Friday 5 July 2024

Friday Fantasy: Melwan

It has been over a decade since the first release for Les Ombres d’Esteren or Shadows of Esteren, in English. That was Shadows of Esteren 0-Prologue, which provided us with an introduction to this low dark, humancentric fantasy setting with Lovecraftian undertones, as well as a set of player characters/NPCs and three ready-to-play scenarios. The English-speaking hobby was fascinated by this French roleplaying game with its themes of tradition versus modernity, science and industrialisation versus faith, and monotheism versus spiritualism, as well as captivated by its artwork which looked like nothing then being published. Shadows of Esteren 0-Prologue itself was subsequently made available for free to download. However, since the publication of Shadows of Esteren 0-Prologue in 2011 and its release in English in 2012, releases from the publisher, Studio AGATE, have been slow to appear. Shadows of Esteren 1-Universe introduced its setting of Tri-Kazel peninsula in more detail, introducing properly the three nations of the region—Tol-Kaer with its old tribal ways and Demorthèn spiritual cults; Gwidre which has been converted to the Temple of the One God by missionaries from the Great Theocracy from the rest of the continent to the north and adopted feudalism; and Reizh, which has taken up the science of Magience, developing and creating devices, machines, and ‘toys’ powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself. It also provided rules for character generation and is also available as a ‘Pay What You Want’ title. The third release, Shadows of Esteren 2-Travels expanded the setting from an in-character point-of-view, as well as several ‘canvases’ or short scenarios, a longer scenario, and more NPCs as well as a bestiary. Together, these three releases form the core of Shadows of Esteren and they underpin the sixth release, Shadows of Esteren 3-Dearg, a great campaign that is divided into two parts that is culmination of what has been released to date.

Shadows of Esteren: Melwan is a supplement published between Shadows of Esteren 3-Dearg – Volume 1 and Shadows of Esteren 3-Dearg – Volume 2.
This is a companion to the earlier Shadows of Esteren 1-Universe, expanding as it does the setting of Tri-Kazel and taking player and Game Leader alike into the Vale of Melwan, which lies next to the Vale of Dearg. It ties deeply into both the background and the story of the major characters explored over the course of the Shadows of Esteren roleplaying game. For example, Wailen, the grandmother of Yldiane the Varigal and Adeliane the Ionnthén, is a Demorthèn. Much of it is written as a guide by Neala the Bard which describes the small region, its inhabitants, and notable locations. It begins with a description of the Vale of Melwan, small and bucolic, quiet and isolated, but not unwelcoming of passing strangers. It visits several places in and around the village, beginning with the Old Oak Inn, the heart of the community, a plain and plainly run establishment, except for the food, which is renowned for its quality and the number of recipes adopted from outside of the vale. Touchingly, it incudes actual recipes which a gaming group could actually cook, such as duck with mushrooms and turnip mash or apple and raisin fritters. There is a rough homeliness to the inn, complete with descriptions of its owners and regulars. Melwan’s apothecary is described in less detail, focusing on what might be sale—and if it is not, then on the reasons why in a pleasingly useful table.

The influence of the Mac Lyrs, long the family rulers of the Vale of Melwan, is felt far beyond its borders, so it is nice to have the family and its history and its family seat explored within the pages of Shadows of Esteren: Melwan. Yet it takes a more personal and intimate tone when Neala the Bard explores the library of the Mac Lyrs, a refuge for him when he has no mentor and instead relies upon the books and scrolls in the library as his teachers. Perhaps the oddest place visited in Shadows of Esteren: Melwan is the laboratory of the magientist, Talacien, established in an old building with the permission of the Mac Lyrs, but much to the consternation of the inhabitants of the Vale of Melwan. When his request to interview the magientist and visit the laboratory, Neala admits to being awed by what he found and the possibilities that it represented in being able to look at the universe in a way previously unimagined, but is ultimately reviled by the insane rush of uncontrolled power and likely damage is would result in. When his request to interview the magientist and visit the laboratory, Neala admits to being awed by what he found and the possibilities that it represented in being able to look at the universe in a way previously unimagined, but is ultimately reviled by the insane rush of uncontrolled power and likely damage is would result in. Fortunately, he retreats from what he regards as insanity to recover his equanimity by losing himself in the contemplation of the vale—and that is also something that the supplement does as well.

More than a third of Shadows of Esteren: Melwan is dedicated to the flora and fauna of the vale in some fashion. In taking the reader into its dark forests and across its peaceful wetlands, Neala not only tells of the creatures and plants to be found, but also how they are put to use by the peoples of Melwan and how they feature in stories that he performs for the villagers. For adults, the ‘Tales of Fur and Feather’ are often satires on the mores of power and those that wield it, whilst for children they are heroic stories featuring their favourite animal heroes. Although no tales are included, several of the protagonists of these tales are detailed, providing a cast of characters that could be brought into play as allusions to current events and important figures in a scenario. Numerous crops are described, as are various ingredients that are gathered locally and brewed and mixed into remedies and other concoctions. The rules here for brewing potions compliment the earlier description of the village’s apothecary and detail numerous ingredients and mixtures. There is an in-world guide to how they are brewed as well as actual game mechanics, so that a knowledgeable Player Character, with a skill such as ‘Demorthèn (Traditional Medicine)’ or Science (Botany), can create various cures, including poison-based cures. All of this is very nicely done with well-balanced mix of in-game flavour and mechanics.

The ‘Bestiary of Melwan’ includes beasts such as the single-horned, goat-like Calyre, boars, the feared Mórbear, and the Caernide, a horned deer-like creature which is also domesticated as a beast of burden. In fact, the latter gets its own section, with Neala giving a guide to the creatures and their advantages as a domesticated animal compared to that of horse. This is understandable since he actually keeps a stable of them himself! There are a few skill checks listed here for both horse and Caernide, enabling a mechanical comparison of the two. There is, however, one monster included in the bestiary, a murderous Feond known as the Guilthas Man—though the inhabitants of the vale are not sure whether it truly exists and if it does, if it is an actual Feond. The misshapen humpback creature lurks in the woods, unsettling, even scaring those it encounters, but no one knows if its has killed anyone yet. So, might it not be a monster? Rounding out is a glossary, perhaps not as lengthy as it should have been.

Physically, Shadows of Esteren: Melwan is simply beautiful, in some ways more artbook than roleplaying supplement. There is some roleplaying content within the book, but it is more background and flavour rather than instantly useable content. That though suits both book and setting, very quiet and understated in describing a location on the Tri-Kazel peninsula, the setting for the Shadows of Esteren roleplaying game, often mentioned, but never fully detailed.

[Free RPG Day] Rebels & Refugees Adventure

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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The Rebels & Refugees Adventure is a scenario released for Free RPG Day 2024 for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. Published by Magpie Games, this is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power. The Rebels & Refugees Adventure can be run using the Movers & Shakers Quick-Start Booklet rather than the full rules and there is advice for the Game Master to that end. It is designed for three to six players, one of whom will be the Game Master, and includes five pre-generated Player Characters, rules and advice for the Game Master, and a situation or scenario, the ‘Rebels & Refugees’ of the title.

The Rebels & Refugees Adventure and thus Avatar Legends: The Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. It is set during the ‘100 Year War Era’ and opens with the Player Characters, or Benders, having joined a group of Earth Kingdom rebels and Earth Kingdom refugees fleeing the Fire Nation Army. They have taken refuge in the Western Air Temple, hoping to find respite from an enemy which has been behind them every step of the way. Unfortunately, the Western Air Temple is not as safe as they hoped that it would be. Long abandoned, the only inhabitant now is a spirit whose antics quickly escalate from throwing oranges at the new arrivals to collapsing columns and blocking passages. Faced with a threat from within as well as the Fire Nation Army closing in, tensions grow as it becomes clear that the Western Air Temple is not as safe as everyone thought it was. When neither the leader of the rebels or the leader of the refugees can agree on what the best course of is—stay in hiding from the Fire Nation Army, but at the mercy of a malicious spirit, or make a run for it and hope that the Fire Nation Army does not catch with them, both they and the refugees and the rebels turn to the Player Characters for help and advice.

The scenario opens with the Player Characters and the rebels and the refugees they are accompanying in the Western Air Temple having lowered themselves by ropes down cliffs to the entrance. Both the rebels and the refugees are spooked by the first of the strange events in the temple and already on edge. Beyond this set-up, the Rebels & Refugees Adventure provides all of the bits and pieces that the Game Master needs to run it and even possibly run a sequel. This includes a very good summary and description of the scenario, all of its NPCs, and its locations. Among the NPC descriptions are the leaders if the rebels and the refugees, the spirit lurking in the Western Air Temple, even General Uyanga, the commander of the Fire Nation Army, whom it is possible for the Player Characters to meet in the course of the adventure. There is a number of pre-plotted events, but much of what the Game Master will be doing is reacting to the actions of the Player Characters in order to construct a pursuit clock. This will ultimately measure the chase between the Player Characters and the many people with them as they try to escape from the Western Air Temple to a southern port where they can properly escape the Fire Nation Army. Numerous actions and options in terms of what the Player Characters might do, and ultimately, the outcome is very much player-driven and the Game Master will need to adapt as necessary.

In terms of Player Characters, the scenario comes with a varied selection. There is a headstrong inventor with a penchant for sabotage, an Earth-Bending farmer able to adjust the plans of others, an acrobat with a walrus-yak companion—although how the Player Characters got it down the cliff to the Western Air Temple is a whole other scenario of its own, a nun wants to heal the world of its war woes and fights defensively, and a Water Bender who is an astute judge of character. All five start play with a single mastered technique and other unique advancement options, so they are not equal to starting characters. There is advice given on how to adjust new characters to play the scenario if the players want to create their own.

Physically, the Rebels & Refugees Adventure is well presented, sturdy booklet. The booklet is well written with plenty of advice and help for the Game Master, including summaries of the Moves, Combat Exchanges, Fighting Techniques, and more at the back.

Rebels & Refugees Adventure is good scenario for Avatar Legends: The Roleplaying Game and the worlds of Avatar: The Last Airbender and The Legend of Korra. It will also appeal to fans of anime and martial arts, but this is still a scenario for an experienced Game Master even if it can played with just the quick-start rules in Movers & Shakers Free RPG Day Booklet.


Monday 1 July 2024

Miskatonic Monday #292: Mystery Box

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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Publisher: Chaosium, Inc.
Author: Ben Frayle

Setting: Jazz Age USA
Product: ‘Sidequest’ scenario
What You Get: Twenty-three page, 1.29 MB Full Colour PDF

Elevator Pitch: “Photography takes an instant out of time, altering life by holding it still.” – Dorothea Lange.
Plot Hook: How did a young woman go missing from a train?
Plot Support: Staging advice, six NPCs, and three maps.
Production Values: Plain

Pros
# Easy to slot into a campaign
# Can be run as a sidequest or full scenario
# Works with fewer (or even one) Investigators rather than more
# Decently done investigation
# Easy to adjust to other locations
# Scopopobia
# Francophobia
# Siderodromophobia

Cons
# Needs a good edit
# Does involve the Dreamlands
# No reactions from all of the missing
# No Sanity rewards for
all of the missing

Conclusion
# In need of development and a polish
# A solid investigative horror scenario, whether as a sidequest or a full scenario

[Free RPG Day] Shock in Stormcrag

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. 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. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Humblewood: Shock in Stormcrag is a scenario for Humblewood Adventures, the anthropomorphic roleplaying game of birds and animals going on adventures using Dungeons & Dragons, Fifth Edition, and published by Hit Point Press. Designed to be played by four or more Player Characters of Sixth Level and above, it is preview of the forthcoming Humblewood 2: Beyond the Canopy supplement. The scenario is short. It can be played through in a single session—two at the very most—and it contains a good mix of mix of interaction, exploration, and action. ‘Action’ rather than combat, since although there is scope for combat in the scenario, it is not always the best solution.

Humblewood: Shock in Stormcrag is set in and around the village of Haver’s Cliff. The village stands on Flashcrest Mountain, famous for the thunderstorms that constantly circle its peak and empower the strange crystals that grow in the caves below and the villagers harvest to light their homes. The village is fairly isolated, but when a local, elderly sorcerer, Arlo Greenwood, goes missing, the Player Characters are hired to find out where he is. This is not the only hook provided for the benefit for the Game Master, but it is the primary one. Initial investigation reveals that Greenwood’s home has been broken into and there are signs in the mud of someone or something being dragged from the house. The clues point to the nearby Flashcrest Caves, which is where the bulk of the adventure takes places.

What has happened is that one of the Orephidians, the lithe lizard creatures that inhabit the tunnels and caves of the mountain and feed on the crystals, accidentally swallowed an ancient mining gadget and been corrupted by its hunger for the elemental energy stored in the crystals. The other Orephidians are intelligent enough to know that Arlo Greenwood can help them and so kidnapped him! Unfortunately, the Corrupted Orephidian kidnapped the sorcerer again and so the Player Characters will have to confront the overly energised creature to get him back and solve the problem. The Player Characters will need to deal with the different sets of Orephidians, explore the caverns—part of them are underwater, and rescue Arlo Greenwood. Careful players and characters are likely to be better rewarded and learn more than those who do not take as much care.

In addition to the map of the Flashcrest Caves and the stats for the NPCs and monsters, Humblewood: Shock in Stormcrag includes details of two magical items. One of which is the cause of the problems in the adventure, whilst the other will actually help the Player Characters.

Physically, Humblewood: Shock in Stormcrag is a small, short booklet. The layout is clean and tidy, and the artwork is decent. Magical items and monster stats are clearly marked throughout as being at the end of the book. Not all of the locations are marked on the map, but both are easy to work out where they are.

Humblewood: Shock in Stormcrag is a nicely done adventure that rewards the players and their characters for careful play and if it does not exactly punish them for leaping into combat, it certainly refrains from rewarding them for doing so.