Attack rolls and Saving Throws are rolled with a twenty-sided die, the aim being to roll high. Thus, Armour Class is ascending, with just three types of armour in the roleplaying game—leather, chain, and plate, plus shield—and beyond bonuses from either a high Strength or Dexterity, a Player Character’s attack bonus being determined by his Class and Level. A roll of one is always a miss, whereas a roll of twenty is always a success, but there are no rules for critical successes or fumbles. However, Hit Points reduced to zero for both Player Characters and monsters means they are dead. Other tasks are rolled on different dice. Thus, an attempt to open a stuck door is rolled on a six-sided die, but a locked door on a ten-sided die, the aim being to roll low, modified by the Strength bonus. Similarly, all Player Characters have a very low—one-in-six—chance of detecting traps, though the Thief’s Ability supersedes this. Both Surprise and Initiative are rolled on a six-sided die, but low for determining the former and high for the latter. The Basic Fantasy Role-Playing Game, Fourth Edition is therefore highly idiosyncratic in its rules and their application, but no more so than many other Dungeons & Dragons-style retroclone and certainly no reason to be surprised given its origins and inspiration. However, this mechanical motley does have repercussions. Fundamentally, it makes the roleplaying game less easy to learn, even arcane by modern standards, because almost every rule is mechanically situational. This is not to say that the roleplaying game is impossible to learn, but it contributes towards the hurdle of doing so.

Conversely, any experience with a retroclone or Dungeons & Dragons, and the Basic Fantasy Role-Playing Game, Fourth Edition is easy to pick up and begin playing. The differences between the Basic Fantasy Role-Playing Game, Fourth Edition and any other retroclone dot the rules. Most notably, they include the use of ascending Armour Class, but other rules provide clear and easy rules for unarmed combat and brawling and subdual damage. Spellcasting is Vancian for Magic-Users and all spellcasters require a hand free to successfully cast a spell. Clerics pray for their spells, whilst Magic-Users prepare and memorise them from a spellbook, except for Read Magic, which is so ingrained, it does not require the spellbook. Dig into the spells, and there are small differences here and there. For example, Mind Reading replaces ESP, Magic Missile inflicts a six-sided die’s worth of damage rather than a four-sided die’s worth, and so on. Some of the spells are highly detailed, such as Teleport, which is given a description almost a page in length whereas Read Magic runs to just three sentences in length. There are some forty-eight spells for Clerics and some sixty-two spells for Magic-User, from First Level to Sixth Level.

Similarly, the chapter on monsters—which runs to some one hundred pages—contains a mix of the familiar and the unfamiliar. Instead of the Displacer Beast, there is the Deceiver (or Panther-Hydra); the Gelatinous Cube is classified as a Glass Jelly, the Black Pudding as the Black Jelly, and Gray Ooze as the Gray Jelly, and so on; and the Golem entry includes Amber, Bone, and Wood Golem as well as Clay, Flesh, and Iron Golem. New additions include the Ironbane, an armadillo-like creature with hare’s legs and anteater-like snout with a long flicking tongue which transforms iron into rust (this does not replace Rust Monster), the Trollwife is included alongside the Troll as well as the Trollkin, the latter a young Troll, and the Urgoblin is a mutant Hobgoblin capable of regenerating Hit Points!

As you would expect, the Basic Fantasy Role-Playing Game, Fourth Edition covers most situations and elements that could come up in a Dungeons & Dragons. Equipment includes everything from arms and armour to land and water transportation and siege engines, traps and secret doors, wilderness travel, retainers and specialists to hire, handling encounters—including combat, and treasure. There is a complete set of tables for generating treasure types and hoards, the best feature of which are the list of effects, such as Courage, Invisibility, Protection, Flames on Command, Locate Objects, and Obsession, which can be applied to any weapons—not necessarily swords, and miscellaneous items. This is alongside the usual range of magic items and even rare items like the Bag of Holding, Boots of Travelling and Leaping, Girdle of Giant Strength, and Rope of Climbing.

For the Game Master, there is advice on various Player Character options in terms of the creation process, learning spells, weapon and armour restrictions, and so on. Added here is guidance on handling one of the most difficult issues in Dungeons & Dragons—wishes. The aim here is game balance versus literal accuracy. A similarly difficult issue, that of Energy Drain, is handled in more mechanical fashion. This is handled as negative levels which inflict a semi-permanent loss of one Hit Die’s worth of Hit Points and a -1 penalty on all rolls, plus spellcasters lose a spell slot. The effect is more granular, though still potentially deadly. Optional rules cover raising the dead, saving throws versus death and poison, ability rolls, awarding Experience Points for treasure, and more. There are rules here too for magical research for the Magic-User Player Character or NPC, and of course, for the Game Master to create both dungeon and wilderness adventures. There is no adventure included in the Basic Fantasy Role-Playing Game, Fourth Edition, but the advice is a decent introduction to creating both.

Physically, the Basic Fantasy Role-Playing Game, Fourth Edition is cleanly presented. The book is well written and fairly liberally illustrated, much of which appears in the monster chapter. The quality of the artwork varies, some of it is quite scrappy, but some of it is decent.

There are no real issues with the Basic Fantasy Role-Playing Game, Fourth Edition, but one potential issue is that the roleplaying game does not work as an introductory roleplaying game as written. The Basic Fantasy Role-Playing Game is intended to be simple enough for the younger player to play, and that is true, although with the supervision of older or adult players. The roleplaying game is written for the latter rather than the former, for example, there being no example of play, though there is fiction at the start and a decent explanation of what a roleplaying game is, plus there is an example of character generation. However, the meat of the rules and their mishmash nature are not easy to grasp, but again, to be fair, this applies to numerous other retroclones as well. For the experienced player, this would not be an issue.

There are plenty of Dungeons & Dragons-style roleplaying games available to choose from. The Basic Fantasy Role-Playing Game, Fourth Edition offers a comprehensive set of rules in a cleanly presented rule book, covering just about any situation that might come up in play. There are also two major advantages to the Basic Fantasy Role-Playing Game, Fourth Edition. One, it is slightly cheaper—even free as a download—than most other Dungeons & Dragons-style roleplaying games available. Two, it gives access to a range of scenarios and mini-campaigns, such as JN1 The Chaotic Caves: A Basic Fantasy RPG Adventure Series For Characters of Levels 1-3. Overall, the Basic Fantasy Role-Playing Game, Fourth Edition is a serviceable fantasy roleplaying game.

Solitaire: A Set of Scrubs

Reviews from R'lyeh -

Roleplaying games can have you portraying some strange characters. Not just elves or aliens inhibited by their emotions, but really strange characters. For example, in Marquee Press’ Khaotic, the characters’ minds are projected into the bodies of aliens on another world to fight a would-be invader, but end up all controlling the same alien body. In both Asmodee’s Bloodlust and John Wick’s WIELD: Chronicles of the Vatcha, the players portray the magical items and weapons being wielded, not the wielder. In the transhuman roleplaying game Eclipse Phase, the character is split between Ego and form, able to resleeve the Ego into a myriad of different body types, from cheap labour morphs and Olympian biomorphs to Uplifted species such as Chimpanzees and Octopuses and robotic flexbots and swarmoids. In the eponymously named A Set of Scrubs, you get to roleplay something that is perhaps the strangest, yet most ordinary item of all.
A Set of Scrubs is a journaling game which tells the story of a single set of scrubs at a hospital. Due to budget cuts, scrubs need to be worn multiple times, being deep cleaned between use, and handed back out as necessary. From the moment the scrubs are handed out for the first time, fresh and with a newness you just wish would never fade, to the time they have worn through and been stained with marks—both emotional and physical—that never truly shift, via being worn into something unremarkable, then perhaps a little scratchy, the scrubs will have been multiple times by numerous different people. Doctors, nurses, patients, porters, never management, visitors (yes, even them), security guards. Told over the course of three acts, A Set of Scrubs uses the Lost & Found system which is designed to produce solo games telling the story of an Object over a long stretch of time, typically from its creation to destruction. So it is with A Set of Scrubs.
A Set of Scrubs is published by Beyond Cataclysm Books and written by a medical doctor. To play—or rather to tell the story—of the single set of scrubs takes about an hour and requires pens, paper, a clock (or other means of tracking time), and a candle. The use of the latter and the subject matter of A Set of Scrubs, with dark and difficult themes since hospitals are places where life and death are decided, means that it is for mature audiences only.

A Set of Scrubs begins with the player establishing and describing the hospital, its age, management, and progress. Then it does the same for its staff and its patients. Is the hospital old or new, underfinanced or getting by, dirty or clean, the management honest or dishonest, and does the hospital have a motto? Do the staff want to do a good job or are they overworked and undermanned, professional or not, what are their opinions of the motto? Are the patients wealthy or poor, from all corners of society or one, what do they think of the hospital and does it have a good reputation, and how do they treat the staff? Is there a change in patient numbers, and if so, why? Penultimately, what does the set of scrubs look like? Cheap or well made, colourful or one tone, comfortable or uncomfortable, and so on? Lastly, the player draws the set of scrubs. There is even space in the book for this.

A Set of Scrubs is played in three acts. In each act, the scrubs will be worn by two or three Wearers. These change from act to act, each accompanied by a set of prompts which the player uses to tell the story going on around the scrubs. The prompts may also ask the player to roll on or choose from the ‘Illness’ Table or the ‘Clinical Procedure’ as appropriate. Doctor, Nurse, and Patient are consistent across all three acts, but the Porter appears in Act One, the Visitor in Act Two, and the Security Guard in Act Three.

The prompts for the Doctor, the Nurse, and the Patient vary slightly from act to act. For example, the prompts for the Patient in Act One ask the player to explain why the patient is in hospital, to choose and answer a question from the ‘Illness’ table, give an event that happens on the day which sticks with them for a long time, and lastly, how the patient Marks the scrubs. For a Patient in Act Two, the player must explain how the patient got to the hospital, choose and answer a question from the ‘Illness’ table, and both how the patient Marks the scrubs and whether or not the patient is marked in a similar way. A Mark is the effect that the encounter had on the scrubs. It can be as simple as a pulled thread or a spilled cup of coffee, as visceral as a string of bullet holes, swathes of blood and gore—or worse, or even a sleeve torn lose in an encounter with frightened Patient, or as ephemeral as an odour or a sound, a lingering presence, and so on. These are literally made on the scrubs, the player drawing them on the picture he drew of the set at the start of play.
In between wearers, the player rests, from a few seconds to a few minutes, before the scrubs are pulled on by the next wearer and both player and scrubs thrown back into the action—physical, emotional, or both—of hospital life. Longer rests means that when the scrubs return to duty, the hospital will also have changed somehow and that will have an effect on the wearer and the scrubs. For the player, the moments of rest take place with his eyes closed (or in the dark). The shorter the period, the less time the player has to contemplate what happened in that day’s encounter, to wonder how the scrubs were affected and the nature of the Mark. The ultimate period of reflection comes at the end after Act Three, when the scrubs have worn out and been incinerated. This is when the candle is lit and the player takes one last moment to consider the events and encounters that the scrubs have been witness to.

Physically, A Set of Scrubs is very well produced, a sturdy digest-size booklet with intentionally rough illustrations.

A Set of Scrubs is very much a contemplative writing experience rather than a roleplaying game. It prompts the player to consider events and encounters in a place dedicated to life and healing, but where death and even danger are a constant presence. The stories that result are peripatetic, flitting from wearer to wearer like a shared world, mostly ordinary, but influenced by the building around them and the care that the staff provide. Doubtlessly influenced by the numerous medical dramas we have seen, A Set of Scrubs nevertheless pushes us to explore something we know is there and something that we know at some point we will encounter, but from an unexpected emotional quarter.

Friday Fantasy: DCC Day 2023 Adventure Pack

Reviews from R'lyeh -

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2023’, which takes place on Saturday, July 22nd, 2023, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. Two of the scenarios, ‘The Rift of the Seeping Night’ and ‘Grave of the Gearwright’, are written for use with the Dungeon Crawl Classics Role Playing Game and appear in the duology, the DCC Day 2023 Adventure Pack. The third, Crash of the Titans, is a scenario for Mutant Crawl Classics notable for sharing the same cover as that for the limited edition printing of the rulebook. It is the DCC Day 2023 Adventure Pack which is being reviewed here as a preview of ‘Dungeon Crawl Classics Day 2023’.

The first adventure in the DCC Day 2023 Adventure Pack is ‘The Rift of the Seeping Night’. Designed for a party of between five and seven First Level Player Characters, it is notable for being the winner of the of the ‘2022 Mystery Map Contest. The scenario begins with the Player Characters summoned to the normally sunlit city of Sphyre high in the Torrith Mountains. Here the people have worshipped the sun for centuries, but now the pattern of day and night has changed, the latter longer, the former shorter. Normally, the city is protected by the immortal wizard, Baltothume, but something must have happened to him for the light of the sun to have begun failing, so the Player Characters are expected to enter the and explore the outpost when he has lived for thousands of years. The outpost is quite small, consisting of just nineteen locations divided between two halves. The first half is where Baltothume lived and worked and feels quite tight and worked to be liveable, whereas the second half is darker and has rougher-hewn, natural feel to it, of a far wider space than the Player Characters can see.

To progress beyond the first half, the Player Characters will need to explore the facility and solve several puzzles, all possessing a solar nature, requiring either light or shadow. There are a few encounters here, but in the main they are just about enough of a threat to First Level Player Characters. The scenario is puzzle-orientated—so much so that they require their own notes—their being solved opens the way into the dungeon’s second half and then back again for its dénouement after that. Surprisingly, for a scenario of this size, it does includes more than the route between the two, preventing the scenario from stalling when the Player Characters cannot make any further progress. That said, the players and their characters may find themselves stalling when attempting to solve the scenario’s puzzles. Careful attention to detail is required and the Judge should definitely make notes as part of her preparation to run ‘The Rift of the Seeping Night’, both to help her understanding and to help her players and their characters come to understand how it works.

‘The Rift of the Seeping Night’ is a neat, nicely self-contained—of course, decently detailed, dungeon which can played through in a session or two. The detail extends to a pair of entertainingly memorable magical items that will help the Player Characters in the exploration of the dungeon. The combination of its puzzles and theme of night and day that split the dungeon should engage players who like to think their way through a situation and the Judge should definitely prepare for that.

The second adventure in the DCC Day 2023 Adventure Pack is ‘Grave of the Gearwright’. Designed for a party of between four and six Second Level Player Characters, it is actually inspired by DragonMech, the fantasy-steampunk-mecha setting published by Goodman Games in 2004. (Perhaps the scenario is a precursor to it being re-released, this time for use with the Dungeon Crawl Classics Role Playing Game? Who knows? Watch this space in 2024 on the roleplaying game’s twentieth anniversary.) That said, the scenario is not specifically designed to be run using that setting, but rather as an adventure for the Dungeon Crawl Classics Role Playing Game which combines magic and machinery. The scenario definitely requires a Thief, whilst Player Characters with a mechanical or engineering inclination will also be useful. Clerics or Wizards with mind or nature-affecting spells will find their spells to be less effective in the scenario given the nature of the dangers that the Player Characters will face.

Master Gearwright Alia Coppermantle has not been from in weeks. Perhaps they are tasked with checking on her well-being by a friend or stealing some of her secrets by a rival, but in whatever way they get involved, the Player Characters begin the scenario outside her tower, about to break in. That is quickly achieved and once inside, they will find the tower and its workshops below to be occupied by creatures that resemble weird balls of spiked tentacles and Dwarves very mechanically going about their work. If the Player Characters can defeat one of the constantly working Dwarves, they should learn some of what has been going on at the workshop (the Judge will need to prepare exactly what each Dwarf can remember as it will be different for each one), but not quite the true nature of the threat. That is invasion! From the Moon, no less! Ultimately, whether they sneak their way through the complex via its ventilation shafts—because ‘Grave of the Gearwright’ is as much Science Fiction as it is Fantasy and technological as much as it is magical, and therefore really, really needs ventilation shafts—the Player Characters can locate the missing Gearwright and learn what has happened in the workshop. Here the Judge will need to be a little inventive as Master Gearwright Alia Coppermantle has lost her voice. Nevertheless, that is not going to stop her and the scenario will climax with a battle for possession of the mecha that she was constructing.

‘Grave of the Gearwright’ is definitely more Science Fiction than fantasy in its feel and trappings. It does offer the opportunity for a Player Character to begin to learn engineering as a skill and even take the Great Machine as a Patron. What it does not do is let the Player Characters take control of the mecha, which would have been fun for the final scenes in the scenario. The fight up and down the giant robot, as well as atop it, is a great stage upon which to have a battle though. Otherwise, ‘Grave of the Gearwright’ is the more straightforward of the two scenarios in DCC Day 2023 Adventure Pack with an emphasis on combat and stealth. It also pushes the Dungeon Crawl Classics Role Playing Game slightly in a direction that the roleplaying game as a whole is not quite compatible with as written, but this will vary from one Judge to the next. Physically, the DCC Day 2023 Adventure Pack is decently done. The artwork is fun and the maps clear, and both scenarios are well written and easy to read.

Of the two scenarios in the DCC Day 2023 Adventure Pack, ‘The Rift of the Seeping Night’ is both more interesting and more challenging, as well as easier to add to campaign. Otherwise, with two different scenarios in terms of tone and mystery for the Dungeon Crawl Classics Role Playing Game, the DCC Day 2023 Adventure Pack contains two entertaining scenarios as you would expect from Goodman Games.

1998: Cranium

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 surprising to realise that Cranium is twenty-five years old. Originally published by Cranium, Inc. via Amazon and Starbucks—of all places!—‘The Game for Your Whole Brain’ was subsequently published by Hasbro, Inc. and sold everywhere. To celebrate its silver anniversary, its current publisher, Funko Games has released the Cranium 25th Anniversary Edition, which combines its sketching, acting, humming, sculpting, picture-puzzling, and word unscrambling game into a very attractive and sturdy package. Designed for four players aged twelve and up, it still is what it always was—a party package of games, which asks the players to guess answers based on an image drawn on a card, or from a sound or a song, answer trivia questions, solve word or picture puzzles, and infamously, sculpt an object which hopefully will be the clue to what is on the card. So, one part Pictionary, one-part Trivial Pursuit, one-part Scrabble, one-part Charades. The challenges in Cranium 25th Anniversary Edition can be divided into four categories—red Fact & Picture Challenges, yellow Word & Letter Puzzles, red Drawing & Sculpting, and green Acting & Sound Effects—and with a grand total of eighteen specific challenges divided between the four, there is always something new and interesting for the players to do. And given the silliness of some of the tasks, laugh at them as well.

What strikes you first about the Cranium 25th Anniversary Edition is how it is packaged. It comes as a fat disc or case. The top half is purple, the lower half white, and with an undulating edge to the top and bottom of the case, what the Cranium 25th Anniversary Edition actually looks like is a cake. In fact, a celebratory cake with purple icing on the top! What strikes you second about the Cranium 25th Anniversary Edition is the fact that everything is contained within the case. This includes challenge cards, the mini-white boards and their dry-erase pens, the timer, the team pawns, the counters, the movement die, and of course, the pot of ‘Cranium Clay’ used for the sculpture challenge. What strikes you third about the Cranium 25th Anniversary Edition is the movement die. It is a ten-sided die, but marked with five colours—twice. If you are an experienced gamer, then you will have seen this in the last twenty-five years, but for the casual gamer, it could be a first.
At the start of the game, the players divide into two teams. The blue team and the orange team. Each team has a mover in a corresponding colour. Everything is removed from the case in readiness for play and one of the game’s two decks is shuffled and placed in the slot in the middle of the case. This is where the cards are drawn from, turn to turn. Each team receives a reference sheet, which explains all eighteen categories, and a set of four Bonus Coins. There are two ‘Reroll’ coins, a ‘Move +1’ coin, and a ‘Move +2’ coin. The first two allow the die to be rerolled, whereas the other two grant a bonus to movement if a challenge is successful. All four can only be used once per game and are dropped into the slot atop the case when used. On a turn, each team will roll the die. This determines the category or colour of challenge they will perform. The opposing team will draw a card and set the challenge for the team based on the colour on the die. If the current team rolled purple, it can choose any colour. The team can also choose whether or not to use a ‘Bonus Coin’. Once the challenge is set and the timer readied, the player doing the challenge has two minutes to complete it and for the rest of the team to get it right from the clues provided by the player. Some challenges given are marked as ‘ALL PLAY’ in which case a player on both teams attempts it and the first team to get it right wins. When a team gets a challenge right, its Mover is moved round the track on the case to the next space matching the colour of the challenge it just completed. The game is won by the team which gets its Lover back round the track to the starting space.
In terms of game play then, the Cranium 25th Anniversary Edition is all about the challenges. Each card has one challenge from each category—Fact & Picture Challenges, Word & Letter Puzzles, Drawing & Sculpting, and Acting & Sound Effects—with corresponding answers on the back. For example, a card could have the ‘Soundstage’ challenge of the player having to perform ‘Glassblowing’ using sounds and gestures the rest of the team identify it correctly; identity the ‘Odd Couple’ or two items which do not belong on a list from ‘Chupacabra/Seattle Kraken/Jersey Devil/Beast of Exmoor/Cleveland Monsters’; ‘Jargonaut’ or choose the word which matches the definition for ‘The vapour line behind a high-flying plane’ from ‘Contrail, Delta wave, Phytoplasma, or Gasconade’; and in ‘Sensosketch’, the player must draw a ‘Katana’ with his eyes closed and the rest of the team identify it correctly from the drawing.
The fun of the game is in these challenges. And the fun in the challenges is in getting them wrong as much as you do right. Especially the more physical challenges, whether that is drawing or sculpting or performing. This is what will make everyone laugh as much as groan with frustration. The range of challenges provides lots of variety and that variety will appeal to a wider age group, young and old. Unfortunately, there is a problem with the Fact & Picture Challenges category in that the trivia questions are based on American knowledge rather than general knowledge. So, anyone outside of the USA is going to have a harder time with the category.
Physically, the Cranium 25th Anniversary Edition is very sturdily and attractively presented. Everything packs into the solid, very cake-like case, which looks good on the table. The cards are on thick stock, the Cranium Clay is malleable, and both the case and the Mover pieces are solid plastic.
All right, so the Cranium 25th Anniversary Edition is not a gamer’s game. It is too random, too simple, no real game play, no real rules or tactics or strategy. Which is true. In fact, the only tactic might be to use the purple result on the die to choose a colour and thus a category of challenge the team thinks it has a chance of succeeding at and move further than a random roll might have allowed. Yet despite these issues, every gamer needs a party game, a game that he can bring out and play with friends or family who do not ordinarily play games, especially at certain times of the year. Cranium is challenging in ways that friends and family will understand and silly and fun that they can enjoy playing it. Even a gamer can enjoy it for those reasons. Think of it as a palette cleanser, played very, very occasionally between more complex and demanding games.
The Cranium 25th Anniversary Edition is a great version of the classic party game. It looks good on the table, its team play encourages co-operation, and it plays well with family and friends, offering them a wide variety of tasks and challenges that are often fun and silly. Every gaming collection needs a party game and if that party game is Cranium, then the Cranium 25th Anniversary Edition is the version to have.

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 4 The Demon's Daughter

The Other Side -

The Demon's DaughterOkay, let us scale things down a bit and see what we can do with some mystical characters and some that are not super-powerful. At least not yet.

Another concept that comes up is the Demon Spawn that tries to do good. These characters often appear in comics with magic as a theme and they are a great choice for a Wasted Lands game since there is likely to be a lot more interaction with demons. 

This character could be a lot of different things, and "demon" might even be an alien, say in the case of Karolina Dean from Marvel's Runaways. But my example here will be borrowing heavily from DC's Teen Titan, Raven.

Now there are a lot of ways to do Raven. We have Psychics, Sorcerers, and even Necromancers. But Raven's primary powers come from her empathic abilities and astral projection with some spells. So I am going with Psychic for her here.

The Demon's Daughter

Class: Psychic (Persona Aspect)
Level: 6
Species: Human-Demon
Alignment: Twilight Good
Background: Student

Abilities
Strength: 12 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 15 (+1) N
Wits: 15 (+1) N
Persona: 17 (+2) A

Fate Points: 10
Defense Value: None 10
Vitality: 30 (d6)
Degeneracy: 
Corruption: Unnatural Parlor

Check Bonus (A/N/D): +/+/+
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Saves: +3 to Persona based saves

Psychic Powers

Supernatural Attacks, Sixth Sense, Empathy, Psychokinesis (Telekinesis, 2d6+1), Temporal Sense, Shadow Walking, Astral Projection

Superhero (Divine) Archetype: Rebilous Child of older God/Demon

Divine Touchstones
Level 1: Mystical Senses (as Sorcerer spell)
Level 2:  
Level 3: Additional Movement: Fly
Level 4: 
Level 5: First-level Sorcerer
Level 6: 

Spells
1st Level: Protection from Evil

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends. You likely will not use all of these on one character. I'll have some less-super examples coming up.

She has fewer to reflect that she is still just a teen or young adult. This also more likely the speed in which people will want to hand out the Divine Touchstones. 

Please check out and back the Wasted Lands Kickstarter.

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 13

The Other Side -

 Moving on from room #12 the party enters a large spherical room 50' in diameter.  The walls of the room are polished obsidian.  The center of the room features a large monolith of the same material. Stalactites and stalagmites break up the otherwise uniform blackness of this room.

Room 13
Free Art Assets - Grey Gnome Games - Jason Glover

This monolith radiates evil and necromantic energies. It doesn't take a magic-user to figure this out, all the characters can feel it.

Touching the monolith a character hears a voice. The monolith is known as the Monolith of Evil. It brags that it is 1000s of years old and was worshipped by 1000s of acolytes. Offerings of blood and lives kept it powerful. But now it is drained of all power, the Vampire Queen drained came and took all of its power.

It lets the characters know that if they could just kill their fellows it will be able to grant them the power to kill the Vampire Queen.  

The monolith has no idea is the Vampire Queen is still active or not. 

There is no magical compulsion here, save for being creepy it has no real power left. 

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 3 The Paragon

The Other Side -

The Paragon We are working our way up the power scale to tackle the Paragon. Now this guy (or gal) has Power, with a capital P. They are also a favorite of late for deconstruction or alternate attempts (The Boys, Brightburn) but I am not interested in that right now. I am interested in the one that has power, great power even, and wants to use it for the right things. But this is also the Dreaming Age, and life is pretty rough and dangerous. The Paragon of this world and time will also need to be a little rougher around the edges.

In D&D, they would be a paladin or some other knight in shining armor. They are the bright reflection of the Dark Avenger. Thankfully they both have the Amazon Warrior Princess to help balance them out.  One of many reasons why this unlikely trio works so well together.

The Paragon

Class: Warrior
Level: 14
Species: Human
Alignment: Light Good
Background: 

Abilities
Strength: 22 (+5) A
Agility: 17 (+3) 
Toughness: 17 (+2) N
Intelligence: 15 (+1) 
Wits: 15 (+1)
Persona: 16 (+2) N

Fate Points: 10
Defense Value: Plate (7)
Vitality: 75 (d8)
Degeneracy: None
Corruption: None

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base)
Ranged Bonus: +3 (base)
Saves: +5 to all saves

Warrior Skills

Combat Expertise, Improved Defense, Increased Damage, Melee Combat, Master of Battle (90%), Ranged Combat, Spell Resistance (36%), Supernatural Attacks (Melee), Tracking, Extra Attack (x4)

Improve Defense: -4

Superhero (Divine) Archetype: Justice, Hope

Divine Touchstones
Level 1: Mystical Senses (as Sorcerer spell)
Level 2: +1 to combat rolls
Level 3: Additional Movement: Fly
Level 4: Increased Ability Score (Strength +2)
Level 5: Divine Smite 
Level 6: Gout of Flame (as Sorcerer spell), as Heat Vision (unique mode of attack)
Level 7: Divine Aura
Level 8: Damage Immunity from missile fire
Level 9:  Increased Ability Score (Strength +2)
Level 10: Half Damage from Mundane slashing
Level 11: Chill Breath (as Ray of Frost Sorcerer spell)
Level 12: Unique Attack, Heat Vision 60' line
Level 13: Down But Not Out
Level 14: Divine Recovery

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends. You likely will not use all of these on one character. I'll have some less-super examples coming up.

This one looks great. And don't tug on his cape.

Please check out and back the Wasted Lands Kickstarter.


#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 12

The Other Side -

 Heading back to Room #2 and taking the next tunnel on the right. The party does not get very fare into the next chamber when they encounter a group (five) of large and piggish-looking orcs.

Room 12

These orcs are infected with the Wearboar Lycanthropy and are known as War Pigs. They stay in hybrid form but once wounded they can go into their berserk rage.

They have food and water for five for a week, but it is generally unpalatable and smells terrible. It is however completely edible. 

They also have Treasure type C x5.

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 2 The Amazon Princess

The Other Side -

The Amazon PrincessI am continuing my exploration of various superhero archetypes in the Wasted Lands.  Today's topic is the Amazon Princess. While this could be Wonder Woman or someone like Starfire, it can also be a character like Xena Warrior Princess. In truth, Xena would fit in quite well in the Dreaming Age.

This character's drive is not Vengeance (like the Dark Avenger) or even Justice (like the upcoming Paragon) but rather the most good possible.  In a lot of ways she is also an emissary of a more enlightened, but still warrior, culture.

In both the cases of Wonder Woman and Xena they have a relationship to the Gods, the Greek Gods in particular. In the Wasted Lands then she would come the same culture that the warriors Zeus and Ares come from. But godhood is not her goal.

The Amazon Princess

Class: Warrior
Level: 12
Species: Human
Alignment: Light Good
Background: Nobility

Abilities
Strength: 20 (+4) A
Agility: 18 (+3) N
Toughness: 17 (+2) N
Intelligence: 16 (+2) 
Wits: 16 (+2)
Persona: 16 (+2)

Fate Points: 10
Defense Value: Studded Leather (7)
Vitality: 60 (d8)
Degeneracy: None
Corruption: None

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +4 (base)
Ranged Bonus: +3 (base)
Saves: +4 to all saves

Warrior Skills

Combat Expertise, Improved Defense, Increased Damage, Melee Combat, Master of Battle (90%), Ranged Combat, Spell Resistance (36%), Supernatural Attacks (Melee), Tracking, Extra Attack (x4)

Improve Defense: -4

Stealth Skills

  • Open Locks: 15%
  • Bypass Traps: 10%
  • Sleight of Hand: 20%
  • Sneak: 20%
  • Climbing: 70%

Danger Sense 1-3 (d6)
Perception: 40%
Vital Stike: x2 damage +4 to attack

Superhero (Divine) Archetype: Justice, Truth

Divine Touchstones
Level 1: Unique mode of Defence, -1 vs. Missile attacks
Level 2: +1 to combat rolls
Level 3: Charm humans
Level 4: Increased Ability Score (agility +2)
Level 5: Level 1 of Renegade
Level 6: Unique mode of Attack (lasso) +1 and Detect Lie
Level 7: Ceases to Age (Natural)
Level 8: Divine Aura
Level 9: Signature Item, Lasso.
Level 10: Half Damage from Mundane slashing
Level 11: Transporation mode: Fly
Level 12: Restore Corruption

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends.

This one works out quite nicely, I think!

Please check out and back the Wasted Lands Kickstarter.


#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 11

The Other Side -

 A secret door behind the statue leads to a small room.  The room is filled with steam.

Steam Mephits

Inside there are four small demons, Steam Mephits. 

Steam Mephit: HD 3; AC 5 [14]; THAC0 16 [+3]; Atk 2 claws (1d3); Move 120' (40') [Fly 240' (80')]; Save D12 W13 P14 B15 S16 (2); Morale 10; AL C;  Special: Breathe steam cloud (2d6, save for half), gaseous form.

The mephits are playing in the steam.  They attack the party.

Their morale is 10, but they are at 8 for this encounter. They were attracted by the energies from here to the elemental plane of fire.  


Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 1 The Dark Avenger

The Other Side -

The Dark AvengerThe Dreaming Age is both very dark and very hopeful. 

Humanity (well...proto-Humanity) has cast off the yoke of the Old Ones and now lives in a time of unimaginable horrors. There are monsters, there are forces of evil, and their are even evil humans that are all too willing to take over where the Old Ones left off. It is post-apocalyptic in a very real sense. But also, humanity has the chance in the form of our (your) heroes to make a better world.

The characters will one day be remembered as the Gods and Heroes of yore. 

But not all of them are bright, happy people.

Making "superhero" characters for the Wasted Lands RPG really only takes a change of reference or point of view. If Superheroes are modern myths, then the Wasted Lands RPG can also make those. Though your character's origin story is not going to be one of being a young adult, and then BAM, your character is powerful. Legends are built over time, and legendary characters even more so.

The Archetype of the Dark Avenger is a great example. This character had a really bad day once and now spends a lifetime fighting against the forces of Darkness and Evil (yes capitalized) by donning the guise of evil.  In comics, these characters are usually just normal humans but have something special about them. They are unnaturally dedicated to their cause for example, or maybe even they have a bit of an edge. It should also be noted that many take on the guise of an animal or creature that strikes fear into others; the bat, the wolverine, and even devils.

For these Superhero Archetypes, I will present them at higher levels to get a feel for what their legends will be like. I will also add the various Divine Touchstones to make the character a bit more "super."

The Dark Avenger

Class: Renegade
Level: 10
Species: Human
Alignment: Dark Good
Background: Nobility

Abilities
Strength: 18 (+3) N
Agility: 20 (+4) A
Toughness: 17 (+2)
Intelligence: 16 (+2) N
Wits: 16 (+2)
Persona: 16 (+2)

Fate Points: 10
Defense Value: Studded Leather (7) (See below for mods)
Vitality: 36 (d4)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +3 (see below)
Ranged Bonus: +9 (+4, +5)
Saves: +5 to Death attacks and area effects

Improved Defense: -6 to attackers

Stealth Skills

  • Open Locks: 110%
  • Bypass Traps: 115%
  • Sleight of Hand: 125%
  • Sneak: 125%
  • Climbing: 100%

Danger Sense 1-5 (d6)
Perception: 95%
Vital Stike: x4 damage
Read Languages: 85%

Superhero (Divine) Archetype: Vengeance, Justice

Divine Touchstones
Level 1: +1 to Melee Combat
Level 2: Additional Vitality Points
Level 3: Level 1 of Warrior
Level 4: Level Two Spell: Invoke Fear
Level 5: Auto Success (once per session)
Level 6: Gains +1 to all attacks and +5% to all skills
Level 7: Servant: Ward of Vengeance
Level 8: Signature Item: Batarang (+5 to hit, +5 to damage, -3 DV, 1 fate point)
Level 9: Down but Not Out
Level 10: Hop and Skip

This is not a guy you want to meet in a dark alleyway.

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends.

Please check out and back the Wasted Lands Kickstarter.

Miskatonic Monday #205: The Colour of Cattle

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: The Colour of CattlePublisher: Chaosium, Inc.
Author: John LeMaire

Setting: Illinois, 1885
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Sixty-three page, 142.09 MB Full Colour PDF
Elevator Pitch: Colour Out of Space drains the colour out of cattle!Plot Hook: A cattle drive takes a short cut to death
Plot Support: Staging advice, three handouts, six pre-generated Cowpokes, four maps, twelve NPCs, one creature, one bad bear, and one Mythos monster.Production Values: Unworldly.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Can make use of Get Along, Little Dogies
# The snake oil turns out to be the balm needed# Mostly a physical and combative investigation# Plenty of extra background material provided# Includes bonus encounter# Chromophobia# Arkoudaphobia# Bovinophobia
Cons# Needs a slight edit# More a change of genre than a change of story# Can make use of Get Along, Little Dogies
Conclusion# Solid, slowpoke of a scenario as the cowpokes try to drive the Colour from the region in order to drive their cattle through # Brings a fresh approach to dealing with a Mythos threat which really cannot be dealt with and offers limited story use.

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 0

The Other Side -

 I have been thinking a lot about gods, monsters, humans, and demons in these pages lately. Between my One Man's God, my ideas for Deities & Demigods II, and playtesting The Wasted Lands gods and their relationship to humankind have been on my mind a lot.

This has also got me thinking about how in today's society, the role of the hero of myth is now played out by comic book superheroes and maybe even more so by their movie counterparts. 

Christopher Nolan quote
Rick Riordan
Edna Mode

And there are more.  So this week I am going to make some modern "gods" and recraft them as Wasted Lands heroes. 

As is my nature, I am going to lean in on DC Characters, or at least their archetypes.

So come back later today and all this week for some humans as superheroes as gods in the time of the Dreaming Age for Wasted Lands.

And don't forget to checkout and back the Wasted Lands Kickstarter too!


Miskatonic Monday #204: To The Tolling of The Bell

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: To The Tolling of The BellPublisher: Chaosium, Inc.
Author: J. Michael Arons

Setting: United KingdomProduct: Scenario
What You Get: Nine page, 3.13 MB Full Colour PDF
Elevator Pitch: For Whom the Grounded Bell TollsPlot Hook: When an unmounted bell rings, ghosts walk the streets
Plot Support: Staging advice, one handout, two NPCs, and one Mythos monster.Production Values: Plain.
Pros# Underplayed, but decent small village mystery# Potential priests in peril# One-session investigation# Leans towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Needs development, but can be slotted into an ongoing campaign# Could work with one or two Investigators# More Hammer Horror than Cosmic Horror# Easy to adjust to Cthulhu by Gaslight or the modern day# Kampanaphobia# Ecclesiophobia# Religiophobia

Cons# Needs a slight edit# Undeveloped set-up for the Investigators# The NPC has his own Investigator sheet?# Unclear if the NPC is an NPC or an Investigator# No pre-generated Investigators# No maps# More Hammer Horror than Cosmic Horror# Leans towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
Conclusion# Underdeveloped, but promising ecumenical horror, which with work, would slot easily into a campaign# More Hammer Horror than Cosmic Horror

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 10

The Other Side -

 The large alcove at the end of Room 9 opens to what appears to be a large worshipping area.  There is a large bronze statue of some sort of demonic lord.

Room 10

The statue is a Bronze Golem, but it is somewhat immobile now as its bottom half has melted to its dias. It can, however, still attack anyone that gets within 15 feet of it. 

It is difficult to determine if this "melting" was something that happened later or was part of its original design. 

There is a treasure hoard behind the golem. It is largely made up of gems, in particular rubies. There are 10d20+10 gems here each worth 10d20x5 GP each. (or 120 gems worth 500 gp each on average).

Universal Hammer Horror

Reviews from R'lyeh -

The city of Spireholm stands at the southern tip of Karanthia, a country on the coast of the Balkans known as Europe’s Fang. Its isolation and its surrounding savage landscape has made it a feared target for any would-be conqueror, but that is not the only reason. In an age of modernity, industrialisation, and enlightenment, Spireholm and Karanthia are the last refuge of monsters and horrors, cast out from the rest of the continent. In Spireholm and Karanthia, myth and legend are real, and monsters walk the streets, let alone stalk the night, some welcome, others not. Constructs and creations given form and life. Shapeshifters and werewolves and the invisible. The Mad Genius. Vampires and warriors cursed with immortality. The Lucky fools who have made Faustian pacts and deals with dark patrons. The undead and those who would deal with the undead. The Monster Hunter as well as the biologist more concerned with cataloguing such creatures rather than killing them. Yet there are those in the city who do look to the outside world and trade has begun to flow readily through Spireholm’s harbour as the city’s four great families vie for power, influence, and money, the watch and the militia keep the temporal peace, the Divine Order the ecumenical and moral peace, and the Ragged Lords run crime and protect the poor in the city’s worst districts. All of which takes place behind Mayor Blumquist, who despite his wheedling and grovelling, keeps all of the city’s factions happy. As social and economic change comes to Spireholm, there is another faction, one that dates all the way back to the city’s foundation and has remained hidden since, which plots to reclaim what once belonged to it. If this faction succeeds, it will turn the clock back centuries and unleash monsters the likes of which not even the good folk of Spireholm have seen on their streets!

This is the set-up for SHIVER Gothic: Secrets of Spireholm, a supplement for Shiver – Role-playing Tales in the Strange & the Unknown. Published by Parable Games, Shiver is a generic horror roleplaying game, designed to do a variety of subgenres, from modern slasher and cosmic horror to zombie outbreaks and Hammer Horror melodramas, using easy to build Player Characters archetypes and the Doom Clock as a device to ratchet up tension and push the story to a horrifying climax combined with its own dice mechanics. It is great for one-shots, especially ones inspired by horror films. If that seems limiting, SHIVER Gothic: Secrets of Spireholm shows how Shiver can do more—a lot more. SHIVER Gothic: Secrets of Spireholm is a guide to the Gothic for Shiver, highlighting the subgenre’s sense of isolation, decaying old order versus the new, hidden secrets, and transgressive urges. SHIVER Gothic: Secrets of Spireholm is a guide to roleplaying the monsters of the Gothic subgenre. SHIVER Gothic: Secrets of Spireholm is a guide to the city of Spireholm. SHIVER Gothic: Secrets of Spireholm is a complete campaign within the city of Spireholm. SHIVER Gothic: Secrets of Spireholm introduces a new mechanic that tracks Doom, not in hours, but days. Thus, SHIVER Gothic: Secrets of Spireholm provides an array of new Player Character archetypes, city where they are accepted—for the most part, and a complete ten-part campaign for them to explore the city, its politics and its secrets.

To be fair, SHIVER Gothic: Secrets of Spireholm does not dwell on the nature of the Gothic for very long and nor does it provide an extensive guide to the city, but it is sufficient in both cases. Arguably then, its main focus is on playing as monsters and the campaign. The idea behind playing as monsters is that it grants the Player Characters access to supernatural powers that they will in turn use to fight the supernatural, but at the same time, they must constantly struggle with the light and the dark within themselves as well as their inner demons, and they must always be societal outcasts. What makes them monsters makes them untrustworthy. This will come into play through role playing rather than a given mechanic. If there is a disappointing aspect to SHIVER Gothic: Secrets of Spireholm, it is this lack of mechanical means of handling the monstrous side to roleplaying these monsters. Their inclusion would have at least supported the players’ portrayal of their characters and their characters’ darker side.

SHIVER Gothic: Secrets of Spireholm provides seven Archetypes. These are Construct, the Changed, the Mad Genius, the Immortal, the Lucky Devil, the Oddly Undead, and the Slayer. For example, the Construct has the Paths of Flesh, Machine, and Stone; the Mad Genius, the Paths of the Creator and the Alchemist; and the Immortal, the Paths of the Endless and the Vampyr. Each Archetype also has access to ten abilities, from Tier One to Tier Ten. Some of these are common to each of the Paths within an Archetype, but others are specific to a Path. Then there are over twenty Backgrounds particular to the subgenre, including Sentient Machine, Coach Driver, Regal Beast, Taxidermist, Gourmet, and more. Each provides an Ability and a Flaw. For example, the ‘Person in the Portrait’ has the Ability of Cumulative Inheritance, which provides the Player Character with plenty of wealth and an opulent home that serves as a Sanctuary to hide his secret, whilst the Flaw is ‘The Aging Artifact’, which the Player Character cannot look at, lest he be Slowed, lose Hit Points, and become Cursed. He can recover, but if ‘The Aging Artifact’ is destroyed, the Player Character dies.

With seven Archetypes, fourteen Paths, and twenty-one Backgrounds, SHIVER Gothic: Secrets of Spireholm provides the players with a wide array of build options and choices enabling them to create some classic monster types. Most of these are reinforced by the Archetypes and Paths, with the Backgrounds being used to emphasise or tweak the combination of Archetype and Path. For example, the Endless Path from the Immortal Archetype would work with the ‘Person in the Portrait’, ‘The Holy Knight’, or ‘The Regal Beast’. The end result is that the players can create characters in the style of The League of Extraordinary Gentlemen, Penny Dreadful, or Hellboy.

The second part of SHIVER Gothic: Secrets of Spireholm is dedicated to the city and its associated campaign. It details the city itself, its history, factions, and districts in broad detail, dedicating roughly a page to each of its twelve districts. It does describe the world beyond the walls of Spireholm, if only a little, revealing that it is an alternative nineteenth century not too dissimilar to the Victorian era. It suggests ways of getting the Player Characters together, whether as members of the city watch or local militia, members or servants to the Four Families, monster hunters, or even ambassadors from abroad! Of course, the Director can just as easily mix and match these too to add further variety to the backgrounds of each of the Player Characters. SHIVER Gothic: Secrets of Spireholm also introduces the Doom Calendar. In Shiver, the Doom Clock starts at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm(!), with events triggered at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’. The Doom Calendar instead tracks this over a month rather than an hour. Each chapter in the campaign in SHIVER Gothic: Secrets of Spireholm has its Doom Calendar and as the days pass, the events—or ‘Doom Tolls’—on certain days will be triggered. This though, is on a day-to-day basis, but if in the course of a chapter, the Player Characters trigger the Midnight Doom Event on the Doom Clock, two days pass instead of one, hurrying the Doom Calendar towards the next ‘Doom Toll’. A Doom Calendar can be turned back, though this is challenging and done by performing certain deeds within the story. There are notes too for the Director to create her own Doom Calendar.

Almost three-quarters of SHIVER Gothic: Secrets of Spireholm is dedicated to a ten-part campaign. Each of the ten chapters is bookended by ‘What the Director Knows’ at the beginning and at the finish, ‘Exploring the Wider Mystery’ which suggests how the Director might expand the campaign and ‘Doom Events’ which are triggered on the Doom Chapter for the chapter. Between the start and the end is the meat of the scenario, which varies from one chapter to the next, but between the chapters are a series of interludes. Initially, they cover setting up a sanctuary for the Player Characters and dealing with an NPC who can prove to be a useful ally to the Player Characters if they remain on his good side. Later, they explore the backgrounds and details of the numerous factions within the threat facing Spireholm that the Player Characters will fight and investigate.

The opening two chapters of the campaign involve the city’s major families. First, the aristocratic and influential Pontwhistles, whose fortunes are on the decline, and then the extremely wealthy and surprisingly technocratic Silvarri. In ‘A Mournful Howl’, the heir to the Pontwhistle is found dead. Investigating with the help of the city’s leading information broker, the trail leads into an abandoned library and a nest of ghouls before turning back to where it all started. The Player Characters may cheated at its end, but at least learn there are dangerous foes abroad in the city. The head of the Silvarri family, a noted inventor, engages the Player Characters to test the security of ‘The Clockwork Vault’ by breaking into the clockwork maze. This presents the Player Characters with a series of technical puzzles and traps to overcome, but once in the vault gives them access, at least temporarily, to a number of artefacts and devices. In fact, the campaign is littered with these, ready to be found and used by the Player Characters, some of the most fun being suitable for a masked ball that they will attend later in the campaign. However, none of those in the Clockwork Vault can be removed unless the Player Characters are very careful. One is integral to the plot and reveals the first hints as to the nature of the threat the city faces.

The various factions threatening the city make their first moves in ‘On Strange Tides’ when rumours of disappearances and strangers draw the Player Characters to the city’s docks. Investigating one of the ships leads to a confrontation with vampires, but there are too many and the Player Characters are forced to escape from the docks in what should be an exciting carriage chase. A local detective from the Watch guides the Player Characters into the Stacks, the behest of one of the Ragged Lords, the city’s poorest district, which has been beset by a rash of murders and disappearances. Investigating again sends them to the docks, but not the official docks. These are the Smuggler’s Dock and beyond lies the Flooded District where the Player Characters will find themselves chased by pirates, before descending upon a nest, not of vampires or spiders, but spider vampires! This is a big creepy battle with another vampiric faction. It is followed by ‘The House on the Harrowed Hill’ when the Ragged Lords invite the Player Characters to a symposium to reward them and to discuss further action, but when another guest, Archbishop Orcini of the Divine Order, is found dead, they are perfectly placed to investigate. This is the most traditional of the chapters to date, but includes advice on the order of events and how to link the clues together.

The city begins to react in ‘Quarantine’. The Divine Order, in response to the monsters kept at Madame Mordeaux’s Arena being released to run wild in the Stacks, places the city in lockdown. This takes place whilst the Player Characters are solving the murder the house on Harrowed Hill, which of course, sits atop the Stacks. Somehow the Player Characters must get across the district and escape back into the city. Before them lies a district in which monsters are running amok and cultists dedicated to the vampires are moving openly on the streets. The Player Characters may be able to rest and resupply at their sanctuary, but ultimately, they are going to have to fight their way out. More paranoia is sewn in ‘The Reaper’s Letters’ as some of the city’s most powerful figures receive notes and promptly die afterwards. At the bequest of the wheedling Mayor Blumquist, the Player Characters investigate, a process made all the more difficult by the Divine Order’s patrols. Much of the action takes place in one of Spireholm’s few green spaces, first in the woods, then in exotic gardens and wetlands, before climaxing in a poison garden. The different environment is a radical change from the campaign to date, enabling the authors to present the Player Characters with a new range of challenges.

By the end of ‘The Masquerade Falls’, the Player Characters should have learned that every reward comes with two sides, though at least they get to dress up and go to the ball. The highlight is an auction for the benefit of the city’s poor, and the highlight of the auction is another artefact the vampires want. So, the Player Characters are not just going to the ball, they are going to a heist. This chapter switches the action so that the Player Characters are more active than reactive, but whether they succeed or fail, the vampires now make their move to remove what they regard as the real threat to their plans—the Divine Order. They strike in ‘The Divine District’, turning the Divine Order’s sacrament upon itself and thus making part of it a threat rather than an obstacle. Defeating the suborned members of the Divine Order potentially gives the Player Characters access to items that will help them in the final confrontation in ‘The Sunken Spire’. The campaign comes to a climax as the Player Characters descend below, discovering Spireholm’s darkest secrets and hopefully putting an end to the plans that the vampires have for the city.

In addition, SHIVER Gothic: Secrets of Spireholm includes the bonus Spireholm tale, ‘It Lives!’, which can be run early in the campaign. It does not actually relate to the campaign directly, but the scenario’s major NPC is the author of some of the background content given in the interludes. Playing this scenario would introduce her to the Player Characters and thus possibly give them access to this information.

SHIVER Gothic: Secrets of Spireholm is a big pulpy campaign built on a trough of archetypes. It is a horror campaign with vampires, so there are vampires on a ship, there is a masked ball, there is subversion of the blood, there is a murder mystery, there is a poison garden. The setting of Spireholm is a weird clash of archetypes too, that of Transylvania meets the fog-bound streets of London. On paper, it should not work, it is too much. Yet given that the starting point for the Player Characters is archetypal monsters and associated characters—Dorian Gray, Dracula, Doctor Jekyll and Mister Hyde, the Invisible Man, the Werewolf, Allan Quartermain—the players will already have accepted the premise for both setting and campaign by the time they have created their characters. However, the campaign is rough around the edges and as much as the players and their characters are expected to accept all of its archetypal elements, they should also expect some clichés when it comes to the storytelling. It is literally the nature of the beast.

Physically, SHIVER Gothic: Secrets of Spireholm is a decent looking book. The illustrations feel very much like the style of Mike Mignola and Hellboy, much like the core rulebook, so have a comic book look. The book does look busy in places with some pages feeling cluttered with various stats and details which need to be highlighted and placed in boxes of their own. Lastly, the book does need an edit as there is missing text and other errors in places.

SHIVER Gothic: Secrets of Spireholm showcases how Shiver – Role-playing Tales in the Strange & the Unknown can do more than one-shots, that with the introduction of the Doom Calendar, it can do longer stories and campaigns. Which is very welcome. Above all though, SHIVER Gothic: Secrets of Spireholm is a chance to play out a grand pulpy campaign of Gothic action in a horrifying alternate nineteenth century. It lets the players create characters like those of the Universal Monsters—and others, and then roleplay them in the style of Hammer Horror. Which is a delicious combination.

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 9

The Other Side -

 Moving on from Room 8, this opens up into a larger cavern. This room gives the appearance of some sort of temple dedicated to a god of fire or some unknown demon lord.

Room 9

Moving from the alcoves on both sides of this "temple" are four figures that appear to be made out of smoke and fire.

These creatures are Burning Ones and they are what is left of former high level victims of this demonic cult.  They are treated like Specters, but instead of draining life levels, these creatures drain Constitution at the rate of 2 points per touch. Each touch also removes 2d6 of the victim's maximum hp.

If a victim is reduced to 0 Con they burn up in a pillar of fire leaving only ash behind. They will rise the next night as a Burning One Wraith. 

These creatures are Turned as Spectres and take double damage from holy water and any cold-based magic. 

There is a huge alcove at the end of this room.

Quick-Start Saturday: Cohors Cthulhu

Reviews from R'lyeh -

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


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

—oOo—

What is it?The Cohors Cthulhu Quickstart Guide is the quick-start for Cohors Cthulhu, the roleplaying game of Lovecraftian pulp investigative horror and action set at the height of the Roman Empire. It is published by Modiphius Entertainment, which also publishes Achtung! Cthulhu, set during World War II.

It includes a basic explanation of the setting, its factions, rules for actions and combat, magic in the setting, weapon qualities, the mission, ‘Rude Awakening’, six ready-to-play, Player Characters, and a Quick Reference Sheet for Tests.

It is an eighty-three page, full colour 48.20 MB PDF.

It needs a slight edit in places.

The quick-start is illustrated with some excellent, full colour, painted artwork. The rules do need to be carefully read through as they are moderately complex, especially when it comes to both magic and mêlée combat. The Cohors Cthulhu Quickstart Guide and thus Cohors Cthulhu place an emphasis on mêlée combat over ranged combat.

The scenario, ‘Rude Awakening’, and of course, Cohors Cthulhu, do involve horror. They are suited for a mature audience. There is some safety advice included to take account of this.

It should be noted that Cohors Cthulhu is not the first roleplaying game or supplement to explore Ancient Rome through the lens of Lovecraftian investigative roleplaying. The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome does that for Call of Cthulhu, Seventh Edition, but the tone of Cohors Cthulhu is Pulpier and more action orientated.

How long will it take to play?
The Cohors Cthulhu Quick Start and its adventure, ‘Rude Awakening’, is designed to be played through in one or two sessions.

What else do you need to play?
The Cohors Cthulhu Quick Start requires five twenty-sided dice per player, several six-sided dice, and twelve tokens, divided into two colours. The tokens will be used to represent Momentum and Threat throughout the scenario.

Who do you play?
The four Player Characters include a Germanic priest of Tiwaz (or Tyr)—he is the only Player Character who can cast magic, an Aegyptus scholar and occultist, a North African legionary, a Germanic archer and scout, a Greek courier, and a Gaulish smuggler and bandit. The priest is capable of casting traditional magic.

How is a Player Character defined?
A Player Character has seven stats—Agility, Brawn, Coordination, Gravitas, Insight, Reason, and Will. Stats are rated between seven and twelve, whilst the twelve skills in the roleplaying game are rated between zero and five. He has one or more Foci, each Focus being attached to a skill and representing greater specialisation, and one or more Truths. These are facts which when applied to a situation, can make a task easier or harder, or even possible, depending on the Truth and situation. Each Player Character also has a Fortune point. This is used to let a Player Character perform a heroic action or gain an advantage in a life or death situation.

How do the mechanics work?
Mechanically, the Cohors Cthulhu Quick Start uses the 2d20 System used in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Cohors Cthulhu, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Skill also count as two successes. In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save some for the big scene or climatic battle in an adventure.

Where the players and their characters have access to Momentum, the Game Master has Threat. This can be used for similar functions as Momentum, but also to trigger NPC special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Game Master can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Each Agent has a point of Fortune. It can be spent to perform cinematic feats such as ‘Critical Success’, ‘Re-Roll’, ‘Additional Major Action’, ‘Avoid Defeat’, and ‘Make It Happen’.

How does combat work?
Combat in Cohors Cthulhu uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Damage in combat is rolled on the Challenge dice, the number of Achtung! Cthulhu symbols rolled determining how much damage is inflicted. A similar roll is made to resist the damage, and any leftover is deducted from a Player Character’s Stress. If a character’s Stress is reduced to zero or five or more damage is inflicted, then a Player Character is injured. Any Cohors Cthulhu symbols rolled indicate an effect as well as the damage. Damage can be deadly, but can be offset by the use of armour and shields.

How does magic work?
Magic in Cohors Cthulhu is divided into two disciplines—battlefield magic and ritualistic magic. The former consists of spells, curses, hexes, charms, and blessings, which are primarily used in combat. The latter is more complex and takes longer to cast, and is used to contact or summon the entities of the Mythos, travel to other planes of existence, and make lasting changes. Magic is also split into traditions, such as Runic and Oracular, or can be learned via Research. Spells are first bound into a spellcaster’s ‘mantle’, such as a staff or wand, and then can be cast from the mantle. Casting a spell has a cost in terms of mental damage to the spellcaster, whether successful or not, and if a damage spell, inflicts stress damage on the target. Momentum can be spent on ‘Cost Resistance’ for the spellcaster, ‘Bonus Damage’, and ‘Duration Increase’.

What do you play?
The setting for Cohors Cthulhu is the Second Century CE. A Hidden War is taking place behind Rome’s politicking and border expansion. The acolytes of the malign gods of the Mythos—Nyarlathotep, the God of a Thousand Forms, Sarthothus, the Shattered God, who infected the relics of lost Atlantis, and Mormo, Lord of the Woods—work in secret to subvert the temples and cults of the empire and beyond. Athena herself lends her wisdom in directing the activities of ‘The Temperari’, whilst an inner cabal within the temple to the Aurora, the Goddess of Dawn, called the ‘Fingers of Dawn’ dedicate themselves to defeating the forces of Mythos.

The scenario, ‘Rude Awakening’ begins en media res. The Player Characters are travelling with a caravan on the border with Germania which has just been attacked by bandits. The caravan master suggests travelling to a nearby village where help might be acquired. However, not all is well in the village, including a number of strange deaths. Investigation reveals the source might be a local farm on the outskirts of the village, and when the Player Characters go to look, they discover dark, horrific secrets. Overall, the scenario has the feel of a traditional fantasy adventure, but infused with the Mythos.

Is there anything missing?
The Cohors Cthulhu Quick Start is complete.

Is it easy to prepare?
The core rules presented in the Cohors Cthulhu Quick Start are relatively straightforward, but the Game Master will need to pay close attention to how both combat and magic works in the roleplaying game as they are more complex. The scenario, ‘Rude Awakening’, also requires a similar degree of attention and preparation.
Is it worth it?
Yes. The Cohors Cthulhu Quick Start introduces the Cohors Cthulhu roleplaying game and setting, which combines pulp with Lovecraftian investigative roleplaying. The result is more action orientated and more muscular in its approach to investigating the Mythos.
Where can you get it?
The Cohors Cthulhu Quick Start is available to download here.

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