Outsiders & Others

Mail Call: HYPERBOREA

The Other Side -

Another Old-school mail call this week and this one is quite timely. I finally got my Hyperborea leatherette Players and Referee's Guides.

Hyperborea leatherette Players and Referee's Guides

If you have been here for any amount of time you know of my love for Astonishing Swordsmen & Sorcerers of Hyperborea, now just called HYPERBOREA.

This new set, 3rd Edition, does not disappoint.

HYPERBOREA
As you can see it comes with the HYPERBOREA Player's Manual, the Referee's Guide, the Atlas of Hyperborea, dice, and a matching dice bag.

HYPERBOREA
HYPERBOREA
HYPERBOREA
HYPERBOREA

HYPERBOREA
HYPERBOREA

Now I have all three editions of this game. I don't need all three, but I can't find myself parting with any of them.

AS&SH and to a degree HYPERBOREA was where I started my ideas for the War of the Witch Queens, but I have moved it on to Old-School Essentials now. I would still LOVE to do something with HYPERBOREA, something special really. 

HYPERBOREA is firmly in the AD&D rules camp of the OSR clones, though it does only go to level 12. 

Part of me wants to run the Dark Wizard Games modules from Mark Taormino. There is some overlap in themes to be sure. I just wonder if some of the Eldritch Weirdness of HYPERBOREA would be lost in the Gonzo weirdness found in the Dark Wizard adventures.

HYPERBOREA and Dark Wizard Games

I have talked before about how great these would be for B/X or OSE, but maybe this is where I need to go. 

Another option is this.

D&D Classics

Now, this would work and The Lost City and Castle Amber both have solid Clark Ashton Smith vibes. Into the Borderlands and Expedition to the Barrier Peaks also fit the tone of HYPERBOREA well. Same with Isle of Dread which is very sandboxey.  The Temple of Elemental Evil is the odd one out unless I do a little massaging. 

Level wise I think it all might work.  Into the Borderlands covers levels 1-3. Isle of Dread covers 3-7. Barrier Peaks covers 8-12. The Lost City 1-3 (though I argue more like 2-4), Castle Amber 3-6, and Temple of Elemental Evil 1-8 (or more). I can already see how I could do this, to be honest. The trouble is I have run most of these with my kids already.

Still might be fun as an intellectual experiment. 

Jonstown Jottings #69: A Grim Pilgrimage

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
GLORANTHA: A Grim Pilgrimage is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a five page, full colour, 959.82 MB PDF.

The layout is clean and tidy. It is art free, but the cartography is excellent.

Where is it set?
GLORANTHA: A Grim Pilgrimage is set in Prax in the Eiritha Hills.

Who do you play?Player Characters of all types could play this scenario, but as written are expected to be members of one of the tribes of Prax. A Humakti will be useful, and a worshipper or shaman of Daka Fal would be approriate. magic and enchanted weaponry will be very useful.
What do you need?
GLORANTHA: A Grim Pilgrimage requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary.
What do you get?GLORANTHA: A Grim Pilgrimage details a Daka Fal shrine in the Eiritha Hills of Prax. It consists of a simple complex of just five rooms, its description in the main, focusing upon the undead threats currently inhabiting its handful of rooms. Three reasons are suggested as to why the Player Characters might be journeying there, the easiest being that a recent party of pilgrims failed to return from its annual visit, and their queen or khan commands them to investigate.

The Game Master has the option to throw in a random encounter or two, but once there, the Player Characters quickly discover it to be infested with the undead. One add fact is that the most recently dead, and the first ones they will encounter, are skeletons rather than zombies. This is an extended combat encounter, with no roleplaying or investigation required. However, there is scope for the Game Master to expand the scenario a little. One way would be to expand on the restoration of the shrine after it has been cleansed of the undead, whilst the Game Master add details about Daka Fal and his worship to the shrine, and possibly add physical details and possessions to the undead, suggesting who they might have been in their former lives and what they were carrying, which could lead to further adventures. The descriptions of both the shrine and its undead are perfunctory at bests, uninspiring at worst.
GLORANTHA: A Grim Pilgrimage is not badly written for what it is, but very much like the earlier GLORANTHA: The search for the Throne of ColymarGLORANTHA: A Trek in the Marsh, GLORANTHA: The Avengers of Earth Temple, and GLORANTHA: Underwater Quest, it is underwritten and leaves a fair amount of development work for the Game Master to do before she brings GLORANTHA: A Grim Pilgrimage to the gaming table. Probably not as much as the other scenarios from this author, but to really bring it alive, the effort is required. Of course, since if the Game Master is going to have to do that development work, she might as well grab the map and start from scratch.
Is it worth your time?YesGLORANTHA: A Grim Pilgrimage is surprisingly not awful. That does not mean that it is actually adequate, but it contains the germ of an interesting encounter if the Game Master is willing to develop the set-up, add the flavour, and the detail, which of course the author failed to do. Then of course, the Game Master can do something about making the dungeon, or rather shrine, interesting.NoGLORANTHA: A Grim Pilgrimage is a self-contained mini-dungeon bash which the author kindly leaves much of the interesting detail, stats, and flavour to be found in the back story—as is his standard practice—for the Game Master to develop herself. Cheap, cheerless, characterless, and charmless. Mostly.MaybeGLORANTHA: A Grim Pilgrimage is surprisingly not without potential. The location, the backstory, and possible hooks could all be developed into something more interesting and playable than the mini-dungeon it currently is. Of course, the author could have done that for the potential purchaser too, but why break the habit of the rest of his scenarios for RuneQuest: Roleplaying in Glorantha?

Monstrous Monday: Neh-thalggu (Brain Collector)

The Other Side -

Neh-thalggu (Brain Collector)One of my favorite adventures is X2 Castle Amber. It covers so much of what I love in an adventure. Plus it is full of great Clark Ashton Smith homages and nods.

Among these homages is the Neh-thalggu or the Brain Collector.  It is such a creepy ass monster and I really love them. 

If the amount of OGC on them is any indication, then others like them too. You can find them for d20 3.x style, Pathfinder, and 5e.  This is in addition to official D&D stats for Basic and AD&D 2nd Ed.

Neh-thalggu (Brain Collector)

NO. ENCOUNTERED: 1
SIZE: Large
HD: 14 (d10) (77 hp)
MOVE: 60 ft.
AC: 16 (natural armor)
ATTACKS: Bite (1d10) + Poison (Save vs. Con or Paralyze), Claws (1d6) 
SPECIAL: Brain collection, Incorporeal, Spell Casting
SAVES: M
INT: Genius to Supra-genius (20-22)
ALIGNMENT: Chaotic Neutral
TYPE: Aberration
TREASURE: 8
XP: 6,000

The neh-thalggu, also known as the Brain Collector, is a creature from the Outer Darkness.

Neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crablike nightmares with lamprey-like mouths, twitching eyes on their legs, and several blisters along their back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds.

Combat: Neh-thalggu attack with their mouths they attempt to latch on with their mouths and claws to extract the brain from their victims.  They attack primarily with their mouths (bite) and then try to latch on with their claws.  On a successful bite and claw attack the victim must make a Constitution save or become paralyzed. Once paralyzed the creature will remove the victim's brain. 

Brain Collectors. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat, rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.

Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.

Mind Masters. Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.

Spell Casting. Neh-thalggu can cast spells as 1st level wizard. For every brain, they collect they add one more level of spell casting for a maximum of 12 brains to 13th level wizard.  For this reason Neh-thalggu will target wizards and other magic-using characters.

--

Might need some tweaks, but yeah this is one nasty beastie. 

The plot hook is obvious. A bunch of never before seen monsters are attacking the countryside the day after a shooting star was seen. Worst of all are reports of a "ghost monster" that feeds on brains. 

Don't forget the Indiegogo campaign for Amazing Adventures going on right now!  Grab the books and you can use this guy.

Amazing Adventures


Miskatonic Monday #153: The Change

Reviews from R'lyeh -

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

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

—oOo—
Name: The ChangePublisher: Chaosium, Inc.
Author: Bobby Nelson

Setting: Jazz Age Lovecraft country
Product: ScenarioWhat You Get: Fourteen page, 51.06 MB Full Colour PDF
Elevator Pitch: “Nature never knew colors like this.”Plot Hook: ‘The Color Out of Space’ Redux
Plot Support: Four NPCs, one map, two floor plans/handouts, and one Mythos monster.Production Values: Plain.
Pros# Tranquility turns into countdown horror# Eerie environmental horror# Lovecraft Country scenario# Easy to adapt to other periods and places# Chromophobia
Cons# No pre-generated Investigators# Region map would have been useful# Needs an edit# ‘The Color Out of Space’ Redux

Conclusion# The Change has an eerie sense of bucolic horror and environmental decay in what is a reactive, countdown horror. # Ultimately, ‘The Color Out of Space’ redux too far

Clouting Cthulhu II

Reviews from R'lyeh -

As a darkness falls over a Europe under the heel of the Nazi jackboot, a secret war has begun against the invader, one which at the direction of Winston Churchill, Prime Minster of Great Britain, would “…[S]et Europe ablaze.” This would be led by the Special Operations Executive or SOE, whose operatives, often working with local resistance forces, would carry out acts of sabotage against the Axis war effort, as well as work to establish secret armies which ultimately act in conjunction with Allied invading forces. However, there is a darker, more secret war, this against those Nazi agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. Yet even this dark drive is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs… Standing against them, ready to thwart their malign efforts are the audacious Allied agents of Britain’s Section M, the United States’ Majestic, and the brave Resistance, willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour!

This is the set-up for Achtung! Cthulhu, the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. Originally published using Call of Cthulhu, Sixth Edition and Savage Worlds in 2013, and later FATE Core, almost a decade on, it returns in brand new edition. Not though written for use with Call of Cthulhu, Seventh Edition, but rather for use with the publisher’s 2d20 System house mechanics, first seen in Mutant Chronicles and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of. The result is a roleplaying game of Lovecraftian investigative action in which the Player Characters can take the fight to the enemy, punch out the Nazis, and wield powerful sorcery or psychic powers against their agents and their Mythos allies, as well as even weirder weapons against the backdrop of World War II and the Nazi war machine.

The Achtung! Cthulhu 2d20: Gamemaster’s Guide—heralded as ‘Issue No. 2’ in a series on the cover—picks up where the Achtung! Cthulhu 2d20: Player’s Guide left off. Written for the Achtung! Cthulhu 2d20 Game Master’s eyes only, this is the supplement exposes and explores a whole lot more of the setting and its secrets, presents the six major factions involved in the new Secret War, their personnel minor, major, and notable, the equipment they field, and the magics they wield. Alongside this, there is extensive advice and suggestions for the Game Master on how to run Achtung! Cthulhu 2d20 and keep it exciting. Fundamentally, the latter is what sets Achtung! Cthulhu 2d20 apart from other roleplaying games of Lovecraftian investigative roleplaying. It is meant to be fast and furious, exciting and unnerving, the tone and style hewing heavily into Pulp action. The Player Characters are not so much Investigators—although some investigation is likely to be required in game—but rather Pulp action, anti-Mythos special forces operatives or secret agents. This can be on an ad hoc basis, with the Player Characters coming from a diverse range of backgrounds and cultures, which is very likely to be the default set-up in a campaign, but it could also be run a military Pulp action horror game with the Player Characters all being part of the same unit. For example, Section fields The Grey Watch, a band of Scottish warriors specialising in hand-to-hand combat, always accompanied by a piper playing the Pipes of McMurden, the sound of which strikes fear into the forces of the Mythos, whilst Majestic sends out its Flaming Salamanders of the Majestic Corps, consisting of U.S. marines in flame retardant clothing wielding all manner of flame-based weapons to burn out the Mythos. The action-packed cover of the Achtung! Cthulhu 2d20: Gamemaster’s Guide very much sets the tone for the roleplaying game, as does the Achtung! Cthulhu 2d20: Player’s Guide.

The Achtung! Cthulhu 2d20: Gamemaster’s Guide begins by exploring the factions and history of Secret War, and this not merely divided between the Allies and the Nazis. There are instead six factions, and to extent, this does feel like a set of factions for both roleplaying and wargaming, something that the extensive set of stats for allies, enemies, and forces in the later ‘Heroes & Villains of the Secret War’ and ‘Bestiary’ does nothing to persuade otherwise. On the Allied side are the British Section M and the American Majestic. Both capture the flavour and feel of their respective mundane counterparts, playing to some stereotypes too in keeping with the roleplaying game’s Pulp leanings. Thus, Section M is reserved, but combines desperate ingenuity and improvisation with measured study and cups of tea, whilst Majestic is brasher, more muscular, and relies on psychic operations rather than the classical study of magic. On the Nazi side are two factions, The Cult of the Black Sun and Nachtwölfe, which have different approaches to the Mythos and despise each other. Black Sun uses Hyperborean magics and knowledge to work back and forth between the Dreamlands and the waking world in an effort to free Yog-Sothoth. Nachtwölfe employs Atlantean superscience to develop, arm, and field an array of fantastic new weapons, armoured fighting vehicles, and more. In addition, both the Mi-Go and the Deep Ones have been drawn into the war, sometimes allies of the Nazis, sometimes not, as both have their own agendas. The backgrounds, histories, military structures, bases, missions and goals are all given for the six factions in what is an excellent overview of the Secret War. There is a timeline too, running from 1939 to 1945, noting important events throughout the Secret War, and hinting at potential scenarios which the Game Master could purchase and run for her players, but notably still leaving plenty of room into which the Game Master can insert her own adventures.

The Game Master can arm and equip her Player Characters and NPCs with a vast array of strange and wonderful weapons and devices. For example, the elite snipers of the Bronze Berets use the Beowulf Monstr Slayer Kk. 1 Sniper Rifle, a magnetic propulsion weapon sometimes combined with Elder Sign-inscribed rounds, whilst the Blevins Steam-Assisted Enzymatic Weapons which fire gouts of superheated steam and high-temperature active enzymes which dissolve the physical make-up of some trans-dimensional creatures. There are more mundane—in comparison—items too—like the Sword-Cane or the Bolas (until that is, the weights are filled with explosives!), and in general, such devices and weapons are rare and the ammunition, where required, available in limited quantities. In comparison, the Nazis of both Black Sun and Nachtwölfe have much wider range of weapons and equipment, and it is more widely manufactured, especially the technologically-focused Nachtwölfe. For example, Wotan’s Staff-Spear or ‘Grungnir’, are tipped with black steel forged in the Dreamlands and aid in the casting of Mythos magic, whilst the Anddrsserher-Helm worn by some Nachtwölfe soldiers is bulky, but contains a set of lenses—based on the Cornwallis design stolen from New World Incorporated in a nice nod to the classic Call of Cthulhu campaign, The Fungi from Yuggoth or The Day of the beast—that provides magnified vision, infrared vision, and the ability to see creatures and things that the human eye is normally incapable of seeing. Weapons and devices of both the Mi-Go and the Deep Ones are also given. 

Besides technology, all sides field magic during the Secret War, although reluctantly in the case of the Allies. In the main they restrict themselves to studying and using magics, spells, and rituals from the Celtic and Runic or Norse traditions, as well as Psychic powers, rather than the Mythos magic. Psychic powers are themselves treated as a sort of magic, but a very modern one, and all three traditions are more fully detailed in the Achtung! Cthulhu 2d20: Player’s Guide. The Achtung! Cthulhu 2d20: Gamemaster’s Guide instead focuses on Mythos magic, including both its battlefield and ritual applications. These are akin to the classic magics of traditional Lovecraftian investigative horror, but classified according to the deity they relate to—Cthulhu, Nyarlathotep, and Yog-Sothoth. These are likely to be used by the Deep One and Mi-Go factions and to limited extent, if at all, by the other factions. They are accompanied by numerous rituals, some of which like the Dust of Ibn-Ghazi and the various versions of Evoke/Dismiss Deity will be familiar from other roleplaying games of Lovecraftian investigative horror, whilst the Pulp nature of Achtung! Cthulhu 2d20 is highlighted by the inclusion of healing magic—for both the body and the mind. Similarly, the list of Mythos tomes is a mix of the old and the new.

For the Game Master there is an extensive chapter of advice and suggestions as to how to run Achtung! Cthulhu 2d20. It covers her role and responsibilities, letting the players and their characters be awesome, how to handle both Threats and the action, and so on before delving in the mechanics of the 2D20 System explained in the Achtung! Cthulhu 2d20: Player’s Guide, but here from the Game Master’s perspective. It pays particular attention to handling Truths in play and the consequences of failure. The Momentum and Threat economy are also examined again, and there is advice on creating and handling memorable NPCs too.

This last piece of advice leads into the last two chapters of the Achtung! Cthulhu 2d20: Gamemaster’s Guide, which together take some forty percent of the book. First, ‘Heroes & Villains of the Secret War’ looks first at the British and American forces, and covers both standard troops and special forces, the latter including those involved in the Secret War, like the Scared Blades: Gopal’s Ghurkhas from Nepal and the Pathfinder Demin Hunters from the First Nation Tlingit peoples. It does a similar thing for Black Sun and Nachtwölfe, as well as the Resistance operating in occupied Europe. Included too are all of the major figures in each of the different actions, whether that is Sally Armitage of majestic or Mina Wolff of Nachtwölfe. Each is rated as either Trooper, Lieutenant, or Nemesis level NPC, depending upon their individual degree of threat and involvement in Secret War. Second, the ‘Bestiary’ does a similar thing for the Mythos. It includes ordinary beasts too, plus the creations of abhorrent science, but in the main presents the various creatures, entities, and gods of the Mythos. Ranging from Colours Out of Space and Ghouls all the way up to Azathoth, Hastur, and Shub-Niaggurath, the things of the Mythos are classified along similar lines and detailed under the 2D20 System. There is a handful of the unfamiliar thrown into the mix to add some unfamiliarity too, but whilst a great many of the entries are familiar, at least conceptually, Achtung! Cthulhu 2d20 gives them, if not a greater degree of agency, then a greater degree of active and more immediate agency. There is very much a sense in Achtung! Cthulhu 2d20 of the Mythos factions not being prepared to play the long game as is traditional both in Mythos fiction and Lovecraftian investigative horror, but preferring to play a more active, if still secret, role in the affairs of men, whether that is as allies or as enemies, and so taking advantage of the chaos and acceleration of change that comes with the war between the Allies and the Nazis.

So the question is, what is missing from the Achtung! Cthulhu 2d20: Gamemaster’s Guide? Really, only the two aspects of the game. Vehicles, both Allied and Nazi, are not included despite all the various troops are, though they are instead given in the Achtung! Cthulhu 2d20: Player’s Guide. What is missing is a feature of almost every roleplaying game of Lovercraftian investigative horror and that is Sanity and insanity. Being a decidedly pulpier, more action-orientated, Achtung! Cthulhu 2d20 instead has a Player Character potentially suffer insanity once he has suffered enough mental damage to defeat him, whether from encountering a Mythos monster or reading a Mythos tome. and remove him from the combat and then taken more. This shifts the danger of losing Sanity and suffering from insanity as to more of an afterthought than perhaps a constant worry, but it could have been addressed more clearly. Especially for the Game Master or player adapting from another roleplaying game of Lovercraftian investigative horror.

Physically, the Achtung! Cthulhu 2d20: Game Masters Guide is well presented. It does need an edit in places, but it is well written, and again, the Achtung! Cthulhu 2d20: Player’s Guide before it, the book’s full colour artwork is fantastic. Much of it has been seen in the previous iteration of Achtung! Cthulhu, but the new artwork in the Achtung! Cthulhu 2d20: Game Master’s Guide is really good, capturing the action, excitement, and horror of the war against the darkest forces of the Axis powers.
In its treatment of magic, the monsters of the Mythos, and emphasis upon action, Achtung! Cthulhu 2d20 is not a game for the player or Keeper who prefers the classic play style of a roleplaying game of Lovecraftian investigative horror. For the player and the Game Master who want to emphasis a Pulpier, more action-driven, and less horrific approach to Lovecraftian investigative roleplaying, Achtung! Cthulhu 2d20 is a great choice, and the Achtung! Cthulhu 2d20: Game Masters Guide ably supports this style and tone with the engaging background of the Secret War, a wide array of foes to challenge the Player Characters, and the means for them to fight back and keep humanity safe.

Blue Collar Sci-Fi Supplement I

Reviews from R'lyeh -

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these are The Haunting of Ypsilon 14, Hideo’s World, Terminal Delays at Anarene’s Folly, and Chromatic Transference. The fourth is The Hacker’s Handbook. Wher The Haunting of Ypsilon 14 was a traditional ‘haunted house in space monster hunt’, Hideo’s World presented a horrifyingly odd virtual world, Terminal Delays at Anarene’s Folly a locked room—or locked ship—McGuffin hunt, and Chromatic Transference did cosmic horror, The Hacker’s Handbook is not even a scenario, but a supplement!

The Hacker’s Handbook provides expanded rules for extra detail in for just the one skill in the Mothership Sci-Fi Horror RPG—‘Hacking’. One of the issues in the Mothership Sci-Fi Horror RPG – Player’s Survival Guide is that none of the skill are actually defined and so the Warden has to adjudicate exactly how they in the dark future depicted in the roleplaying game. Most of the time this will be enough, and in play, the Warden can have a player simply roll of his character if he wants to unlock a door, take remote control of a gun turret, or extract information from a computer system. However, if the Warden wants to present a more detailed, even extended challenge for the player whose character has the Hacking skill, then the core rules are insufficient. This is where The Hacker’s Handbook is useful. It still suggests using simple rules under most circumstances, but otherwise suggests presenting the hacking Player Character with a ‘Network’. This is constructed of a linked series of nodes and each node can be individualised. Each is defined by its Function, Security, and Response. In other words, what it does, the degree of how difficult it is to gain unauthorised access to, and what happens if the Hacker’s attempt is noticed by a network admin, automated security feature, A.I., and so on.

The Hacker’s Handbook lists several options for each as well as giving a modifier between zero and five for the roll on the Response Table if the hacker’s intrusion is noticed. For example, an automated security turret might be listed as ‘Automated security turret,  Infrastructure/Hardpoint Control, Hardened, +2 Response’, whilst a medical database might be listed as ‘Medical Records Storage, Data Storage, Secured, +1 Response’. In play, each node can be drawn as a box and the boxes connected to form a diagram of linked nodes and thus you have the computer network for the starship or the facility, and so on.

The Hacker’s Handbook does not ignore the social aspect of hacking either. It suggests ways of gaining access via user accounts rather than direct hacking and the various types of user account which a hacker might gain access to. It also suggests that it is one way of getting Player Characters involved in a hacking attempt whether or not they have the actual skill. Whether or not a Player Character has the skill, it also lends itself to more roleplaying opportunities than might be available with a simple roll against the skill.

Lastly, The Hacker’s Handbook lists equipment that a hacker might want to carry as a loadout. This includes decks, wristcoms, and pieces of gear. Decks include gear slots and often have extra abilities, such as treating Hardened Nodes as Secure Nodes. For example, Maze ignores one response from network security whilst CoyBoy reduces the Response value of a node by a random value. Essentially, this provides some technical equipment and details which can flavour a hacker’s activities in game and bring a little more verisimilitude to play.

Physically, The Hackers Handbook is all text, barring the network diagram examples. This is not an issue because the supplement has a lot of information to impart, so none of feels wasted.

There is a lot to like about The Hacker’s Handbook. It provides an easy way to handle a particular aspect of the Mothership Sci-Fi Horror RPG, and supports it with enough details to keep both interesting and challenging.

—oOo—
An Unboxing in the Nook video of The Hackers Handbook can be found here.

Propping up Cthulhu

Reviews from R'lyeh -

Call of Cthulhu is a literary roleplaying game. Its play is predicated on the ability of the Player characters—or rather the Investigators—to be literate and so be able to read the array of clues to be found as part of the enquiries into the unknown. Newspaper reports, diary entries, letters, notes and marginalia, books and scrolls, and of course, the much-feared Mythos tomes such as the dread Necronomicon and Unaussprechlichen Kulten. Just as the Investigators—or at least some of them—are expected to be able to read them, then so are their players. Thus, we have clues and handouts, especially if the roleplaying game of our choice involves a mystery—mundane or Mythos related. There had been clues and handouts before, for example, U1 The Sinister Secret of Saltmarsh, the 1981 scenario for Advanced Dungeons & Dragons, First Edition from TSR (UK), included a clue showing the pattern of signals needed to contact a smuggling ship, but Call of Cthulhu took the role of the clue and the handout to new heights as they became more and more integral to game play. And since newspaper reports, diary entries, letters, notes and marginalia, books and scrolls, and more are all modern, the Keeper can create her own—such as soaking paper in tea and then drying it to age it—and easily copy those provided in particular scenarios or campaigns. Which is what the H.P. Lovecraft Historical Society has done, and not just for its own campaigns, but your campaigns.
Of course, what the H.P. Lovecraft Historical Society is best know for is the Masks of Nyarlathotep Gamer Prop Set, a big box of handouts and clues designed to be used with Masks of Nyarlathotep, the classic campaign for Call of Cthulhu, often regarded as one of the greatest ever produced by the hobby. This no mere set of tea-soaked, faux-aged handouts and whatnot, for just as Call of Cthulhu took the role of the clue and the handout to new heights, the Masks of Nyarlathotep Gamer Prop Set takes the clues and handouts for Call of Cthulhu to new heights. There are over one hundred props in the box—telegrams, letters, a match box—just like in the original boxed set for Masks of Nyarlathotep, maps, charts, diary and ledger entries, business cards, photographs, memos, and newspaper clippings, oh so many newspaper clippings. However, Masks of Nyarlathotep is not the only campaign to receive the H.P. Lovecraft Historical Society treatment.
The Call of Cthulhu Classic Gamer Prop Set though is not a prop set for the one campaign, although it does include a campaign within its pages. Rather, the Call of Cthulhu Classic Gamer Prop Set literally provides physical support for two supplements, two anthologies of scenarios, and a campaign. All published as part of the Call of Cthulhu Classic boxed set, funded via Kickstarter as part of the venerable roleplaying game’s fortieth anniversary, and consisting of not only the Call of Cthulhu, Second Edition rules, but also the Cthulhu Companion, Shadows Of Yog Sothoth, The Asylum & Other Tales, Trail Of The Tsathogghua, and Fragments Of Fear. Thus the two companion supplements, the two anthologies, and the campaign. Open up the Call of Cthulhu Classic Gamer Prop Set and what you find is sixteen-page broadsheet newspaper, large format maps, a nautical chart, sheaves of handwritten letters, diaries, and notes, numerous brochures and photographs, police forms, legal forms, excepts ripped from terrible tomes, and more. These are all neatly organised into five folders. The first contains all of the handouts from the Call of Cthulhu, Second Edition rules—including the infamous ‘The Haunted House’, home of the late Walter Corbitt, the Cthulhu Companion, and Fragments Of Fear. Both Shadows Of Yog Sothoth and The Asylum & Other Tales have their own folder of handouts respectively, and lastly, the two scenarios in Trail Of The Tsathogghua have their own folders given the sheer weight of clues in both.
The Call of Cthulhu Classic Gamer Prop Set starts with the ‘USER GUIDE: Read Me First!’ which explains how the props are organised, notes that there are clues in code and other languages as per the relevant scenarios, and there are English versions of the clues in other languages in the box, but decoded versions of the encoded clues. The biggest bundle of clues in one prop can be found in the sixteen-page Clipmaster broadsheet newspaper and there are instructions on how to use that. Being broadsheet-sized, the Clipmaster broadsheet newspaper is huge and unwieldy, but can be quickly cut apart so the Keeper has the right newspaper articles in the right folder. Plus, there are numerous other articles in its pages, and very much part of the fun of reading is not finding the articles directly relevant to the scenarios or campaign, but reading the other articles surrounding and the other relevant ones. These add flavour and verisimilitude, as do the various advertisements alongside, to what are intended to be period pieces. Further, open up each folder and there is a Clipping Guide for each scenario which shows the Keeper where to find and then cut out the pertinent articles. This is a very handy piece of backwards design.
Folder Two is far more expansive. Dedicated to Shadows of Yog-Sothoth, the first campaign for Call of Cthulhu, here what were the blandest of handouts in the original campaign, have uplifted with detail and substance. Newspaper articles of course, but also letters and diary entries and book excerpts. There are a couple of points where the props suddenly astound you. The first is the ‘Computer Printout’ from ‘Look to the Future’, the second scenario in Shadows of Yog-Sothoth, which is done as a green bar printout on classic computer paper. It stands out from the other handouts because it is incongruously modern, as it should have done in the scenario itself, but here given brilliantly contradictory physicality. The other is from ‘The Worm that Walks’, the fifth chapter in the campaign. It is a simple letter from Christopher Edwin, inviting the Investigators to join him in Maine. Enclosed with the letter is a set of train tickets, and indeed, they are attached to the letter itself. They add nothing to the story or the plot, but they enforce the message of the letter brilliantly—Christopher Edwin is genuine enough to want to help!
Folder Three, dedicated to The Asylum & Other Tales contains some outstanding props, some of them actually better than the scenario they support really deserve. Starting with ‘The Auction’, set in Austria, at an auction for some quite outré items, there are not one, but two auction catalogues and they are honestly great. This scenario perhaps is the only one where the H.P. Lovecraft Historical Society could have gone further, but would anyone have actually wanted a Riveted Brass Head? ‘Black Devil Mountain’ is a poorly regarded scenario, but surprisingly, it has a brilliant set of letters, a death certificate, a mortuary bill of holding, legal invoice, and a deed to a property. It could be argued that the scenario would be worth playing simply to get the props in play, but that is definitely not the case. In addition, the foldout ‘Cunard Line Brochure’ is the only prop for ‘The Mauretania’, but to be fair, it is all that it needs and quite perfect!
Folders Four and Five, rounds out with Call of Cthulhu Classic Gamer Prop Set handouts and props from the three scenarios in Trail Of Tsathogghua. Across the three scenarios, there are loads and loads of newspapers, plus handwritten letters and diary entries. Relatively few of the props here have physical impact found elsewhere in the other folders. They include Morris Handelman’s Notebook from ‘The Curse Of Tsathogghua’ and an actual 8-page legal contract and the awful verse from ‘The Poetical Works of Maurice Van Laaden’, both from ‘The Haunted House’, but in general, the props are not quite as interesting.
Physically, Call of Cthulhu Classic Gamer Prop Set is an excellent presentation of the clues and handouts to the many books supporting the Call of Cthulhu Classic boxed set. However, in comparison, the Call of Cthulhu Classic Gamer Prop Set is not as good as the Masks of Nyarlathotep Gamer Prop Set. This is not to say that the prop set is bad, but rather it does not quite have the heft or physical presence. This is primarily due to the nature of the clues in the individual scenarios and the often plain format of the original clues, although in some cases, the props here gild the lily in turning clues and handouts for poor scenarios into some things compelling.
The Call of Cthulhu Classic Gamer Prop Set is definitely not needed to run the many scenarios and campaigns to be found in the Call of Cthulhu Classic boxed set. It will, though, definitely help and add verisimilitude to any one of the scenarios or the campaign, developing a great many clues and handouts into impressive, in-game items, often from very plain origins. Although it lacks the physical impact of its predecessor, the Call of Cthulhu Classic Gamer Prop Set will still help bring the scenarios and campaigns it is based upon to life.

Friday Fantasy: Wight Power

Reviews from R'lyeh -

So that title. Is it racist? Is it not racist? In the homophonic sense, because after all, that it is what it sounds like, it is racist. As written and thus spelt, not it is not. That is because it is both an amusing Dungeons & Dragons pun and an amusing geographical pun. Clever puns, even. Puns that play upon Dungeons & Dragons because one of the main monsters in the scenario is a wight and geography because the scenario is set on the Isle of Wight, just off the coast of southern England. However much the scenario is not racist—and it is not, even down to the negative admonishment to adherents of extreme Right Wing politics that ends the book—and however much the title involves a pair of puns, there is no denying the fact that the title is provocative. And intentionally so, given the publisher’s reason for publishing a book with this title, essentially a ‘screw you’ and because he can. So bear that in mind, given the publisher, if that and the title is enough to put you off Wight Power, then this review is not for you—and that is fair enough.

Wight Power is a scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay. Like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in 1632 England, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Even more specifically, it is set on the Isle of Wight in, around, and below a ruined monastery, Quarr Abbey, abandoned following the Dissolution of the Monasteries under Henry VIII. Here an archaeological dig is being conducted by Priest Joseph Duverney, a Catholic scholar and his order, and guarded by a band of Landsknechts mercenaries led by Alfonso Gutierrez. Tensions are running high between the Catholic scholar and his order and the Landsknechts mercenaries, as one of their number turned up dead and another is missing. The Player Characters might become involved in the location because extra muscle is required and neither faction can trust the other to conduct an investigation into the death; there are several workers from the surrounding area and beyond missing, and they are hired to find them; or because they might be locals who have become aware of strange goings on at the ruin and want to investigate. The scenario itself assumes that the first option is selected, perhaps backed up with a few entries from the rumours table.

So what is going in Wight Power is definitely weird, definitely apocalyptic, and definitely involves the Second Coming. Though not the Second Coming that you might imagine, involving as it does the cloning of the holy prepuce, a decidedly genuine and holy relic. Which of course, is not going to go to plan. So to be fair, if there is anything that is actually offensive in Wight Power, it might be that it is sacrilegious. Besides the Second Coming, the scenario involves the undead, an actual saint of necromancers, St. Cyprian of Antioch, and rising tensions between both groups that constantly threaten break out into actual violence. If the Player Characters are brought into investigate both the disappearance and the death, the scenario initially plays out as a murder mystery. However, it is not that, as there are very few clues to be found, little to be investigated, and there are areas where the Player Characters are forbidden from entering. This is intentional and designed to pique their curiosity. The likelihood is that the scenario will play out in one of two ways. Either the Player Characters will ignore their instructions, enter the areas they are barred from, and discover both what is going on and how weird it is, and probably trigger the Second Coming or get caught up in the tensions between the order and the mercenaries such that the Second Coming occurs anyway. The former is more interesting than the latter. Either way, the Player Characters have a big galumphingly disaster on their hands and unleashed on the Isle of Wight.

In terms of plot, Wight Power is underwritten. In terms of background and detail, the scenario contains an embarrassment of riches. A complete background to the whole affair, a timeline, three detailed NPCs—Priest Joseph Duverney and Alfonso Gutierrez, plus the captain of the Landsknechts, maps of Quarr Abbey, plus the catacombs below, full details of the means and result of the Second Coming, and both St. Cyprian of Antioch and the Clavis Inferni, the book he wrote. There is a lot here and whilst some of it is useful in providing background material, not all of it is necessarily relevant and the Player Characters are not necessarily going to find out what is really going on.

Physically, Wight Power is cleanly and tidily presented in full colour. For the most part, the artwork is presented in bright, colourful silhouettes, which are for the most part, neither interesting nor evocative of anything. The cartography is okay, but in places, the details on the maps could match what is described in the text—especially in the catacombs. It is well written and fairly easy to grasp what is going on despite the wealth of information provided.

Ultimately, despite the provocative nature of its title, Wight Power is another ‘hidden, apocalyptic monster waiting to be unleashed, whilst surrounded by monsters’ scenario. As presented, its background is more interesting than the underwritten plot, the overall impression is underwhelming, and beyond what the NPCs are trying to do in that plot, Wight Power is simply a Lamentations of the Flame Princess Weird Fantasy Roleplay scenario, but not a standout Lamentations of the Flame Princess Weird Fantasy Roleplay scenario.

Kickstart Your Weekend: Indiegogo Edition

The Other Side -

A couple of really fun ones on Indiegogo this week. Both of which you will see more of here.

Amazing Adventures Multi-Genre RPG

Amazing Adventures Multi-Genre RPG

https://www.indiegogo.com/projects/amazing-adventures-multi-genre-rpg#/

I have talked a lot about Amazing Adventures here and elsewhere. It is the Modern multi-genre RPG that uses the same Siege Engine as Castles & Crusades.  This is a new printing that reorganizes the material and has it cleave a bit closer to the Castles & Crusades printings. 


Pan, His Majesty in Yellow

Pan, His Majesty in Yellow

https://www.indiegogo.com/projects/pan-his-majesty-in-yellow#/

Fairy Tales + Lovecraftian Horrors? Hell yeah!

I am going to have more to say about this one, but for now check out their fundraiser for the Old-School Essentials version. 



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