Outsiders & Others

#RPGaDay2023 FAVOURITE RPG of all time

The Other Side -

 This is a tough one. I have had so many favorites over the years. Each one representing a different point in my life and gaming.

Favorite RPGs

Most of these will be known to readers here.

Basic (B/X) D&D - not the one I started with that would be the Holmes Basic, but the one that got me deep into the hobby.

AD&D 1st Edition - This is the one I played the most in those early days. The Monster Manual was my gateway drug to RPGs coming from Mythology.

Chill 1st Edition - This was either my first or second RPG after D&D (tied with Traveller) but it was my first horror RPG, and it spawned everything after.

Call of Cthulhu - Not my first Horror RPG, but one of my favorites. Really set the bar on what a horror RPG should be.

Masque of the Red Death - not an RPG by itself, and a bit wonky, it did something I always wanted: it brought my AD&D 2nd ed rules to Gothic Victorian Earth and Horror. Ravenloft brought some of this earlier, and both were my game of choice throughout the 90s until D&D-burnout set in and I went to my next big thing. 

CJ Carella's WitchCraft - I can't overestimate how much this RPG changed things for me. The world was close enough to that of Chill, Call of Cthulhu, and Masque of the Red Death that my ideas for those games gained new life under Unisystem. I loved the game so much I pestered the publisher, Eden Studios, to let me write for them. The result was my next favorite.

Ghosts of Albion - while this might be self-serving, it is my favorite for a reason. Everything I wanted in a Unisystem game is here. Victorian era, magic, horror, and Unisystem. I would have happily written for Unisystem for ever if I could have.  Which leads me to my last one and the top of my list.

NIGHT SHIFT Veterans of the Supernatural Wars - Again, a little self serving but NIGHT SHIFT is everything I have ever wanted in a game. It combines the best mechanics of all the games above along with a play style I love and in a world, or more to the point worlds, I enjoy.

If I only get to pick one, then it will be NIGHT SHIFT.

NIGHT SHIFT

I have had the luxury and the privilege to work on a great number of RPGs over the years. Some of which were dream jobs and dream games. I consider myself lucky. But of all of those, NIGHT SHIFT is not just my favorite game, favorite rules, and favorite setting; it was also my favorite writing experience. Only Ghosts of Albion and my various Witch books come close.


Thank you, Dave Chapman for hosting this again! I had a great time.

RPGaDay2023


#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 31

The Other Side -

 The last room on this level is dominated by a large treasure horde and an equally impressive guardian.

Room 31

Red dragons were promised all the treasure in the former Dwarven kingdom. This Red Dragon is the last of their offspring. He is not as crafty or as strong as his forebearers, but he is still challenging.

He has H x5 treasure. There are a couple of chests of holding as well.



#RPGaDay2023 OBSCURE RPG you've played

The Other Side -

 I have a soft spot for Obscure RPGs. But I think one of my favorites, warts and all, is Lee Gold's "Lands of Adventure."

Lands of Adventure

The game has some flaws, but it is such a fun concept and a great idea. Plus, the art and design are fantastic. 

I reviewed it a couple of years ago but have only played once or twice since then. It really is an old-school gem from the ancient days of Dragon Magazine.


RPGaDay2023


#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 30

The Other Side -

 Continuing on past the Queen's broken throne room, the party turns a corner to the left and sees a horrific sight.

Room 29

Trapped inside a magic circle is an ancient Chaos Hag. Though it is hard to know which kind she is, but she tries, and fails to shift her shape to that a beautiful elf maiden.

She croaks out, her voice dry and cracking, to be let out. She is in a panic. These are the first people she has seen in centuries. 

She will make a weak attempt to claim she is an elf polymorphed into a hag. This ruse though can't last, since she is so hungry. Her's is a similar tale to other creatures here. 

IF the party says they are hunting for the Vampire Queen then she will say she was trapped here after the Queen took over. This is true. She also says that there is only one seal left holding her in. Also true.

If the party agrees to free her she will give them the Hand of Glory at her feet and that will allow them to sneak past the guard of this level.  Mostly true. She will give it to them yes, but the Hand is so old it won't work very well.

Also there is 50% chance that if freed she will attack the party and eat them.

Mail Call Tuesday: New Dice from Threshold Diceworks

The Other Side -

 Hello. My is Tim, and I am addicted to dice.

It began innocently enough. I got a set in my D&D Basic. Then another in my D&D Expert Box. Then B. Dalton's Bookseller in White Oaks Mall had Dragon Dice in full sets and percentile genators.

Then I got clear sets. Blue sets. Discover more. Now...well, now I have no clear idea how many I have. I have sets for characters, a set for each game, and sets for DMing certain campaigns. Metal dice, tiny dice, huge dice.

So what did I get in the mail yesterday? You guessed it.

Threshold Diceworks retro Dice
Threshold Diceworks retro Dice

These retro dice were made by Threshold Diceworks. Which you can find on Facebook and their Etsy store. He was taking pre-orders a while back and mine finally came in yesterday and I am very pleased with them!

They compare very favorably to the sets I had with my Expert set, the Dragon Dice polyhedrals, and the sets that came with the Mentzer Basic boxes.

Threshold Diceworks Dice compared to classic dice.
Threshold Diceworks Dice compared to classic dice.
Threshold Diceworks Dice compared to classic dice.

Yes. Those are my Mentzer dice still in a bag and unopened and unmarked.

Threshold Diceworks Dice and Armory dice markers

I even have some Armory Dice Markers for them! I might swap a d10 in each set for a proper set of percentile dice. I can even use them for Star Frontiers.

Now. I just need a good dice bag for them.

These will likely be my Old School Essentials dice or my Wasted Lands ones. 

In any case, I am really happy to have them. When they start selling more I need to snag an orange d8.

#RPGaDay2023 Most memorable ENCOUNTER

The Other Side -

AD&D Lich
Ah. This one stuck with me as the most memorable encounter.

It would have to be the first time I encountered a Lich in the AD&D 1st Edition days. I think it was the summer of 82 or so.

The DM read the monster's description, and she decided that it had all these new spells because it was a former high-level magic-user. She played the monster as we would have today, but back then, that was kind of a new thing. Not only that she had poping in and out of the Ethereal Plane more or less at will. 

Needless to say it kicked our 6th to 7th level asses. That lich kicked our asses.

While I was annoyed, I later looked back on it and thought about how well she had done with it all. 

So yeah, freaking Liches are dangerous.

Since that day, my undead have all been way more powerful. 


RPGaDay2023



#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 29

The Other Side -

 The cave continues. Further ahead is an open area. There is what appears to be a broken stone throne. 

Room 29

This appears to be the queen's throne room, but it appears to have been destroyed. There is subtle magic on the throne. 

If a dwarf or female character sits on the throne a scene is played out of the throne room in it's glory days. All the PCs see dwarven courtiers with gnome, human, and even elven dignitaries. All enjoying themselves as scenes through the years are shown. One scene shows what appears to be an informal gathering interrupted as the figure of the Vampire Queen comes into the room ridding on the back of some demonic hell-beast. Demons soon overrun the room and kill everyone in sight.

Characters must save vs. Paralysis or feel the death shock of those victims. Failing, they take 2d6 hp of damage, save for half.

Characters gain 45 xp each for seeing this scene.

If a female dwarf sits on the throne, then she sees the same tableau, but does not need to make a save and she takes no damage. She also gains The Blessing of the Dwarf Queen for the remainder of this level. This is a +1 to hit and +1 to all saves.

Monstrous...Harvest

The Other Side -

 I interrupt my regularly scheduled Monstrous Monday post for our monster harvest we worked on over the weekend.

Tomatoes
More tomatoes
More tomatoes
Garlic
Garlic
Garlic


Peppers
Veggies
Veggies

Long-time readers will know that my wife has a huge garden. She has over 115 tomato plants and somewhere north of 120 peppers from sweet to super hot. 

We brought in tomatoes, peppers, carrots, garlic, some onions, okra, beans, basil, and even some potatoes. 

We spent Sunday processing them all.

Tomato sauce
Tomato sauce and soup

I processed about 3 gallons of Tomato sauce and we also made tomato soup to freeze.

This was our third harvest this year so far and we have least two more.  With all the picking (and you have to do the weeding then too), processing, and freezing, we hit the couch last night, and both of us crashed.  This was all a lot easier 25 years ago when she started her garden.

Honestly, I should have made a "Tomato Monster" but was too beat.

Now to convince my chef son to make me something will all this garden fresh produce!

#RPGaDay2023 SCARIEST game you've played

The Other Side -

 Scares do not come easy to me anymore. I consume horror movies like most people watch sitcoms (and laugh as much), nearly all my non-D&D games are horror and a fair amount of my D&D ones are as well.  So for a game to REALLY scare me, it has to be special. And it is usually NOT due to the rules being used.

Case in point. My online games from 2006 to 2009 that I called "Vacation in Vancouver."  I played it starting with WitchCraft and then moved over to True20 (a game not known for its horror).

True20True20 Adepts Handbook

The hook was that members of Vancouver's supernatural community were going missing.  Long story short, there was this entire underground where vampyres, demons, and witches were getting together and engaging in all sorts of lewd sexual acts in exchange for essence.  After a while, even open acts of magic were considered acceptable.

The game, though was not really about sex or even depravity (there was a lot of sexual slavery going on and it was hard to know who was using who), but about addiction and losing yourself.

A couple of characters had to be literally pulled back from the edge.

As a role-playing experience, it was intense.  There was not much combat, to be honest.  Part of that was out of choice (the characters were investigators, not thugs) and part out of necessity (combats online can be dull, even in Unisystem).

The game ended like many others, not with a big finale but gradually dying off.

The mystery of where all the supernaturals were going was solved, but not the one of the demonic sex trafficking. The demons never actually killed anyone. In fact, they seemed to be concerned for the welfare of the Gifted and Lesser Gifted in their "care".  And there were plenty of volunteers for the demons, too, since the exchange of Essence was pleasurable for both (but only humans can 'regenerate' Essence).

There were some very interesting games, though, that came from all of that.  It was one of those rare RPG moments where the bad guys might have won, and there was nothing the PCs/Cast could do about it.  While the game was fun and provided some of the best pure Horror roleplaying I have run in a long time, I am just not sure how it could even be revisited.

RPGaDay2023


#RPGaDay2023 Game you'd like a new EDITION of...

The Other Side -

 This is a two-fer for me. There are two games I want to see a new edition of and I hope that once again they are the same system.

I would love to see a new edition of Mutants & Masterminds AND a new edition of a DC Comics RPG.

DC Adventures and Mutants & Masterminds

I started with M&M back in 2nd Edition and I loved it. Such a great game.

When 3rd Edition came out I grabbed the PDFs right away and was going to pick up the print versions, but Green Ronin also had released the DC Adventures game that used the same M&M 3rd edition system. So I got all of those books.

I'd love a 4th edition of M&M and wonder if it couldn't move a little closer to their AGE system.

I also want a new DC comics RPG. I know there is a new Marvel game out and yes it looks great, but I have always been more of a DC guy.  I also want to buy more Green Ronin stuff.


RPGaDay2023


#RPGaDay2023 Favourite CHARACTER SHEET

The Other Side -

 Like games and dice I have a few favorite character sheets.  Though I will admit my all time favorite is a blank sheet. because at that point the potential is limitless!

Willow & Tara sheet
My "Willow & Tara RPG" sheet. I made this one myself for my combined Buffy/WitchCraft/Ghosts of Albion game. It had details for all three games so characters could easily move between the rules.
WitchCraft RPG Sheet
Likewise, I had a WitchCraft variant I used that also had similar information.

Mage Sheet
I love Mage, and the Sorcerer's Crusade sheet is one of my favorites.
D&D Basic
For pure nostalgia sake I love the Green D&D Basic sheets.
AD&D 1st Ed
AD&D 1st Ed

And the AD&D 1st Ed sheets too.

Though my own Witch character sheets are my most favorite of all.

Witch Sheets



RPGaDay2023


[Fanzine Focus XXXII] Carcass Crawler Issue #2

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Then there is also Old School Essentials.
Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. Carcass Crawler #1 focused on Classes and Races alongside its other support for Old School Essentials, whereas although Carcass Crawler Issue #2 does provide new Races and Classes, it instead focuses on general support for the Player Character and playing Old School Essentials.
The two new classes in Carcass Crawler Issue #2 follow standard Old School Essentials rules in that it allows for ‘Race as Class’ as well as supporting the separation of Race and Class as per Old School Essentials: Advanced Fantasy. ‘Phase Elf & Wood Elf’ are the two in question and interestingly, the latter is inspired by both Moldvay’s Basic Dungeons & Dragons and Advanced Dungeons & Dragons, First Edition, whilst the former is inspired by Original Dungeons & Dragons. The Elf of Original Dungeons & Dragons could switch between the Fighter and Magic-User Classes and do so in between adventures. As a Demihuman Class for Old School Essentials, the Phase Elf can also switch between the two Classes, but can only do so from one day to the next. As well as switching Classes, the Player Character can also switch personalities, whilst still retaining the same body and memories. Where the Phase Elf does not so much mix and match the abilities of the Fighter and Magic-User Classes as alternate between the two, the Wood Elf eschews both. Instead, the Wood Elf is more naturalistic, good at foraging and hunting and hiding in the woods. The Wood Elf is good with missile weapons, but can only wear leather armour. Instead of arcane magic, the Wood Elf can pray for and cast divine magic. If using Old School Essentials: Advanced Fantasy, this can be Druidic magic, but Clerical if not.

The Phase Elf and the Wood Elf are also presented as Races in their own right. As a Race, the Phase Elf has two Classes and these need not be the Fighter and Magic-User Classes. The Wood Elf is more straightforward.
‘Town Services’ covers all of the services an adventurer might need and find in a town. Inns, money changers, and traders and provisioners are all detailed, along with optional rules for haggling and noting that jewelers and moneychangers will hire guards. One of the features of early Dungeons & Dragons is the need for the Player Characters to hire retainers. ‘Town Services’ covers options for this, including townsfolk as porters and torch-bearers as well as actual adventurers. Wages are suggested, as is an optional rule for Treasure-Share-XP. Both articles provide simple, workable means of handling these rules aspects. Ease is the aim of ‘Quick Equipment’, which sets out to provide a quick method of a player equipping his character. This begins with standard basic equipment before making rolls—or choosing—for Class-specific items such as armour, weapons, and extra bits of equipment. Most Classes use the standard Weapons table, but Classes like Acrobat, Bard, Cleric, Druid, and Knight have their own. ‘Item-Based Encumbrance’ offers a new and third option for handling encumbrance in Old School Essentials. This is done on an item-by-item basis, so weapons and armour, bulkier adventuring equipment, and magical items count as a single items. Others, such as torches and rations, can be bundled together to make up single items. After a Player Character is equipped, his player counts up the number of items he is carrying and that determines his movement rate. It is a simple enough system and quick and easy to use. This quartet of articles are not the most interesting content in the fanzine, reflecting the utilitarian side of playing Dungeons & Dragons-style games, but it makes them no less useful.
‘Snake Cult Monsters’ and ‘The Tomb of Aum-Pharath’ are a pair of articles that involve a snake cult. The first lists eight monsters themed around a snake-worshipping cult. They include snakes bred by the cult, like the Alabaster Serpent, placed in suspended animation in treasure chests and urns as traps, and whose bite inflict Dexterity debilitating spasms. Hydral Statues are five-headed stone or bronze constructs that are typically used to guard gates in tombs and temples, whilst the Zombie Snake-Guard are snake-cultists who were ritually sacrificed to serve as tomb and shrine guards. As well as being undead, their bite is poisonous. The eight are nicely thematic and the Player Characters get to face them in ‘The Tomb of Aum-Pharath’. This details a tomb complex consisting of twelve locations detailed over a two-page spread. The Game Master will need to provide the stats, but these are based on the previous ‘Snake Cult Monsters’ article and so easy to create. She will also need to create a hook or two to get the Player Characters to the tomb complex’s doors, or drop it into a sandbox, but otherwise, the location is ready to play. If the Game Master has them, a snake-themed magical item would be a good addition too.
‘Black Powder Weapons’ in Carcass Crawler Issue #2 gave rules for early firearms such as matchlocks, wheellocks, and flintlocks in Old School Essentials. ‘Energy Weapons’ details energy blades such as daggers, staves, and swords, and pistols, carbines, and rifles for energy guns. The energy types consist of ion, plasma, and laser weapons, and besides describing them and detailing their use, suggests Class restrictions, depending whether they are martial, semi-martial, or non-martial Classes—with Clerics a special case, and how to handle their use as unknown technology is in Gamma World or S3 Expedition to the Barrier Peaks. The Energy Weapon Technician is added as a Specialist if energy weapons are common the campaign world.

Finally, ‘Adjudicating Traps’ is a discursive piece, examining the role of traps in the game and how to make them interesting for both the players and the Game Master. It suggests the benefits and negatives of rolling dice as a means to find and disarm traps and of taking a more narrative approach, with the players describing the actions of their characters. The options for making traps fun include placing clues and telegraphing the presence of traps, having traps fail to activate, and including non-lethal traps. Although short, this is a thoughtful piece that neatly ends by pointing out that the traps are part of play and the players should learn to enjoy the tragic, comedic, or gruesome ways in which traps might kill their characters.
Physically, Carcass Crawler Issue #2 is well written and well presented. The artwork is excellent.
Carcass Crawler Issue #2 is not as fun or as exciting as Carcass Crawler Issue #1. This is due to the fact that four of its articles deal with the mundane aspects of Dungeons & Dragons-style play—services, retainers, equipment, and encumbrance—and they are simply unexciting. However, that does not mean that they are not useful or well thought out, as they are. The other articles in the issue are also well done and perhaps more exciting, though not necessarily too much. Overall, Carcass Crawler Issue #2 is an enjoyably old school-style issue of a fanzine for Old School Essentials, but one that is more serviceable than surprising.

[Fanzine Focus XXXII] The Phylactery Issue #1

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.

The Phylactery Issue #1, published by Planet X Games in November, 2020, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. It is a collection of magical items—mostly, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.

The issue’s monsters do not really start with ‘The Gibbering Thing In The Cellar And Other Slobbering, Gelatinous Horrors’, or at least start in the traditional sense of Dungeons & Dragons. For the table here is just of descriptions and no stats, leaving those for the Game Master. Instead, the monsters do not come until the end of the fanzine, ‘Here There Be Monsters!’. This includes the Anzu, servants of the goddess of bad fortune and ill-luck, the Death Tortle, a Chaotic Evil turtle, the Nexus Lurker, a scuttling thing that lurks near dimensional portals and the use of Teleport and Gate spells to pounce on their users, and the Thunder Chicken, known for its paralysing squawk and its lightning attack. Not all of these really have much use, as neither the Death Tortle or Thunder Chicken really have a role and the Thunder Chicken, in particular, is included for its chicken nature rather than anything else.

More interesting are the issue’s many magical items, which begin with ‘The Chaos Throne’, which describes a mighty throne designed to seeds of randomness, chance, and chaos into the lives of those who sit upon it. Both of its arm rests are inlaid with a line of ten gems, each different. Each gem can be pushed once to gain a magic effect. For example, depressing the beryl means that the incumbent’s soul is marked for annihilation, forcing a simple dice off between player and Game Master, whilst the yellow sapphire raises the incumbent’s lowest attribute to eighteen! Only a limited number of gems can be pressed before the throne disappears. Essentially, The Deck of Many Things, with fewer, but no less random or fun options, built into a chair.

Whilst there is no background to ‘The Chaos Throne’, ‘The Furious Faithful – Priests And Holy Men Of Renown’ is a good example of the issue’s magical item article with extras. In this case, they are magical items with the history of the first person to wield them. For example, Lathidus “the Lord of Secrets”, was priest of Chaos, adept at spreading lies and distrust through rumours, blackmail, and more. The Sliver of Secrets is a shard of Lathidius’ shinbone, a relic of his church which when carried by a believer, enables him to lie with impunity, gaining a +2 bonus to any deception check and such lies cannot be revealed as such by low-Level divination spells. From the simple description, the Game Master can not only add the Sliver of Secrets and the legend of Lathidius to her game, also his church of Chaos, the temple to the god justice he corrupted, and the god of thieves whose assassins killed Lathidius. The author presents six such items and thumbnail descriptions of their wielders.

‘Magic Weapons and Sorcerous Blades!’ continues the issue’s combination of item and background, though this time appended by local lore. The Dragonsbreath Bow is wielded by The Sons of the Crimson Scale, agent-assassins for the Cult of the Demon Dragon. It is a longbow +1, which once per day can fire a special attack which varies according to the type of dragon to which it is attuned. For example, the Dragonsbreath Bow attuned to Black Dragons unleashes a stream of acid and a cone of frost is released by the bow attuned to White Dragons. There is also said to be a bow attuned to each of the evil dragons. Local lore tells of a close-helmed warlord in blue-scaled armour said to be riding the edge of the hinterlands hunting for something or someone. He has already incinerated several of the king’s men with just a single arrow, so could he be wielding one of the infamous Dragonsbreath Bows? Other weapons include Conjuredoom, a sword created to wield against wizards, magic-using, and enchanted creatures, and Doomgiver, a magical footman’s mace sacred to a dread goddess of the sea.

‘Magic Gee-Gaws, Sorcerous Jim-Jams, And What-Not’ details general magical items, such as Weird Seeds, strange, armoured pods from a twisted dimension that when planted instantly blooms into a plant with bizarre flowers of an unearthly colour. The plant withers and dies within a day, but turns its immediate area into a wild magic zone. ‘They Look Good, but.... Gaaaaaaaah! 1d10 Fiendish Potions You’ll Wish You Hadn’t Drank!’ provides ten concoctions and elixirs that the imbiber will regret drinking. For example, one potion smells of mint and medicinal herbs and works as a Potion of Extra Healing, but triples the chance of random monster encounters for the next four hours! The idea of the cursed weapon or armour is almost a cliché, but this article does something interesting in creating cursed potions. It is common for potions to be actually poisonous, but to be cursed? The Player Characters will never look at those bottles of coloured liquids in quite the same way again.

‘Forbidden Spellbooks and Fell Prayers of the Ancients’—inspired in part by the fiction of H.P. Lovecraft—is a trio of highly detailed magical works. These are Seven Veils, Seven Voids, The Testament of Nammul, and The Three Faces of Yrgaath. The Seven Veils, Seven Voids, for example, is a treatise on nature of undeath, not so much penned as carved, by Huldath ‘the Black Vizier’, on the inside of a large marble sarcophagus lid—and then in the secret tongue of necromancers. It also includes a number of spells, as does The Three Faces of Yrgaath. Written by the hag-sorceress Beltrugald for her seven horrible daughters on the subject matter of demon summoning and similar matters, it includes potion recipes to, and the new spell, Ravenous Wound, which inflicts a wound that eats itself on the caster’s target.

The Phylactery Issue #1 the lean into cosmic horror with ‘Forbidden Demon Cults from the Outer Void’. This gives a trio of demonic cults for the Game Master to add to her campaign such as Yugg, the massive god-beast of dinosaurs and great lizard-beasts, which eats anything it likes and despises anything or anyone smaller or weaker than itself. Its cults are vile cannibal, regularly and ritually devouring the weakest of their own, no matter their age or gender.

‘Black Bess, Scourge of the High Seas!’ is the first of several NPCs in the issue. She is a Seventh Level Fighter and an infamous pirate, captain of The Sea Wyvern’s Kiss, a heartless, evil kill who still adheres to the pirate’s code and the ancient laws of the sea. ‘Once Upon a Time in the Grim Hinterlands: 3 Antagonists to Set Your Players on the Road to Adventure’ continues with three NPCs, such as Orloc, the Black Friar and Morgun Blackfeather, who are intended to plague and bother the Player Characters. All three come with a trio of actions they might do upon encountering the Player Characters, but in comparison to the earlier description of Blacks Bess, they feel underwritten and in need of more of the Game Master’s input. In comparison, ‘1d10 Tough SOBs, Roadhouse Hoodlums, Bored Adventurers, and Mean Ole Bastards You Might Meet in a Tavern’ does not feel so underwritten since they are both throwaway encounters the Player Characters might have in a tavern and hooks that a Game Master could develop into something. These are entertaining and even as a throwaway encounter should add colour to any night out or tavern crawl at the end of the information. Barring the stats, they do draw comparison with the ‘Meatshields of the Bleeding Ox’, the regular collection of NPCs from the Black Pudding fanzine, and they are just as useful.

The Phylactery Issue #1 contains not one, not two, but three scenarios. In ‘Corpse Garden of the Myconid King’, the inhabitants of Hog’s Chapel have been acting strangely, listlessly, or simply falling asleep where they stand. Mossbeard, a local druid, claimed that, “the King Beneath the Roots has awoken and is calling for his due.” and that the source of the problem lay below Gilly’s Gap, a nearby sinkhole. He disappeared into the sinkhole and has not returned. Following in his wake, the Player Characters will discover a kingdom of mushroom men infected by a blight. Consisting of five locations in a cavern system, the adventure is an engaging, if small, treatment of a Dungeons & Dragons classic setting—a fungal kingdom. The scenario does not have many interesting items for the Player Characters to find or be rewarded with and it lacks an indication of what Level it is intended for, an issue that runs through The Phylactery Issue #1 and all three of its scenarios.

‘Utos, the Isle of the Shattered Moon’ is a crescent-shaped island, a cursed place occupied in its long history by the pirate captain Brego ‘the Bitter-Heart’, a sacred covenant of druids and benign wizards, and practitioners of ancient magics. From a fortified tower magically woven from plants and trees to a ruin atop the Lonely Spire, the island has long fallen into disuse. In comparison to the previous ‘Corpse Garden of the Myconid King’, there is plenty of treasure to be found ‘Utos, the Isle of the Shattered Moon’ if the Player Characters want to put the effort in. Unlike ‘Corpse Garden of the Myconid King’, ‘Utos, the Isle of the Shattered Moon’ will need a motivating factor or two to drive the Player Characters to explore this mini-sandcrawl.

‘Grindhouse Hexcrawl #1’ gives an even bigger area for the Player Characters to explore, a hexcrawl rather than a sandcrawl. It contains an outpost of The Stoneswords, Dwarf mercenaries intent on killing the feral ettin called Kurr ‘the Dwarf Eater’ in revenge for eating one of their number; is bisected by the Black Crags, home to warrens of Goblins and flocks of Harpies, as well as The Crimson Wind, a mysteriously landlocked pirate ship said to contain a king’s ransom in riches; and Mag-Nachtur, the Screaming Tower, home to cultist torturers and demon worshipers of Thuul the Racked One (detailed in the earlier ‘Forbidden Demon Cults from the Outer Void’), working to rebuild the tower. The eight locations across the hexcrawl are fairly detailed, but again, there is no indication of what Level it is designed for, rewards will need to be developed by the Game Master, and hooks to drive the Player Characters to explore the region. This aside, ‘Grindhouse Hexcrawl #1’ has an enjoyably bleak feel and can easily be dropped into a wilderness area or on the edge of a kingdom.

Physically, The Phylactery Issue #1 is very nicely presented. It is well written, the artwork is excellent, and Skullfungus’ cartography is as good as you would expect it to be.

The Phylactery Issue #1 never seems to let up in its presentation of its information and its content. There is so much in the pages of the fanzine’s first issue, probably too much for the Game Master to use everything in her campaign, but lots and lots to pick and chose from, and in many cases, develop and so add extra detail to that campaign. Suitable for any Old School Renaissance retroclone, The Phylactery Issue #1 is a good first issue, giving the Game Master a wealth of choice and content to work with.

[Fanzine Focus XXXII] Crawling Under A Broken Moon Issue No. 2

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 2 was published in in August, 2014 by Shield of Faith Studios. It followed on from Crawling Under A Broken Moon Fanzine Issue No. 1 which introduced the post-apocalyptic setting of Umerica and Urth, which would go on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover and it inhabitants ruled by savagery, cruel sorcery, and twisted science. It wastes no time in getting down to business with the issue’s single Character Class. This is ‘The Mutant’, a Racial Character Class, genetically ‘gifted’ due to exposure to a nanovirus, cosmic radiation, or dimensional rift. The Class has two features. One is the Survival Die. This works much like the Action Die in Dungeon Crawl Classics, but it is used only for non-combat tasks when attempting to survive in the wastelands. The other is the Mutation. This can be Hybridisation, which means that the Mutant is more than human, Physiological, which means that the Mutant’s body is twisted and different, or it can be both. This is rolled for, followed by subsequent rolls to determine the details. For example, the first roll is for Hybridisation, to see if it is animal, mineral, or vegetable. Further tables get to the exact details, which if the Mutant is a Vegetable Hybrid, and if flower-like, there is a chance of being very beautiful and having increased Presence, having a pollen attack that causes sneeze, a fragrance that attracts the wandering monsters, and a probability of falling immediately asleep at night or in darkness. The tables give some fun results, but once past that, the Class is not quite as interesting in play. In comparison to Technologist Class given in Crawling Under A Broken Moon Fanzine Issue No. 1, the Mutant does not have quite so much to do.

The Mutant theme in the issue continues with ‘Cirque de Bizarre’, which is all about making mutants out of ‘normal’ monsters. It uses the tables from ‘The Mutant’ Racial Character Class and applies the results of the chosen animal. It then applies the results to two sample creations, the Falcon Wolf and the Mighty Tarasqu-Ape. These are decent mutated creatures and nicely show off the versatility of the ‘The Mutant’ Racial Character Class’ creation tables.

‘Weapons of the Wastelands’ continues the article which appeared in Crawling Under A Broken Moon Fanzine Issue No. 1. It gives rules for grenades, breaking them down into four eras—primitive, Western-era, Modern-era, and Futuristic—as the previous article did for guns in general. This covers clay pot bombs and Molotov cocktails as well as modern and fusion grenades, plus various different things which can be put into a grenade, such as Greek fire, mustard gas, and even a MicroNuke! This is a decent expansion to the previous article.

The last two articles in Crawling Under A Broken Moon Fanzine Issue No. 2 are connected and together present a massive alien cyberintelligence and its minions. ‘Twisted Menagerie’ details the servants, beginning with the Zombie Monks of the Cyberhive, which travel between communities, singing hymns in machine code, distributing small, but useful technological devices, and collecting corpses for conversion. Once converted, they are used to serve in the Floating Tower of the Cyberhive or to spread the Cyberhive’s influence and monitor those its servants come into contact with. The other servants are the Robo-Lich, capable of casting certain spells and used to monitor Zombie Monk operations, and the truly monstrous Mutitan, a writing mass of body parts from humans, animals, and mutants, which can spawn Mutitanling and warp the effects of spells. The Floating Tower of the Cyberhive is detailed in ‘An Interesting Place to Die’. It stands suspended over a crater of boiling mud and caustic vapours, and contains zombification chambers, organ chambers where wizards are converted in Robo-Liches, a Fabrication Chamber where Zombie Monks manufacture the various technological devices given out as gifts, and more. Oddly, neither the Zombie Monks or the Robo-Lichs will attack the Player Characters unless they are aggressive, but there are weird trap-like rooms scattered throughout the facility. It turns out that the Cyberhive is actually testing them and if they succeed, they are given actual missions, perhaps building towards a Patron relationship. The Cyberhive is presented as neither benign or evil, but an interesting faction in Umerica and Urth that the Player Characters can interact with.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 2 is serviceably presented. It is a little rough around the edges, but overall, it is a decent affair.

The problem with Crawling Under A Broken Moon Fanzine Issue No. 2 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material. Yet there is still much to like about Crawling Under A Broken Moon Fanzine Issue No. 2, full of interesting details and aspects about the setting and there is a certain charm to reading about the world of Umerica in serial format.

Miskatonic Monday #213: The Thing in the Pines

Reviews from R'lyeh -

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

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

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Name: The Thing in the PinesPublisher: Chaosium, Inc.
Author: Ted Hart

Setting: Michigan’s Upper Peninsula, November of 1927Product: Scenario
What You Get: Twenty-two page, 4.14 MB Full Colour PDF
Elevator Pitch: “There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter.” ─ Ernest HemingwayPlot Hook: A missing man, a missing girl, will the Investigators join them?
Plot Support: Staging advice, four pre-generated Investigators, four handouts, one map, one NPC, and one Mythos monster.Production Values: Plain
Pros# Detailed, single location encounter with the Mythos# Nicely detailed pre-generated Investigators# Easy to adjust to other times and settings# Suitable for novice Keepers# Xylophobia# Diokophobia# Chionophobia
Cons# Could be better structured for the novice Keeper # Maps needs work
Conclusion# Classic, trapped in the woods with a ravenous monster scenario# Nicely done pre-generated Investigators, but maps needs work

Miskatonic Monday #212: We Dream of Flying

Reviews from R'lyeh -

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

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

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Name: We Dream of FlyingPublisher: Chaosium, Inc.
Author: Jim Phillips

Setting: Overnight Flight to TokyoProduct: Scenario
What You Get: Thirty page, 2.47 MB Full Colour PDF
Elevator Pitch: “Fly me to the moonLet me play among the starsAnd let me see what spring is like onA-Jupiter and Mars”– Count Basie and Frank SinatraPlot Hook: Flying really can be a nightmare.
Plot Support: Staging advice, six Pre-generated Investigators, three deckplans/handouts, one handout, one NPC, six Investigator/NPC hybrids, and one Mythos monster.Production Values: Decent
Pros# Weird in-between state aerial nightmare # Excellent use of rarely used Malleus Monstrorum entry# Nice cover# Good handouts# Solid convention one-shot# Could be developed to run with two groups?# Oneirophobia# Aerophobia# Basophobia
Cons# Investigator/NPC hybrids need development# Underpowered Sanity rewards# Waking world underdeveloped
Conclusion# Memorable and inventive liminal nightmare over the Pacific that works as a one-shot or convention scenario# Underdeveloped in places, but still very playable

Terror for Two

Reviews from R'lyeh -

The aim of Cthulhu Confidential is to take a player and a Game Master “down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. He is the hero; he is everything. He must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honour—by instinct, by inevitability, without thought of it, and certainly without saying it. He must be the best man in his world and a good enough man for any world.” And it is specifically a player and a Game Master, for Cthulhu Confidential is designed to be played head-to-head, with the player and his Investigator delving into a mystery, the Game Master helping to facilitate this and tell the story of the Investigator’s efforts. Published by Pelgrane Press, Cthulhu Confidential is set in the same world as the publisher’s Trail of Cthulhu, the roleplaying game of Lovecraftian investigative horror, but with major changes—most of them mechanical. This is to facilitate the change from the clue-orientated nature of Trail of Cthulhu using the GUMSHOE System and for several Investigators to the single player and single Game Master and the GUMSHOE One-2-One System. In addition to including the new rules, Cthulhu Confidential includes a guide for the Game Master to create her own GUMSHOE One-2-One System scenarios, a guide to Cthulhu Mythos and Cosmic Horror for beginners, and three scenarios. These are the highlight of Cthulhu Confidential, each with a different protagonist and by a different author, and each bringing noir horror and a different code of honour to another city in the thirties and forties.

Cthulhu Confidential assumes that the Game Master and player alike are familiar with both roleplaying and the cosmic horror of H.P. Lovecraft’s fiction. There are introductions to both in the book, but they are not its starting point. Similarly, there is a set of Starter Notes for the experienced GUMSHOE System Game Master in the appendix, but again this is not the starting point in Cthulhu Confidential. This the nature of the Investigator and the investigative process for one. Just like Trail of Cthulhu and the GUMSHOE System, an Investigator in Cthulhu Confidential and the GUMSHOE One-2-One System has two types of Abilities—Investigative Abilities and General Abilities. Investigative Abilities, such as Assess Honesty and Research, are used to gain information. If the Investigator has the Investigative Ability, he receives the information or the clue. General Abilities, like Driving and Shadowing, are more traditional in that their use requires dice to be rolled and a test passed to determine success or failure. Cthulhu Confidential then deviates from this in order to account for the fact that there is only the one Investigator rather than many as in Trail of Cthulhu. With multiple players, all of the Investigative Abilities would be accounted across the Investigators. Not so in Cthulhu Confidential. So, when an Investigator lacks an Investigative Ability, he can instead turn to an NPC or source for help. In Trail of Cthulhu, Investigative Abilities have pools of points which can be spent to gain extra clues about a situation, but in Cthulhu Confidential, the Investigator has Pushes, which the player can spend to gain the extra information or a benefit. This applies to any Investigative Ability and could be used to spring the Investigator from jail on a bogus arrest using the Law Investigative Ability, persuade the doorman at a suspect’s office that you have not been asking about his whereabouts, and so on. An Investigator begins a scenario with four Pushes and can earn more through play.

In Trail of Cthulhu, General Abilities also have pools of points, which are then expended to modify dice rolls for tests. In Cthulhu Confidential, General Abilities have one or two six-sided dice, which are also rolled on Tests. Tests are rolled when there is the possibility of failure in a situation, such as getting past a doorman to break into a suspect’s office or fleeing from the inhuman monster found in said suspect’s office, and are divided into two types. In either case, the player rolls the dice—if his Investigator has more than one—one at a time and totals their values. This is important because some Tests can be overcome with the roll of the one die rather than two dice. The Challenge is the more complex and more interesting of the two.

A Challenge gives three results—‘Advance’, ‘Hold’, and ‘Setback’. The ‘Advance’ is the equivalent of ‘Yes, and…’ and indicates a successful attempt with an extra benefit. This benefit is called an Edge and can prove useful later in the investigation. In addition, if the Challenge was overcome with the roll of a single die, then the Investigator is rewarded with an additional Push. The ‘Setback’ is the equivalent of ‘No, and…’ and indicates a failed attempt with an added Problem that will hamper the investigation. The ‘Hold’ lies somewhere in between with the Investigator no better or worse off, and also without an Edge or a Problem. It is also possible for the Investigator to suffer an Extra Problem in order to gain an additional die to roll in the hope of gaining an ‘Advance’.

For example, Dexter ‘Dex’ Raymond, the Private Investigator presented as the first protagonist in Cthulhu Confidential has been hired by the wife of Lorenzo Calderone, nightclub owner and suspected mob associate. She wants a divorce and suspects her husband of cooking the books to reduce her settlement and alimony. She does not think that the real account books are kept at home or the nightclub, but at the office of her husband’s lawyer, Crispin Grimes. To get those books, Raymond needs to get past the doorman and into the office. So, the Challenge could look like this:

COOKED BOOKS
Stealth
Advance 6+: You get past the doorman and into Grimes’ office where you find the account books. No one knows the books are missing and when they find out, who took them. Earn Edge: ‘Crooked Books.’
Hold 3-5: The doorman does his rounds just as you are about to break in and you are not going to get past him now.
Setback 2 or less: You initially get past the doorman, but just as you are about to get into Grimes’ office, he spots on his rounds. Triggers Challenge ‘Flee the Building.’
Extra Problem: ‘There was this one guy poking around…’

EDGE: ‘Crooked Books.’ You got the account books Mrs Calderone wanted, so case settled. But if you keep a copy yourself, it could keep her husband or his lawyer off your back.
PROBLEM: ‘There was this one guy poking around…’ The theft puts Lorenzo Calderone and Crispin Grimes on edge. A Push is needed to successfully use any Interpersonal skill with both.

In comparison, a Quick Test requires to simple roll to gain an ‘Advance’ result. The structure of Cthulhu Confidential and its scenarios presents Challenges as clear, black boxes of test and both Edges and Problems as essentially cards that are given to the player to add to his Investigator. Fights and both Horror and Madness, key elements of the two genres for Cthulhu Confidential—noir detective stories and Cosmic Horror—are handled as Challenges, typically using the Fighting General Ability for combat and the Stability General Ability when confronted with something horrifying. This is another place where Cthulhu Confidential differs from the multiplayer Trail of Cthulhu, because in Trail of Cthulhu, the Investigators can afford to lose one of their number, whether from a fight or madness, and such a loss is easily replaced. Not so in Cthulhu Confidential. Here a loss means the end of the investigation and the scenario, so whilst fights are dangerous, they are not lethal—and that applies to the NPCs or monsters as much as the Investigator. The investigator can suffer debilitating injury or loss, but can recover through the ‘Take Time to Recover’ action. Similarly, the antagonist, whether mundane or monstrous, is not killed, but suffers a loss that will benefit the Investigator in some way, represented by an Edge. Encounters or confrontations with horror work in the same fashion, although a ‘Setback’ will penalise the Investigator with a ‘Mythos Shock’ Problem. These cannot always be countered with the ‘Take Time to Recover’ action and instead require an Edge capable of countering a ‘Mythos Shock’ Problem. This is not to say that the Investigator cannot die or be sent mad, but this does not happen mid-story. Instead, it can become all too much at the end. This is especially so if the Investigator is left with a ‘Mythos Shock’ Problem or two or more that he has been unable to deal with in the course of the investigation. The remaining Problem cards will affect the narration of the investigation’s outcome and ending, typically in downbeat fashion to fit the twin genres of Cthulhu Confidential. If the Investigator survives, his player can retain these Problems to carry over into the next scenario—some he has to and some he can choose—and they will continue to influence the Investigator’s efforts until addressed. Even at the start of the first scenario, an Investigator has an ongoing problem, although the player is typically given a choice as to what that problem is.

For the Game Master there is advice on running the GUMSHOE One-2-One System. This covers guiding the player (gently) and avoiding the sticking points common to mystery and investigation scenarios, taking into account the nature of its single player and Investigator play style. This includes advice on running both sources and challenges and there is similar treatment on creating scenarios, building Challenges, and designing Edges. This is backed up with numerous examples which the Game Master can use for inspiration as well as model for her own scenarios. The appendix for Cthulhu Confidential includes a Rules Quick Reference, a Handout for New Roleplayers, lists of sources for all three protagonists, a guide to solving cases, sample Player Characters from other GUMSHOE System roleplaying games in the GUMSHOE One-2-One System format, such as an Ordo Veritas Agent from The Esoterrorists and a Mutant Cop from Mutant City Blues, and a set of generic Edges.

Two thirds of Cthulhu Confidential is dedicated to its three investigations and their protagonists, settings, and Problems and Edges. The three Investigators are Dexter ‘Dex’ Raymond, a Private Investigator in Los Angeles, 1937, obviously inspired by works of Raymond Chandler and Dashiell Hammet; Vivian Sinclair, an investigative journalist and lady detective in thirties New York, inspired by Kerry Greenwood and Dorothy L. Sayers; and Langston Montgomery Wright, an African American invalided veteran Private Investigator in Washington D.C. towards the end of World War II, inspired by Walter Mosely and Chester Himes. Each Investigator is accompanied by detailed descriptions of his or her sources and exceptionally good write-ups of their respective cities—Los Angeles, New York, and Washington, D.C. The write-ups are so good, they are better than the actual supplements dedicated to those cities previously published for Lovecraftian investigative roleplaying, and in the case of Washington, D.C., the definitive guide Lovecraftian investigative roleplaying, since no sourcebook has been published for the city, let alone an actual scenario. In addition, all three authors—Robin D. Laws for Dexter ‘Dex’ Raymond, Ruth Tillman for Vivian Sinclair, and Chris Spivey for Langston Montgomery Wright—address the social and cultural aspects of their settings. So, there are discussions of whether Dexter ‘Dex’ Raymond should be a ‘straight white guy’ or not; of Vivian Sinclair’s bisexuality and how to handle violence against women; of handling the racist attitudes that Langston Montgomery Wright will face. The advice is excellent throughout, being inclusive and helpful.

Then each Investigator has his or her own scenario. As Dexter ‘Dex’ Raymond, the player will investigate ‘The Fathomless Sleep’. Fast-living society girl Helen Deakin has fallen into catatonia and her smouldering sister wants to know how this happened in this classic, hardboiled tale of blackmail and dirty money with a dollop of weird mysticism. In ‘Fatal Frequencies’, Vivian Sinclair helps out Sadie Cane, whose fiancé, George Preston, disappeared three days after a murder in his apartment block. What has George got himself messed up in? Langston Montgomery Wright investigates another disappearance, that of Lynette Miller, a riveter, in ‘Capitol Colour’. Last time her father saw her, she had a new job, secret, but highly paid. Where has she gone and what does her disappearance have to do with the war effort? All three scenarios are excellent, detailed and involving, and should keep the player and his Investigator intrigued and enthralled to the end.

Physically, Cthulhu Confidential is a crisply presented black and white book. It needs a slight edit in places, but is well written and engaging. It is not extensively illustrated, but what artwork there is, is not only good, but also captures the shades of grey in the three North American cities and both the protagonists and antagonists the supplement depicts. The use of period maps and other illustrations also enforces each setting’s sense of place.

Cthulhu Confidential provides an intense roleplaying experience. It has elements of classic solo play because of its set-up, especially in the structure of its Challenge mechanics and the Edges and Problems gained through play, but the intensity comes from working with the Game Master and interacting with the NPCs she depicts and doing so alone, pushing the player to rely upon himself and his Investigator’s Abilities rather than having to work with other players and their Investigators. Of course, the involvement of the Game Master means there is more flexibility and scope to adapt when investigating a mystery than there would be in a solo adventure. The end result is that Cthulhu Confidential provides an enthralling and engaging means of play and a one-on-one experience that pushes Lovecraftian investigative roleplay closer to its cinematic and literary influences and models.

[Free RPG Day 2023] Piercing the Demon’s Eye

Reviews from R'lyeh -

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

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Piercing the Demon’s Eye is Goodman Games’ only contribution to Free RPG Day 2023. It is a scenario for use with the publisher’s highly popular Dungeon Crawl Classics Role Playing Game. Designed for a party of six to eight Second Level Player Characters, it is both designed and intended to be played in four hours and in-game explored in four hours. What this means is that once the four-hour playing time ends, the game is not only over for the players, but also for the Player Characters. Piercing the Demon’s Eye is set in the Demon’s Eye, the vault of the ancient wizard, Monath Ot. Said to contain great treasures and secrets, the entrance to the vault unseals and grants access for exactly four hours, once every ten years. Then the entrance will reseal itself again, only to open again in another ten years and again exactly for four hours. Whilst the game is over for the players, for their characters, trapped inside the Demon’s Eye, their fates are sealed just as much as the entrance is. Ideally, the Player Characters should at least be armed with one or two magical weapons. The scenario does not involve a great many fights, but those it does are challenging. Lastly, Piercing the Demon’s Eye does contain links to Tomb of the Savage Kings, the scenario published by Goodman Games for Free RPG Day 2021. However, the links are insubstantial and the Judge does not need to have run or have access to Tomb of the Savage Kings in order to run Piercing the Demon’s Eye.

As a tomb adventure, Piercing the Demon’s Eye contains more traps than fights. There is an interesting counterweight puzzle from the start, but others like a corridor with a pivoting floor and a room with spikes that extend out of the floors and walls and a room of skeletons that reanimate and self-replicate upon death a la the film Jason and the Argonauts, are all classics and clichés of the genre. This does not mean that they feel out of place. Similarly, neither does the inclusion of false vaults. With care though, the Player Characters should not only be able to find their way around the tomb, but also locate two major treasure vaults, one of scrolls and one of coin and magical items. What will hamper the Player Characters progress is a rival team also looking to loot the tomb complex. Consisting of three NPCs, these can be used to taunt the Player Characters, act as replacement Player Characters as necessary, or simply show the characters and their players how the scenario’s traps work.

There is also a hidden element to Piercing the Demon’s Eye. Use of Spell Burn can trigger an even bigger event. This is the release of the being trapped within the tomb. It is not the ancient wizard, Monath Ot, but something else. In true tomb in the Pulp genre, this triggers an immediate effect and a long-term effect. The long-term effect is left up to the Judge to determine and then only if the scenario is being run as part of a campaign. In the short term, the Player Characters will find they have very little time left before the tomb collapses…
If there is a problem with Piercing the Demon’s Eye, it is the connections to Tomb of the Savage Kings and the lack of connections to Tomb of the Savage Kings. To suggest that there are connections and not develop them is a missed opportunity. The lack of them makes it difficult to connect the scenarios and to build them into a setting, whether a published one or one devised by the Judge. So this scenario is more of standalone adventure than not.
Physically, Piercing the Demon’s Eye is very well presented. It is easy to read and the map is easy to use. The scenario is lightly illustrated, but the pieces of art are very good, capturing the mishaps and misadventures of a band of adventurers.
Piercing the Demon’s Eye is easy to set up and run, and works better as a convention scenario rather than an addition to a campaign, although with some effort upon the part of the Judge, this should be an issue. Piercing the Demon’s Eye is a short, but fun one-shot that neatly fits a four-hour convention game slot too. All the Judge has to do is add Player Characters.

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