Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Friday, 28 February 2025

Friday Fantasy: Adventure Anthology 1

Since it first appeared in 2019, Old School Essentials has proven to be a very choice of roleplaying game when it comes to the Old School Renaissance. Published by Necrotic Gnome Productions, it is based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh, and presents a very accessible, very well designed, and superbly presented reimplementation of the rules. There is plenty of support for Old School Essentials from third-party publishers, but Necrotic Gnome also publishes its own support, including scenarios such as Halls of the Blood King, The Isle of the Plangent Mage, The Incandescent Grottoes, and The Hole in the Oak. These are full length, detailed adventures and dungeons, but for the Game Master looking for shorter scenarios from the publisher, there are two options. These are Old-School Essentials Adventure Anthology 1 and Old-School Essentials Adventure Anthology 2. Each contains four adventures of varying difficulty and Level, with many of them being very easy for the Game Master to insert into her own campaign, and working well with Old School Essentials Classic Fantasy and Old School Essentials Advanced Fantasy.

Old-School Essentials Adventure Anthology 1 contains four adventures by noted contributors to the Old School Renaissance. The first three consist of dungeons designed for Player Characters ranging from First to Third Level, whilst the fourth is that rare creation, a high-Level adventure for Old School Essentials, in this case, Ninth Level. It is also different in that it is a hexcrawl adventure and not a dungeon, and it takes the Player Characters somewhere surprisingly odd. This means that in comparison to the other three adventures, it is not quite as east to add to a campaign. The first two adventures require an urban environment.

The anthology opens with ‘The Jeweler’s Sanctum’ by Giuseppe Rotondo. It is designed for Player Characters of First to Third Level and opens with them being hired to investigate the secret workshop of a long-dead jeweller-magician by his grandson who has been by the strange emanating from the complex. He cannot pay, but he will let them take whatever treasure they find as recompense. It actually has multiple sources of noise that the Player Characters have to deal with in their exploration of the workshop. The complex has the rundown feel of somewhere abandoned for decades and despite consisting of just seventeen locations, it has lots of detail and lots of things for the Player Characters to look at and examine. There are some interesting and inventive magical items to be found in the process, like the Glove Of Curse Detection, which detects cursed rings and several items which aid magical research. In the long term, these are very powerful items for any Wizard in the party. Another nice touch is that there are no active threats in dungeon, although there are plenty of dangers. The Player Characters will often be able to make plenty of progress through talking rather than rushing into danger.

It is followed by Glynn Seal’s rather unpleasant ‘Curse of the Maggot God’. Designed for Player Characters of Second and Third Level. This is a sewer crawl, slightly linear in nature—especially if the Player Characters follow the drag marks—which begins with the Player Characters being hired by the Guild of Sewermen to enter a recently opened up set of tunnels and rescue a guildsman who has been lost inside. Inside, they find the cellars, all that remains of an ancient villa, almost Roman in style, occupied by the worshippers of a vile creature they believe to be a god. Rot and decay permeate the whole of the complex, and whilst there is treasure to be found, it is either distasteful or requires rooting around in muck to find it. This is more of an extended encounter than a full scenario and probably the easiest to add to a campaign, though in comparison to the other adventures feels sparse and even underwritten.

Brad Kerr’s ‘The Sunbathers’ is for Third Level Player Characters. If ‘Curse of the Maggot God’ had a slightly Roman feel with its cellar of a villa setting, then ‘The Sunbathers’ is more of a Greek island with a temple and strange cult which has harpies in oversized cloaks as orderlies! The Player Characters are hired to travel to Fos Imeras Island, famous for its healing, perhaps because nothing has been heard from the island in quite some time or because the champion Orsilochus has vanished and was known to be heading there. Once ashore, the Player Characters find men and women blissfully and all but mindlessly sunbathing on the island’s beaches whilst tended to by white-frocked attendants, whilst inside they will find patients catatonic, mindlessly playing instruments, violently playing with children’s toys, and the like. The island then, has been turned into a sanatorium for the insane, its patients and staff a contrasting mix of the silent and the savage, with the staff also accompanied by their lion protectors. If there is downside to the scenario it is that the fate of the former staff is never explored and neither are what happens after the Player Characters visit. Nevertheless, the situation is creepy and unsettling, not unlike a scenario for Call of Cthulhu, ‘The Sunbathers’ being a very quiet horror scenario.

The fourth and last entry in Old-School Essentials Adventure Anthology 1 is as different from the first three as it is possible to be. ‘The Comet that Time Forgot’ is a mini-hexcrawl for Player Characters of Ninth Level by D. M. Wilson and Sarah Brunt. As the title suggests this is a ‘lost world’ style adventure a la Edgar Rice Burroughs or Sir Arthur Conan Doyle, but also X1 Isle of Dread, but one set on a comet travelling through space. The comet is actually an ark for dying world, comprised of icy mountains and forests at one end, volcano strewn deserts and mountains at the other, with mountains, jungle, and swamp in between. Numerous species live on the comet, including Fire Giants and Ice Giants, Red Dragons and White Dragons, dinosaurs of all types, Neanderthals, White Apes, and more. Thousands of years have passed since their ancestors left their home world and they have long forgotten that they are searching for a new one.

When they arrive via the Portal of Time and Space—the only way off the comet—the Player Characters encounter the Neanderthals in their metropolis of ice and grey stone and discover that they have tasks that perhaps the Player Characters can fulfil. One is to cleanse the Neanderthals’ ancient Necropolis of the White Dragons that have taken up residence there and the other is to rescue the Neanderthals’ leader’s daughter being held prisoner by the Fire Giants. However, when the Player Characters go to the lands of the Fire Giants at the other end of the comet, they learn that the Fire Giants are also having a problem with Red Dragons. There are various different factions across the three zones on the comet, but all of them have similar quests, such as having deal with dangerous beast of some kind, rescuing one of their number held prisoner by another faction, and so on. Consequently, there is a degree of circularity—and similarity—in the way in which the various factions and their quests connect to each other.

The scenario can be played out in a leisurely pace, or the Game Master can add a degree of urgency by having the comet be in imminent danger of collapse. Similarly, the Player Characters can follow the quests or simply explore the comet in true hexcrawl fashion, or more likely, a combination of the two. Ultimately, the primary aim of the Player Characters is to get off the comet via the Portal of Time and Space, but in the process they will change the societies on the comet, so the Game Master had best be prepared for that. Overall, ‘The Comet that Time Forgot’ packs a lot of adventure into its pages, enabling the Player Characters to explore a whole world in a few sessions.

Physically, the Old-School Essentials Adventure Anthology 1 is very cleanly and tidily laid out and organised as you would expect for a title for Old-School Essentials. Notably, the content is split between columns of content and almost sidebars where the monster and NPC stats are highlighted in coloured boxes. Colour is used to spot effect throughout, whilst the maps are excellent. The full colour artwork is also good.

The Old-School Essentials Adventure Anthology 1 contains four good adventures, three of which—the first three—the Game Master is most likely to use as they are for low Level Player Characters and the easiest to use. Of the four, the very first, ‘The Jeweler’s Sanctum’ is the best, full of detail and flavour and with an emphasis on exploration and interaction rather than combat, whilst the third, ‘The Sunbathers’ is quietly creepy and unsettling.

Friday Filler: Equinox

At each equinox, mythical creatures gather in the magical forest to compete to be the ones to have their tales recorded in the Legendary Story Book and remembered in times to come. Only three will survive to have their stories written down, so the competition is fierce as they confront each other with their magical powers, but they only one night to prove themselves worthy. This is the set-up for Equinox, a betting and bluffing, card placement game designed by Reiner Knizia, one of the board game hobby’s most prolific creators. That said, Equinox is more of a reimplantation of a reimplantation than a new design, though one which has been given a very attractive retheming. Mechanically, if not thematically, it is a redesign of Colossal Arena, published by Avalon Hill in 1997, which was itself a redesign of Grand National, published by Piatnik in 1996. So, the game has a bit of a history. Equinox itself, was published by Plan B Games, best known for titles such as Century Spice Road and Azul. It is designed to be played by between two and five players, aged ten and up, and can be played through in thirty minutes.

The very first thing that you are going to notice about Equinox is the quality of the components. The cards are large—2¾ by 4¾ inches—and the artwork is superb. The game’s stones, done in pastel colours, add a pleasing tactile feel and heft to the game, and the game even comes with nice little bags to store them in. (To be honest, this is the only thing the bags do, so they do feel superfluous.)

Equinox consists of one-hundred-and-ninety-nine cards, five cloth bags, and twenty-five stones. The cards break down in fourteen Champion cards, one-hundred-and-fifty-four Creature cards, eleven Chameleon cards, three Tree cards, six Row cards, and eleven Disappearance cards. The Champion cards represent the entrants in the competition, and consist of various animals and creatures, such as Squeak (mouse), Stag, Hoot (owl), Ursus (bear), Goatman, and so on. Each Champion has corresponding set of eleven cards in the one-hundred-and-fifty-four Creature cards, numbered from zero to ten. Each creature has a special ability, which is marked on their cards. The Chameleon cards are also numbered from zero to eleven, but do not have a corresponding Champion card. The Row cards, from zero to five, indicate the current round of the game. Their number also indicates the number of Prestige Points they will award the players who placed bets on the surviving Champions. The Disappearance cards are used to identify the creatures who have been eliminated from the game. The stones are used to indicate the players’ bets, each player being able to place a single bet per round.

Each round, the players will take it in turns to play Creature cards on the spaces in the current row underneath their Champion cards and place bets on the cards. A player can also reveal a secret bet made at the start of the game to gain control of a Champion, which allows him to trigger its special ability. At the end of each round, one Champion will be eliminated, so that by the end of the game, only three will have survived. The player who has earned the most Prestige Points from the bets he has placed on the surviving Champion is the winner. Bids placed earlier in the game are worth more than those placed later in the game.

Set-up is simple enough. Each player takes one set of stones and eight Champion cards are selected, either randomly or by choice. The six Row cards are laid out in a column, from zero at the top to five at the bottom. The selected Champion cards are laid out in a line in the top or row zero. They will be the Champions that the players will be betting on over the course of the five rounds. With fourteen Champions to choose from and only eight being used each time, Equinox offers a decent degree of replay value as it means different special abilities to try and activate over the course of the game. The Creature cards corresponding to the chosen Champion cards, the Chameleon cards, and the Tree cards are shuffled to form a single deck. Players then draw a hand of eight cards from this deck.

On each round, the players are playing cards and betting on the one row. A player’s turn has five phases. In the first, the player makes or reveals a prediction. In the first round, this can be an open prediction or a secret prediction, but can only be an open prediction in later rounds. A secret prediction is made on a Creature card from the player’s hand that he hopes will survive until the end of the game. It is placed face in front of him with a stone on top of it. If that Champion does survive to the end of the game, it is worth extra Prestige Points. An open prediction can be placed on a space or a card under a Champion in play, and once placed, no further predictions can be placed under that Champion in that row.

A player can also reveal his secret prediction. This can help him gain control of that Champion, though it means that the other players are more likely to try and eliminate that Champion.

A player can play one of three cards—A Creature card, a Chameleon card, or a Tree Card. A Creature card is placed in the row under the corresponding Champion and it can be played on top of another card. This will alter the strength of combined cards under the Champion, which is important in determining control if a Secret Bid is revealed, and it can activate a Special Ability if the player has control. A Chameleon card can be played on any space in a row and prevents the activation of any Special Ability if played, even if another Creature card is played. A Tree card is not played onto a row, but either forces the other players to reveal if they have made a secret prediction on a particular Champion or allows a player to take a previously played and visible card from any row.

The Special Abilities include drawing three cards for Squeak, retrieving a previously placed stone from any column—including for an eliminated Champion—for the Stag, and play a second card for the Twinz. There are a lot of Special Abilities and some of them are more useful than others.

Lastly, a player can discard cards from his hand, useful if he has cards in his hand for eliminated Champions, and draws back up. If all of the spaces in a row have been filled and one Creature card has the lowest value, its Champion is eliminated and the round ends, otherwise play continues until this happens. The game itself will end when either a Champion is eliminated on the fifth and final round or the deck is emptied.

Equinox is a game of betting and elimination and hoping that the Champion you are betting on is not going to be eliminated. When the Champion player is betting on is eliminated, it is likely to be devastating, because with it goes those bets and the possibility of Prestige Points and victory. It can lead to a player being knocked out of the game early because he cannot necessarily make up for the lost bets, so a player needs to be careful and not signal to the other players which Champion he is backing. Placing a Secret Bet at the start of the game can help with that as can taking control of a Champion if that Secret Bet has been revealed. Taking control of a Champion means that a player can potentially use the Special Ability for that Champion and with the right Special Ability it can give the player an advantage and even a way to counter the losses of backing an eliminated Champion.

However, once a Secret Bet and a potential player’s control of the Champion is revealed, it makes that Champion a target for the other players to eliminate. Also, not all of the Special Abilities are very useful. Further, if no Secret Bets are revealed, none of the Special Abilities will come into play. The likelihood is that only one or two Secret Bets are revealed and so equally, relatively few Special Abilities come into play. The difficulty with that is twofold. One is that sheer number of Special Abilities adds complexity because the players need to know what they are and what they do, despite coming into play infrequently. The other is that their use is an exception, meaning that the players have to look it up in the rules. (And even looking it up in the rules can signal to the other players that a player is about to do something.) It feels as if there should be a way of using the Special Abilities without having to reveal a Secret Bet.

Physically, Equinox is a gorgeous looking game. The artwork really is exquisite. The rulebook is easy to read and contains some good examples of play and scoring. There is an absolutely necessary guide to the Special Abilities on the back of the rulebook, though one per player would have been more useful. That said, the large cards mean that the game takes up a lot of space on the table and the bags, whilst nice, are a frippery too far.

Equinox is a great looking game and it is easy to see it origins as a horse betting game in which the players get to bet on the horses as they run the race and are left behind, one after the other (but hopefully not eliminated). Here though, beyond the core game play of placing bets and cards, it feels overdone in terms of its Special Abilities, that whilst seeming to add replay value, figure surprisingly infrequently during actual play and this makes them harder to teach and thus the game harder to teach and not quite as casual as it wants to be. Equinox is a decent game that will appeal to veteran players looking for a fast-playing cutthroat game of secrecy and bets, whilst for the casual player, its harder edge is hidden by its fantastic looks.

Monday, 24 February 2025

Miskatonic Monday #342: William Bailey’s Haunted Mansion

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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—
Publisher: Chaosium, Inc.
Author David Waldron

Setting: Ballarat, 1890s
Product: One-shot
What You Get: Thirty-nine page, 6.66 MB PDF
Elevator Pitch: Unhappy is the man whose home is haunted.
Plot Hook: If it isn’t a haunting, then what horrors have been lurking in the home of the town’s most notorious man?
Plot Support: Staging advice, four pre-generated Investigators,
eight handouts, six NPCs, and two monsters.
Production Values: Decent.

P
ros
# Scenario for Cthulhu by Gaslight
# Investigation starts from the get-go
# Historically based pre-generated Investigators
# Straightforward investigation
# Layout eases the investigation
# Phasmophobia
# Sugrophobia
# Paranoia

Cons
# Layout a little tight
# Needs an edit

Conclusion
# Neatly organised, straightforward, easy-to-run investigation
# Decent one-shot for Cthulhu by Gaslight

Miskatonic Monday #341: The Silent Cure

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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—

Publisher: Chaosium, Inc.
Author: Andrew ‘Lunitar’ Babcock

Setting: Modern Day
Product: Scenario
What You Get: Twenty-six page, 2.69 MB Full Colour PDF

Elevator Pitch: Inhalation of the Body Snatchers
Plot Hook: What if the cure is the infection?
Plot Support: Staging advice, six hundred NPCs (victims), and four Mythos monsters.
Production Values: Spotty. Literally.

Pros
# Classic invasion/infection paranoia scenario
# Easy to adapt to any modern small town
# Creepy atmosphere
# Paranoia
# Nosophobia
# Sternutaphobia

Cons
# Needs an edit
# No maps or floorplans
# Could have been better organised

Conclusion
# Invasion of the Body Snatchers meets Night of the Living Dead
# “You don’t have to fight anymore. Just breathe.”

Sunday, 23 February 2025

Mauve Madness

From the detective stories of Sir Arthur Conan Doyle to the ghost stories of M.R. James, from the adventure tales of H. Rider Haggard to the speculative fiction of H.G. Wells, and the social commentary and mystery of Charles Dickens to the fantasies of Lewis Carroll, from the so-called perversities of Oscar Wilde to the murders of Jack the Ripper, from the fog-shrouded streets of London to the dusty frontier of the Punjab, from the refined and mannered lives of the aristocracy with their downstairs servants to the squalor of the slums and rookeries, there is much that we know about the Victorian Age in the latter half of the nineteenth century. This is the period of La Belle Époque, the Golden Age between the Franco-Prussian War in 1871 and the outbreak of the Great War in 1914 when the great European powers dominated the world like never before, their rivalries and tensions affecting millions of people around the world, but barely at home, a situation that would drastically change in the twentieth century when the great alliances that had previously helped to keep the peace calamitously clashed and changed the world like never before. This is a world that will be familiar to many, though both history and fiction, and has been ripe for gaming since “The first ‘Truly British’ role playing game”, that is, Victorian Adventure published in 1983. It is a roleplaying game that William A. Barton certainly saw and reviewed and perhaps was influenced by when he wrote Cthulhu by Gaslight: Horror Roleplaying in 1890s England, published by Chaosium, Inc. in 1986. This boxed set shifted the horror of H.P. Lovecraft’s Cthulhu Mythos from the Jazz Age and the USA of the 1920s as presented in Call of Cthulhu in 1981 (and ever since) to the streets of London and the far reaches of the British Empire in the Mauve Decade. It has remained a popular setting for Call of Cthulhu over the years, the setting receiving two further editions in 1988 and 2012, but it returns with a fourth edition with the Cthulhu by Gaslight: Investigators’ Guide.

The Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age returns the Mythos to the Mauve Decade of the 1890s as a standalone book. What this means is that neither of the Keeper Rulebook or the Investigator Handbook for Call of Cthulhu, Seventh Edition is required to run and play Cthulhu by Gaslight. It thus means that the book include both introductions to roleplaying and the Cthulhu Mythos, as well as a comprehensive summary of the rules in the first of its two appendices. The setting and rules are compatible with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos for a more adventurous style of play and with Down Darker Trails: Terrors of the Mythos in the Old West, should a Keeper and her players want to escape the stuffy confines of London and the East Coast of the USA and venture onto the American frontier. It provides a grand overview of Victorian England, paying particular attention to London, but also going far beyond that, as well as looking at Victorian society and attitudes. It also includes a guide to creating Victorian-era Investigators and delves into the quirks and oddities of the period that make history so interesting and help make it come alive. What Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age is not though, is a guide to the Mythos—its gods and greater beings, alien species and monsters, and its horribly human adherents. That is saved for the companion volume, Cthulhu by Gaslight: Keepers’ Guide, and the Keeper’s eyes only.

What is clear about the Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age is the wealth of information it presents, more so than any of the three previous editions. And to no little extent, if the player or Keeper has read or used those previous editions, or indeed, has an interest in the history of the Victorian period, then they will find much that is familiar within its pages. There is a guide to Victorian social class, life in the city and the country—including in the infamous slums known as rookeries, politics including the radicalism of the Fabian Society and anarchism, the Royal Family, the nature of domestic service, religion, philanthropy, death and mourning, women and the law, the place of ethnic minorities, and sex and society. It also covers communications—Royal Mail, the telegraph, and the telephone, as well as crime, policing, and the underworld. Throughout, many of these subjects are accompanied by little timelines of their own that highlight the notable events that changed them, often laws passed by parliament to improve the lot of society.

Perhaps the biggest factor here and the one that will most obviously affect an Investigator is that of class. Obviously, it plays a major factor in almost every social situation and the expectations of the different classes do limit the ways in which a person of one class can interact with another and do so correctly without being to act improperly. What this means is that Investigators of all classes are required to access different social spaces. Thus, members of the middle and upper classes would look out of place in a working-class area or space and any working-class person found there would not necessarily be as readily forthcoming in answers to queries as if they were a member of their own class. There is also a general deference to the classes above you, but this does not mean attitudes between classes did not vary. Although campaigns can be run with the Investigators all coming from a single class or group, the nature of Victorian society begs the question, how Investigators of different Classes be seen together given its constraints? Here is where the Cthulhu by Gaslight: Investigators’ Guide begins to get that little bit more interesting. It suggests a number of ‘Multi-Class Set-Ups & Locations’ as possible set-ups, such as charities operating in working-class areas, music hall performances, racecourses, seaside resorts, and so on.

This is the first of three sections in the book that suggest ways in which Victorian society was not quite as straitlaced and corseted as we imagine. Evelyn De Morgan, the female artist who painted male nudes, Benjamin Disraeli, middle class and Jewish, who rose to become leader of the Conservative Party and Prime Minister—twice, and Lillie Langtry, notorious ‘adventuress’, actress, producer, and theatre manager and mistress to the Prince of Wales and advertising face of Pears Soap, are among the notable Victorians listed as having defied the expectations of their backgrounds and so could serve as possible inspirations for Investigators. Similarly, there is a lengthy section on LGBTQI+ Victorians which explores their lives during the period. Unfortunately, the outwardly prudish attitudes of Victorian society means that what we know of it is drawn from its various scandals and criminal prosecutions, although this is contrasted by some calls for acceptance. The third looks at the subject of Race and place of minorities in Victorian society, highlighting the lives and places they made for themselves in the empire. Together—and despite the social mores of the period—the exploration of these three subjects open up a wider choice of backgrounds for Investigators and wider possibilities in terms of scenarios and storytelling than the Gaslight era might otherwise suggest.

Investigator creation is as per Call of Cthulhu, Seventh Edition, but with a handful of changes. One of these is class, determined by Occupation, as for example, Acrobat and Labourer are working class Occupations, Clergy and Scientist are Middle Class Occupations, and Aristocrat is an upper-class Occupation. Others span the classes, for example, Police Officer is working to middle class and Physician is middle to upper. Some Occupations are particular to Cthulhu by Gaslight, like Inquiry Agent and the Consulting Detective, whilst some are adaptations taken from Call of Cthulhu Investigator Handbook, such as the Alienist which adapts the Psychologist. The Labourer and Criminal Occupations are further split into specialisations, including the Chimney Sweep and the Navvy for the Labourer and the Footpad and the Swindler. The Adventuress is an exception being upper class, but only temporarily. In addition, there are guidelines for creating Heroes rather than Investigators for use with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos and there is also a list of Occupations from the Call of Cthulhu Investigator Handbook suitable for use with Cthulhu by Gaslight. There is also a good interpretation of skills in the period along with the addition of Alienism (similar to Psychology), Mesmerism (replaces Hypnotism), Reassure (similar to Psychiatry), and Religion. It is a very broad range of options across the three social classes.

Similar to Regency Cthulhu: Dark Designs in Jane Austen’s England, there are rules for Reputation and how to both damage and repair it in Cthulhu by Gaslight, but they are optional. Suggestions are also provided for several Investigator organisations, including the ‘Mainwaring Society for the Betterment of the Working Classes’, dedicated to self-improvement, the ‘Nonstandard Club’, a slightly dubious dining society for the middle and upper classes which gathers to regale each other with frightening or embarrassing stories, and ‘The Lorists’, a middle-class organisation dedicated to investigating and dealing with goblins, giants, faeries, and weird local customs.

The Cthulhu by Gaslight: Investigators’ Guide provides an extensive price list of equipment, devices, and weapons, including a handful of Pulp Cthulhu devices, essentially everything that an Investigator might want at home and abroad. Once fully kitted out, whether for a night out to the theatre or the music hall or a walking holiday in the Lake District or a boat trip up the Nile to visit the Pyramids, the rulebook takes us there too. The book is self-admittedly London centric, so it warrants a detailed chapter of its own, covering the capital’s districts, hospitals and asylums, places of entertainment, museums and libraries, railway stations, cemeteries, places to stay and shop, clubs, and clubs for ladies and gentlemen. In comparison, the treatment of the four countries that make up the United Kingdom feels brief by comparison and feel as if they need a supplement of their own. Of course, this is not the extent of the British realm during this period, so the British Empire is given a similar treatment. Again, this quite literally has a lot of ground to cover, but from Cyprus, Gibraltar, and Malta in the Mediterranean to Australia, New Zealand, and Fiji in the Pacific, there is a solid overview of the extent of the British Empire at the time. Alongside this, there is advice on the need for the Keeper and her players to discuss the degree to which colonialism and racism should be present in their game, whilst the subject of slavery is explored historically, but not addressed in the same fashion.

The Victorian Age was one of exploration and adventure, with constant news flowing back from the furthest corners of the then unknown world to the European explorer of discoveries made and places reached to fill column inches. British Investigators need not travel very far to gain some semblance of the strange and the exotic, whether it is attending lectures hosted by the numerous societies and clubs, like the Alpine Club and Royal Geographical Society (to which they could also belong) or simply embarking on the Grand Tour of Europe. Again, and although not extensive, the book provides a good overview of exploration during the period.

For the most part, the Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age is a very straightforward and straitlaced treatment of the period, but it does loose its stays and go beyond its ordinary limits and into the outré—and does so in three surprising ways. The first is to visit the shores of the eastern seaboard of the United States of America, noting both the differences in language during the period and violence between the two societies, before providing thumbnail descriptions of New York, Boston, and Chicago. However, the second is that it turns its sights on New England to visit a totally unexpected region, that of Lovecraft Country. Its examination of the major settlements of the Miskatonic Valley—Arkham, Dunwich, and Innsmouth—is cursory at best, but welcome acknowledgement of their existence in this period. A first for Call of Cthulhu. Of course, the description of Arkham in this period would work well in conjunction with Call of Cthulhu: Arkham.

Third and last, the Cthulhu by Gaslight: Investigators’ Guide goes beyond the mortal realms to examine the Victorian approach to pseudoscience and the occult, having just looked at science and medicine. This begins with the fringe sciences of mesmerism, electrotherapy, phrenology, and more—with a discussion of eugenics along the way—before delving into myth and folklore and the occult. This in turn covers Freemasonry, Druidism, and both the Hermetic Order of the Golden Dawn and The Theosophical Society. Particular attention is paid to both organisations, discussing their history and their beliefs as well as providing biographies of varying lengths of their leading members. So included in the membership of the Hermetic Order of the Golden Dawn are Samuel Liddell Macgregor Mathers, William Butler Yeats, and Aleister Crowley, and in The Theosophical Society, Madame (Helena Petrovna) Blavatsky. Also covered here is Spiritualism and ghost-hunting, including the Society for Psychical Research, although in the case of the latter, it feels slightly underwritten in comparison to the other entries. Again though, these are all good solid introductions to their subjects. Rounding out the volume is a good bibliography.

Physically, the Cthulhu by Gaslight: Investigators’ Guide is a good-looking book. It needs a slight edit, but the book is well written and very readable, and the artwork and the cartography are both excellent.

The Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age is, of course, the book for both the players and the Keeper, so there are a lot of secrets and details of the Victorian era—at least in terms of Lovecraftian investigative horror—that have been left out. Those will have to wait for the Cthulhu by Gaslight: Keepers’ Guide. This does not mean that Cthulhu by Gaslight: Investigators’ Guide is by any means a bad book. It is in turns interesting and informative, packed with details and interesting facts, many of which will both intrigue the most ardent devotee of the history of the period and help bring the setting to life when brought into play. The Cthulhu by Gaslight: Investigators’ Guide – Mysteries & Frights in the Victorian Age is an impressively informative introduction to the Victorian Era and lays the groundwork for the Keeper to return the Mythos and madness to the Mauve Decade with the Cthulhu by Gaslight: Keepers’ Guide.

Saturday, 22 February 2025

When the Wind Walks

Something strange happened in Willis, Alabama at 1:43 am on December 22nd, 1998. The temperature dropped from a typical seasonal average of 3 degrees Celsius to -30 degrees Celsius for a total of four hours. Every person, every creature, is dead. Frozen to death. Is this evidence of an extraterrestrial incursion? Is it freak weather, perhaps a recurrence of a local phenomenon known as ‘Jack Frost’? Or it something else. Above all, what can be learned from it? The authorities want to know. Authorities deep with the U.S. government and they will kill to keep it a secret including even their own staff. Scientists, drawn from an ultra-classified UFO research project, are assigned to investigate the freak incident. They are part of the infamous MAJESTIC programme, specifically PROJECT PLUTO from the top-secret labs at Area 51, supported by the pararescuemen and pilots trained to recover alien technology from OPERATION BLUE FLY, with security provided by NRO DELTA, the deadly ‘lethal ‘men in black’ who keep America’s secrets from America itself. On the ground they will come to realise that what they are examining lies beyond the scope of PROJECT PLUTO and as the weather oscillates, sending temperatures unnaturally plummeting and nerves soaring, events around them exacerbate the growing sense of fear and paranoia. Can the scientists of PROJECT PLUTO discover the cause of the frigidly deadly ‘Jack Frost’ incidents and prevent it from escalating before their own security turns on them? Christmas is certainly going to be one to remember—if they survive!

Jack Frost is a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. In traditional scenarios for Delta Green: The Role-Playing Game set in this period, the Player Characters are members of Delta Green, the organisation, at times official, but in 1998 unofficial and regarded as an antigovernmental conspiracy, dedicated to investigating the Unnatural, limiting its effects, and preventing the wider public from becoming aware of it. Not so in Jack Frost. In Jack Frost, the Player Characters are scientists working for MAJESTIC and PROJECT PLUTO and United States Air Force personnel from OPERATION BLUE FLY. This puts them on the other side, though their enemy is not the itinerant members of Delta Green, but a combination of themselves, their own security, and what they encounter on the cold nights in the Yellowhammer state.

Jack Frost is a one-shot scenario designed to be played in two to three sessions with six pre-generated Player Characters, four of whom are scientists and two of whom are United States Air Force personnel. It is played out over the course of three days and three nights in the lead up to Christmas Day. Potentially, if there are any survivors, their experiences as part of Operation WEATHERWATCHER may drive them to switch sides and begin working for Delta Green rather than MAJESTIC. However, Jack Frost is a challenging scenario—in fact, a very challenging scenario—and the likelihood of the Player Characters surviving beyond the events in Alabama, let alone in the long term, is low. Anyone surviving long enough to work for Delta Green following an operation a la Control Group is going to be a very remarkable individual and it is going to take a lot of skill and luck upon the part of his player.

Jack Frost begins with the Player Characters being transported to Willis, Alabama, where the scenario proper opens with a briefing. By the standards of Delta Green: The Role-Playing Game, it is an incredibly extensive and detailed briefing, the wealth of knowledge presented to the players and their characters a radical contrast to that normally given Delta Green agents. What it highlights, even as it threatens to overwhelm the players, is the means and resources that MAJESTIC has to hand with its extensive governmental funding, whereas Delta Green is operating with virtually no budget! However, with that budget comes not just responsibility, but also oversight. In the case of Operation WEATHERWATCHER, quite literally, as there will be a two-man team assigned to the Player Characters from NRO DELTA to provide security, obviously to protect them and and the operation, but also to watch over their actions every day. As the scenario progresses and events get weirder and weirder, this need to watch the actions of the Player Characters transforms into paranoia. The situation is not entirely hopeless for the Player Characters though, as a combination of their persuasiveness and their knowledge, they may be able to convince them that their actions are the right ones...

Over the course of the three nights, the situation gets worse and worse. There are some truly horrible moments in the scenario as you would expect, some of which make you glad that it is a one-shot. The threat faced by the Player Characters is Itla-shua, the ‘wind walker’ of the far north, whose presence is felt nightly until the temperatures are cold enough to facilitate an appearance. Meanwhile, his children rise and if not stopped, will go on a rampage that might not end, but occur deep winter for decades to come. Stopping his coming and then banishing him is very, very difficult. The situation has to play out in a certain way and things have to right for the Player Characters. There is definitely no guarantee that this will happen and there is the strong possibility of failure and death for all concerned.

Structurally, Jack Frost feels tightly constrained with its time limits and difficult choices made all the harder by the fact that the Player Characters will often need to get permission to follow them through. The information dump at the start of the scenario is daunting and the two Player Characters who are not scientists, but United States Air Force personnel, may initially find themselves with relatively little to do. As the action picks up on subsequent nights, this changes when they may become vital to the survival of everyone. There is scope for the players to each roleplay a secondary character, again from amongst the United States Air Force personnel, as they are better suited to the action scenes in the scenario.

What marks Jack Frost out as a very different scenario for the Delta Green: The Role-Playing Game is not just the fact that the Player Characters are members of MAJESTIC, but that it is a science horror scenario. It is science that drives the Player Characters to investigate the Unnatural and only late into the their investigative efforts do they realise that what they face is beyond science or even beyond the remit of MAJESTIC with its obsession with obtaining the advanced technology of the Greys. Nevertheless, they have to rely on the scientific process, which lies outside the traditional means of investigating Lovecraftian horror and Lovecraftian investigative horror roleplaying games. As a consequence, both the Handler and her players need to make some adjustment in conducting the investigation and reading the majority of the handouts that take the form of instrument and sensor readouts. This is not to say that there are no traditional handouts, such as newspapers or letters, but they need to be searched for whilst under the watchful eyes of NRO Delta agents.

Physically, Jack Frost is very well done. The artwork is excellent, for the most part, and the handouts are all equally as good.

MAJESTIC has always been portrayed as the villain in the Delta Green: The Role-Playing Game and Jack Frost is no different. Except that the players get to see this from the inside, by roleplaying members of the programme who believe in its aims and know that it is doing the right thing. Their experiences in Willis, Alabama will change that outlook—if they survive. Jack Frost takes Delta Green: The Role-Playing Game through the looking glass to discover just how mercilessly cold it is with a shockingly frigid and fearfully difficult investigation.

Solitaire: Ion Heart

In the far future, the Astral Union was invaded by the Strand Fleets of the Nephilim Colossi. It was totally unexpected and the enemy, having come another galaxy, unfathomable. Despite initial setbacks, the Astral Union drove the invaders out and the war was won. That was decades ago, and even today, remnants of the original invasion force, as well as individual Nephilim, can still be found lurking at the furthest reaches of the spatial translation Snap Rifts that bind the planetary systems of the Astral Union together. Perhaps the most significant technological development of the war was the mech. Before the war, it had been designed as an industrial machine for use in construction and mining, and later developed as a combat vehicle, but it rose to prominence during the defence of the Astral Union. Ion Core technology harnessed the latent psionic ability of all sentient beings using advanced A.I. systems to create a Sync-Bond between a mech and its user, enhancing the precision and dexterity of the Mech and enabling the Mech itself to develop a personality of its own and operate independently, but still linked to its Pilot. Today, Mechs are seen far and wide across the Astral Union, the bond between Pilot and Mech celebrated as they were a knight and his steed of old. Together, they adventure and explore, often helping where they can, like itinerant, if armed, ronin of old.

This is the future of Ion Heart: Solo Mech Exploration RPG.It is a solo journalling game published Parable Games, best known for the horror roleplaying game, Shiver – Role-playing Tales in the Strange & the Unknown. In the roleplaying game, the player will take the roles of both Pilot and Mech, who together explore a universe ravaged by war and now recovering, growing together and strengthening their bond. The roleplaying game provides prompts that will drive the story of their adventures that the player will record in short mission logs. These missions typically take the form of an ‘Exploration Loop’—arriving on a planet, discovering a settlement, encountering a Story Circuit, and engaging in combat and travel encounters, as necessary. A Story Circuit is a narrative arc consisting of six parts. The player needs to play through a minimum of three of these before his Pilot and Mech can play out the finale of the Story Circuit, and so complete its narrative before moving. The Story Circuit is pre-written, but the rest is created at the beginning of each loop. To play, Ion Heart: Solo Mech Exploration RPG needs nothing more than some six-sided dice and a means to record a journal.

Between them, the Pilot and the Mech are defined by Pilot Body and Pilot Presence, and Mech Brawn and Mech Reflex. Pilot Body is his physical capability and toughness, whilst Pilot Presence is his mental fortitude and reasoning skills. All of these start at zero, but are first modified by the Pilot’s Temperament and the Mech’s Weight Class. The Pilot is further defined by his Origin, either Apollonian, Varziss, Urvon, Chiros, Kirvae, and Mo’nau. The Apollonians are humans, whilst the rest are anthropomorphic species, roughly reptilian, ursine, bat-like—including being able to fly, centaur-like, and feline, respectively. The Pilot also has a Goal, either ‘Adventure forth’, ‘Return home’, or ‘Escape past’, and a Temperament, either ‘Outgoing’, ‘Reflective’, or ‘Mercurial’.

The Mech has a Class that can either be Light, Medium, or Heavy. This determines whether it favours speed, durability and powerful weapons, or a balance between the two, and thus its starting values for Mech Shielding and Brawn and Reflex modifiers. Each Mech has a Ranged Weapons System, Melee Weapons System, and an Auxiliary System, which will also help in combat. Since the end of the war with the Nephilim, all Mechs have been reconfigured or designed to have a civilian Specialisation and thus the capacity to be useful out of combat. This can be ‘Shepherd’, ‘Harvester’, or ‘Bridgebuilder’. All of this—for both Pilot and Mech—can rolled for or chosen by the player. Lastly, there is the Ion Core Sync Bond, which represents the connection between the Pilot and his Mech, and in play, determines how many Heroic actions or Ion Core engagements that can be conducted per day.

Pilot Name: Aeron
Pilot Origin: Kirvae
Pilot Temperament: Reflective
Pilot Goal: Escape Report
Pilot Presence 0 Pilot Body 0

Level 1
Ion Core Sync Bond 2
Mech Shielding 43

Mech Name:
Mech Weight Class: Medium
Attacks: 3
Mech Brawn 0
Mech Reflex 0
Weapons: Concussion Maul (Damage: 4+D6) [If you hit an enemy with this weapon add +1 to your defence rolls against them]; Auto Blaster (Damage: 3+D6) [You may make a free attack with this weapon when in ranged step of combat.]
Auxiliary system: Liquid-metal armaments
Battle Scars: 0
Mech Specialisation: Harvester
Mech Quirks: 0

At its core, Ion Heart is simple. When a player wants either his Pilot or his Mech to succeed, he rolls a single six-sided die and rolls of four or more means the attempt is successful. A roll of one is always a failure, whilst a roll of six is always a success. For the Pilot, bonuses can come from his Presence or Body as appropriate, but if he fails, the player can decide to have his Pilot undertake a Heroic Action. This automatically succeeds, but at the cost of a Sync Bond slot for that day. The Mech can operate by itself when the Pilot is not in the cockpit. In which case the bonuses for the Mech’s own Mech Brawn and Mech Reflex are used, and the roll required to succeed is still four or more. When a Mech has no instructions, it will revert to the Specialisation it has been programmed with.

Combat uses the same core mechanic, but on attacks, a roll of six is critical hit and inflicts more damage. Similarly, a roll of six to defend against an attack is a critical and deflects part of the damage back at the attacker. A round consists of three steps—Ranged, Melee, and Disengage. A Mech’s Level determines the number of attacks per round, but if the Pilot or Mech decides not to attack, they receive a bonus to the rolls to defend themselves. Damage reduces the Mech Shielding, and this is both the Pilot is out of the Mech and in the Mech. If the Pilot is out of the Mech, it means that Pilot is not taking damage as such, but his ability to pilot the Mech is being affected.

The Ion Core of a Mech and it’s A.I. means that it can learn over time as it synchronises with the Pilot and it can also overcharge the Mech’s systems. There is no truly safe way to do this, as even if the Pilot and Mech have enough Sync Bond points—which determines the number of times it can be done per day—engaging the Ion Core can still damage the Mech and will damage the Mech if the number of times it is done exceeds the Sync Bond points. When the Ion Core is engaged, it provides the player with a number of choices, such as the aforementioned ‘Heroic Push’, which allows a failed Mech Brawn or Mech Reflex check to succeed; ‘Shields! Full Power!’, which partially restores Mech Shielding; and ‘Meteoric Thunderstrike!’ which enables a single attack that round and has it automatically succeed with extra damage inflicted. In the long term, through play and combat, the latter if the Mech Shielding is reduced to zero and the Mech is disabled, the Mech can acquire Mech Quirks such as ‘Gallant Protector’, which grants a bonus to Defence rolls if Mech Shielding is seriously reduced, and ‘Ocular Misalignment’, damaging its targeting optics! If there is an issue with the Ion Heart: Solo Mech Exploration RPG, it is that it is hard for the Pilot to improve in comparison to the Mech and the Mech is always more interesting than the Pilot as he has no special abilities or skills.

In terms of play and the ‘Exploration Loop’, Ion Heart provides the player with tables to generate its various parts. This includes its biome, a settlement and its amenities, which the Pilot can visit two of per day, Travelling Encounters-which can be friendly, neutral, or hostile, and a selection of enemies, from improved industrial units to one of the most feared mechs in the Astral Union, the Heriot Shieldbreaker. Together these establish a broad environment where the Pilot and Mech will adventure and explore, but what forms the basis the storytelling and the adventures are the Story Circuits. Two of these are provided in Ion Heart: Solo Mech Exploration RPG, ‘The Mech Circus’ and ‘Protecting the Herd’. In the first, the Pilot and Mech encounters Marsha’s Mecha Circus and get to enjoy a night at the circus, but with a Mech! In the second, the Pilot and the Mech find a rural town whose farmers are concerned something or someone has been interfering with their herds of Malhoons, so the Pilot and the Mech have to find the robo-rustlers! Both of these Story Circuits are short and can be played through in single long session of no more than two hours or several, very short sessions in which a single event is played out and recorded.

Physically, the Ion Heart: Solo Mech Exploration RPG is a nicely done roleplaying game. It is fetchingly presented in swathes of primary colours and easy to read and understand.

The Ion Heart: Solo Mech Exploration RPG is a tough little game given that until a Pilot and Mech survives a Story Circuit and can go up a Level, there is not much in the way of modifiers to affect the dice rolls needed for many actions. This is why the Sync Bond and engaging the Ion Core is so important as it can get the Pilot and Mech out of a tight scrape, but it is more important early on in the game when there are fewer modifiers to skill rolls and fewer chances to engage the Ion Core with any degree of safety. However, careful play and some luck will get the Pilot and the Mech through some situations. In the process, the player will discover a rather charming little journalling roleplaying game, one that is engagingly optimistic in its tone and the stories presented in its Story Circuits, which makes the Ion Heart: Solo Mech Exploration RPG a very welcome change in comparison to many other journalling games.

Friday, 21 February 2025

Friday Fantasy: Thieves of Cold Corner

Dungeon Crawl Classics
Lankhmar #14: Thieves of Cold Corner
is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the thirteenth scenario for the
Dungeon Crawl Classics Lankhmar Boxed Set.
Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #13: Treachery in the Beggar City, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!

Dungeon Crawl Classics Lankhmar #14: Thieves of Cold Corner
is a scenario for Third Level Player Characters and is both an archetypal scenario for use with the Dungeon Crawl Classics Lankhmar Boxed Set, and like both Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities and Dungeon Crawl Classics Lankhmar #13: Treachery in the Beggar City before it, it takes the Player Characters far beyond the walls of the City of Sevenscore Thousand Smokes. However, it is less of a sourcebook than either of those scenarios, although it does expand the world of Nehwon. Inspired by two stories by Fritz Leiber, ‘Stardock’ and ‘The Snow Women’, it takes the Player Character far to the north to Gnamph Nar and then along the frozen banks of the Mangrishik River to the foot of the Trollstep Mountains, and then from there climb over a mountain pass and down into the Coldwaste. They are providing escort for the merchant-lord Arishot who has arranged to meet the Snow Clan’s at its midwinter camp at Cold Corner and purchase from the clan, a cache of gemestones. Not just rubies, emeralds, and sapphires, but also snow-diamonds, the fabled invisible gemstones said to be worth a king’s ransom. Of course, being good thieves and cutpurses, they have no intention of simply escorting Arishot there and back again to Lankhmar. Instead, this is an opportunity for larceny—and not just petty larceny—but it will be far from easy. Anyone carrying out such a theft is sure to earn the ire of the Snow Clan and it will not only attempt to get the gems back, but is sure to want to have its revenge too. So, anyone who can steal snow-diamonds from the Snow Clan, escape its clutches, and get back to Lankhmar is certain to earn a reputation worthy of any thief in the City of the Black Toga.

The scenario does really need a Player Character who is a Wizard as otherwise they will all be sorely tested throughout the scenario by the abominable weather they will be subject to in the second half. The adventure itself can begin into two ways. The Player Characters can either be hired by the Thieves’ Guild as members in good standing, or they can be thieves who just happened to be in the same dive when a band of Thieves’ Guild members in good standing got hired to do the job and thought they would try and get there first. Either way, the Player Characters will have another band of thieves to contend with throughout the scenario who will attempt to steal the hoard of gemstones before they do or steal it from the Player Characters once they have. The action really begins in Cold Corner, the midwinter camp of the Snow Clan. Here amongst the ice and snow, under the trees, the Player Characters will have to put up with loud and boisterous youths issuing challenges involving ribald rhymes, drunken merchants and drunken barbarians, and perhaps even their rivals lurking, ready to pounce, but worst of all—the women! Known as the Snow Witches, they suffer from both xenophobia and misandry, so men, particularly men from outside the clan are subject to their most severe ire. They also control the clan’s magic, so they are powerful as well.

Of course, once the Player Characters—or their rivals—have made the theft, in their eyes, the xenophobic and misandrist outlook of the Snow Clan’s Snow Witches has been proven correct. Of course, the satisfaction being proven that you are right is not going to be enough and as the Player Characters flee back up and over the Trollstep Mountains the way they came, the Snow Witches bring their most powerful magic down upon the miscreants. Over the course of three days, they are beset by a fiercesome storm of freezing ice and snow, impeding their flight and forcing them to find sufficient shelter should they freeze. Three such locations are described along the way—if they can recall where they were on the journey there (and doing so may require a little Luck to be expended)—as are the truly nasty weather conditions day and night and the menfolk who have been sent after them by the Snow Witches and are not expected to comeback without the gemstones or the bodies of the Player Characters. It is a nasty challenge from start to finish, but any Wizard in the party will have a chance to shine as his continued efforts can alleviate the very worst of the Snow Witches’ storms, whilst all of the Player Characters have opportunities to find some treasure and even strike back if they believe themselves to be capable.

In addition to the stats for the various NPCs, the scenario includes for the ‘Skald’s Challenge’, the rhyming battles consisting of spontaneous songs and poems. The Player Characters will probably be forced to engaged in one of these whilst in Cold Corner and will do so again during their flight south. This time though, the consequences are deadly.

Dungeon Crawl Classics Lankhmar #14: Thieves of Cold Corner is a relatively short afair, probably lasting two sessions’ worth of play, perhaps three at most. If they succeed, it does leave the Player Characters rich—though not as rich as they might have hoped once a fence has had his cut—and thus subject to the attention of every other thief in Lankhmar. They might come away with one or two nice items in the meantime. Rounding out is another entry from ‘The Phlogistonic Eye Sees All!’, this time a report from Gen Con 2022, though not as good as the one detailed in The Goodman Games 2022 Yearbook.

Physically, Dungeon Crawl Classics Lankhmar #14: Thieves of Cold Corner is well presented. The artwork and cartography are both good, the artwork in particular, having a very frigid feel to it. That said, it would
have been nice if the scenario had included a better map of the area where the adventure takes place and the route that the Player Characters are likely to take back over the mountains.

Unlike the earlier scenarios,
Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities and Dungeon Crawl Classics Lankhmar #13: Treachery in the Beggar City, before it, in Dungeon Crawl Classics Lankhmar #14: Thieves of Cold Corner, the Player Characters are very unlikely to be going back since opportunities for crime are light on the ground and word their involvement in the theft from the Snow Clan is likely to spread. So it is much less of a sourcebook then the previous two scenarios. As a scenario, Dungeon Crawl Classics Lankhmar #14: Thieves of Cold Corner provides a clash of cultures, temperatures, and temperaments for a more grueling experience than most adventures for the Dungeon Crawl Classics Lankhmar Boxed Set. The players and their characters may find it just enough just to survive, but if they are clever and a little lucky, they might get a bit more adventure and reward in addition to their frostbitten extremities and a box of gemstones.

The Other OSR: Omega City

In the far future of broken landscapes, stretched landscapes, and lost landscapes there is often only the appearance of the Gunslinger and the power of his Gun to bring order to the mouldering settlements and ruins of the uncertain past, to drive back the strange creatures, lurking, ready to pounce and rend the unwary, and to stop the ambitious and the foolish attracted to the power of magic which threatens what remains. The Gunslinger is a wanderer, a member of a brotherly order, arriving unbidden one day, dispensing justice and order, stopping the monster, perhaps engendering a little hope, all before finding the next Slip Door and the next world. Their peripatetic existence is the only constant and perhaps the only certainty they know. This is the Drifted World of We Deal in Lead, an Old School Renaissance-style roleplaying game published by By Odin’s Beard. It is set in a post-apocalyptic dark and weird west that combines a stripped-down presentation with the mechanics inspired by Cairn, Into the Odd, and Knave and it is very much inspired by Stephen King’s The Dark Tower series of novels, but also has the feel of a weird Spaghetti Western with genre-hopping possibilities.

Omega City – Ashcan Edition is the first supplement for We Deal in Lead and presents something very different, almost a point of permanence, even though, like much of the Drifted World, it is subject to decay and decline. It arose out of the Dungeon23 challenge, the aim of which was to design a mega dungeon in one year, one room per day, over twelve levels. Each day creators would add something to their dungeons, but creators also switched format, one of which was ‘City23’. Omega City was born of this switch, a city inspired by two things. One was the city of Lud from The Dark Tower III: The Waste Lands, part of the series that inspired we We Deal in Lead, and the other was the author’s home city of Edmonton, Canada. This being the Drifted World of We Deal in Lead, the universe is still breaking down and so this supplement mixes very more than it matches its various locations, drawing on a wide variety of locations, situations, and creatures from different time periods and genres. In this instance, the actually setting and its disparate nature means that the designer had more freedom of design than his counterparts working on a more traditional Dungeon23 design.

Omega City does not so much detail individual locations within a city, but provide small regions—a total of twelve—each with five or six buildings, locations, and landmarks. These are presented over a two-page spread, with the places listed on the left-hand page and a corresponding map on the opposite side. Each location is accorded a listing of two or three bullet points. Each location is accorded a listing of two or three bullet points. For example, Region 9 has five locations, a ‘Shanty Town’, a ‘Cracked Riverbed’, a ‘Lumber Mill’, a ‘Colossal Skeleton’, and a ‘Writhing Mass Grave’. The Shanty Town is described as a “Collection of lost souls and broken travellers”, being home to “Residents from different worlds and times, the languages spoken number in thousands”, and the inhabitants suffer as “More and more victims vanish each night, lost to the red claws in the sands”. Meanwhile, the Lumber Mill is “Overgrown with pungent thorns that ooze vicious orange liquid”, as “Flies swarm constantly, adding to the ooze”, and “Great grey swarms cover the dead trees of the nearby woods”. All of the entries are like this, a clash of the old and new, of the ordinary and the outré.

However, amidst the ‘Burned Out gas Station’, ‘Pitted Gibbet’, ‘Spiral Slough’, ‘Corpse-Corrupted Reservoir’, ‘Flesh-Warping Runoff Pond’, and ‘Partially Phased Office Building’, there is no room for the individual. There are groups of people, such as at the ‘Shanty Town’, but no individuals, and also no hooks. The individual descriptions are intriguing, but possibly not quite enough to get the Gunslingers to investigate every case. Also, ‘Omega City’ itself does not have an overview or broad description. To be fair, both are due to the intermittent nature of the creation process involved in Dungeon23, the creator coming back to the process day-by-day rather than sitting down and working at it. On the other hand, this nature means that lack of connections between locations means that the Warden—as the Game Master is known in We Deal in Lead—can pull them out and insert them into her own content as much as she can develop her own hooks to them.

Physically, Omega City is not yet fully formed. Only an Ashcan version is available. It is handwritten and not always easy to read, whilst the map, though serviceable, are rough. The writing though, is by intent short and punchy, often spurring more questions than answers.

Omega City – Ashcan Edition is by its very nature rough and ready, but it does present some sixty or more locations that present mouldering mysteries and decaying dangers in a minimalist fashion that the Warden can use and interpret as is her wont. In this way, Omega City – Ashcan Edition can serve as a series of prompts for the Warden’s own city or prompts for her own version of ‘Omega City’.

Monday, 17 February 2025

Miskatonic Monday #340: Deadfellas

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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—

Deadfellas
Name: Deadfellas
Publisher: Chaosium, Inc.
Author: Christian Grundel

Setting: New York, 1982
Product: One-shot (though probably more, plus stabbings)
What You Get: Thirty-two page, 3.46 MB Full Colour PDF

Elevator Pitch: “A road trip is a way for the whole family to spend time together and annoy each other in interesting new places.” – Tom Lichtenheld
Plot Hook: The Drive. The Body. The Hit. The Horror.
Plot Support: Staging advice, four pre-generated Mobsters, one handout, two maps, three Mythos spells, and one Mythos monster.
Production Values: Excellent

Pros
# Classic Mafia road trip set-up
# Fantastic tensions between the Mobsters
# Mafia memories are the worst
# Almost deserves to be staged as if in a car
# Paranoia
# Thanatophobia
# Detection apprehension

Cons
# Needs an edit
# Short

Conclusion
# Four killers, four secrets, one monster, who gets put on ice?
# Great set-up demands some great roleplaying
# Reviews from R’lyeh Recommends