It is a full colour, seventeen page, 858.72 KB PDF.
Where is the Saga set?
It is a full colour, seventeen page, 858.72 KB PDF.
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.
Vaesen: City of my Nightmares is a campaign for Vaesen – Nordic Horror Roleplaying, the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. It differs from campaigns and scenarios for the roleplaying game in that they are primarily set along that boundary between the rural and the raw countryside where modernity and progress clashes with tradition and folklore as the knowledge of the customs that enabled Vaesen and man to live alongside each other is being lost. Instead, Vaesen: City of my Nightmares takes in or near the ‘Venice of the North’, the city of Stockholm. Here, in the Swedish capital, the Player Characters will still be confronted with the clash between the old and the new. Between science and savagery, monarchism and unionism, new institutions replacing the old, and quite literally the past and the future, but all driven by all too human fear, ambition, and revenge. This is a city-based campaign that will involve the Player Characters in the doings of the nouveau rich, the avantgarde, and the poor and the oppressed, and more importantly in terms of the roleplaying game and its background, will involve them in both the history of the Society they belong to and the history of its founder. As a consequence of all of this, Vaesen: City of my Nightmares is better suited to be run with experienced Player Characters, ones who have conducted several investigations, thus enabling their players to appreciate the campaign’s contrast in terms of setting and the revelations that will be uncovered as part of their investigations. The campaign is ideally run after the events of Vaesen: Seasons of Mystery and whilst it will be helpful have copies of Johan Egerkrans’ The Undead and Vaesen to hand, they are not absolutely necessary. In the case of the latter, the ‘Codex Occultum’ from the Vaesen – Starter Set is an easy substitute. Lastly, although Vaesen: City of my Nightmares is set in and around the city of Stockholm, it can be shifted to other European cities if the Game Master prefers. Of course, the Game Master will need to change the setting details to fit the new location.
Vaesen: City of my Nightmares was funded as part of the joint Kickststarter for Vaesen: Mythic Carpathia. It takes place in late nineteenth century Sweden and involves numerous historical figures that have been adjusted slightly to fit the setting, its events playing out over the course of a year and consisting of four parts with several months in between. This enables the Game Master to run a scenario or two between the events of Vaesen: City of my Nightmares, which is also the best way in which to run it. There is a plot that runs through the whole campaign, but it is not a strong one. Certainly not strong enough to drive the Player Characters to continue their investigation from one part to the next directly and this is reflected by the months long gaps between scenarios and the instigating factor for each scenario. This is the cork magnet, August T. Lysander, a self-made wealthy capitalist, who has taken an interest in the activities of the Society and made several donations to keep its current incarnation operating. In turn, he will ask the Player Characters for their help and reward them for giving it. Of course, these adventures can be run their own, but that would negate the plot to the campaign. All four scenarios are organised in the same fashion. They start with the background and breakdown the Countdown of events that will occur as time goes on, ultimately leading to a Catastrophe if the mystery remains unsolved and the situation unresolved. This is followed by a list of the clues that become available after each step of the Countdown, pleasingly with the core, key clues clearly marked, and then the scenario’s pertinent locations. Each scenario ends with a breakdown of the climax and its aftermath. The organisation is consistent and accessible throughout, and in addition the scenarios are supported with a good overview of Stockholm in the late nineteenth century accompanied by excellent period maps. Notably, the period map of the city is included on a poster map in the book, but further, the back of this poster map is presented as the front cover for a copy of the City Gazette, Stockholm’s conservative newspaper. It is full of clues and hints for the four scenarios in Vaesen: City of my Nightmares, but especially the first scenario. Each of the scenarios should take roughly two to three sessions’ worth of play to complete.
The first part of the campaign is ‘Scent of a Killer’, which takes . Businessman August T. Lysander makes a request of the Society. Of late, the Town Between Two Bridges district of Stockholm has beset by a series of killings, common criminals found ripped apart. Now a noted tenor at the Royal Swedish Opera has been found dead too, and so the newly founded Police Department is being pushed to investigate this death at the very least. However, the nature of the killings means that the police cannot make head nor tail of them, let alone any progress. The case is a matter of medical malpractice—of a sort, as is another situation in the city. Experienced players will likely work out what the problem is very quickly, but knowing what the problem is and both identifying the culprit and dealing with is another matter. This is a good start to the campaign, setting the tone for the urban mysteries that are to come.
The Player Characters get some respite the following year in ‘Song to the Moon’, when August T. Lysander invites them to stay with him and his family at his summer retreat on Goose Island in the Stockholm archipelago. This is not only to say thanks for their efforts helping the city Police Department the previous autumn, but also to consult with them about the nature of Vaesen. The beguiling idyll is broken by series of strange drownings that trap everyone on the island. The deaths are not the only strangeness pervading Goose Island, though the Player Characters may not uncover all of it. This scenario combines horror with a classic country house murder and hints that not all is well in the Lysander family.
August T. Lysander’s interest in Vaesen comes to the fore a matter of six months later in the autumn in ‘The Haunted Library’. He makes another request of the Society and the Player Characters, this time to help him to find the lost notes of Carl Linnaeus, the founder of the Society himself. He believes that they are hidden in a secret library beneath the National Archives on Knights Island in Stockholm. So far, he has been unable to penetrate far into the labyrinthine catacombs under the National Archives and thinks that those with the Sight—in other words, the Player Characters—will have better luck. The Player Characters will be faced with a maze, and despite being haunted by a number of ghosts, but will eventually be able to find their way to a ‘Chamber of Riddles’. Doing so reveals the strangest of encounters in the campaign—windows into the very past of Carl Linnaeus! These are essentially mini-mysteries that reveal the biologist and physician’s past and some of his secrets, many of which are pertinent to the mystery at the heart of the campaign.
‘The Haunted Library’ climaxes with the intervention of the Rosenbergers, the rival organisation which split from the Society. Their appearance in the campaign is an oddity since they have rarely appeared in previous scenarios for Vaesen – Nordic Horror Roleplaying and whilst they appear in the next and final scenario in campaign, the eponymous, ‘City of My Nightmares’, it is a pity that there is not greater scope to explore this aspect of the setting. It is perhaps a missed opportunity, perhaps one that the Game Master could follow up herself.
In ‘City of My Nightmares’, the Player Characters are once again recalled to Stockholm, but this time not by August T. Lysander. Instead, the letter is from a renowned spiritualist and artist who received a portentous message from a spirit during a séance. They find a city tense with worker unrest and filled with an uncertainty that quickly tips over into dance and destruction. Against this backdrop of increasing civil agitation, the Player Characters must work out who is being warned about in the message and find a way to stop the threat. This is a much more challenging scenario than the previous three, but it ultimately reveals the real threats that the Player Characters and the Society face, one of them a returning from previous scenarios. The ‘City of My Nightmares’ brings the campaign to a satisfying climax. After which, the Player Characters are likely going to be relieved to return to the countryside for a more traditional investigation!
If there is an issue with Vaesen: City of my Nightmares, it is one that many scenarios and campaigns—the introduction of an NPC that the players and their characters have to trust. This is as much a problem with stories and players themselves and their not always trusting nature when it comes to such NPCs. It may well be a good idea to introduce the major NPC in this campaign and portray him as helpful and useful long before the campaign starts.
Physically, Vaesen: City of my Nightmares is very well presented. It is well written and easy to understand, whilst the cartography—old and new—has a pleasingly period feel. The artwork, including the handouts, is, of course, excellent.
Vaesen: City of my Nightmares is an engaging campaign, best played intermittently as written, that veteran players will enjoy, whilst wholly new players may find a bit more challenging. Vaesen: City of my Nightmares presents a contrasting backdrop, a chance to explore the history of the Society, and brings urban fantasy and horror to Vaesen – Nordic Horror Roleplaying, if only for a little while.
Grok is a monument to the folly of man. Technomancers pushed their study of the sciences and the arcane to its utmost and saw a way to harness the universe itself. For then Grok was a hollow world, formed around the rippling black mass of negative space known as the Voidstar from which the Technomancer were able to draw mana that in turn was used to develop trans-dimensional travel and contract the Simulacrum, a jigsaw-like spherical space station in turn encapsulated and revolved about the planet—just as Grok revolved around the Voidstar. Man entered a golden age of power and prosperity and Grok welcomed visitors from across the dimensions. Then a malfunction occurred in the harness that connected to the Voidstar, rupturing and unleashing untapped mana. In the Cataclysm, raw mana ruptured the planet and Grok cracked and split, marking enormous rifts in its surface, swallowing continents whole and ripping others free to float above the surface whilst the Simulacrum became unmoored. Parts of it snapped off and fell to the surface of Grok. The raw mana also rendered classical thaumaturgy unreliable and made technomancy inert or corrupt. In the Aether, the Domain beyond the planet’s atmosphere, bands of pirates and pillagers raid and pick over settlements often terrified by aliens discovered during colonisation. The Simulacrum—or the remaining parts of it—continues to revolve around Grok, the thrusters holding it up corrupting the surface of planet with the radiative phosphorescent twilight from recycled mana. The diverse inhabitants of the Simulacrum live under the merciless control of an A.I. to ensure their survival, though a few cyberpunks work to overthrow its control. The Hovering Isles are the lands formed from the parts of Grok’s floating crust after the Cataclysm, as yet not fully mapped, but home to the isolated Islanders who live on the underside to protect themselves from the radiation from the Simulacrum. This means that the Wastelands on the planet below form the Islanders’ sky. The Wastelands make up the planet’s surface, home to nomadic Vagabonds who trade with the Hovering Isles and often have mutations due to exposure to Simulacrum above. More corrupted are the Underlings who live in the Underworld of tunnels, caves, bunkers, research facilities, aquifers, and chasms that thread and shift throughout the subsurface of Grok. The worst of the monstrosities in the Underworld are found in the Underworld closest to the Voidstar, but on the inside surface of the Underworld facing the Voidstar is the Nether. This is a megacity home to Voiddwellers known as Lesser Ones who work towards to summoning the Great Ones from the obsidian spires of their city, The Nether. Grok is a broken planet.
A Player Character in Grok?! is simply
defined. He has three Attribute dice, one each for Physical, Mental, and
Social, ranging between a four-sided and a twelve-sided die. He has an Aspect—a
word or phrase—each for his Personality, Motivation, Background, Trouble, and
Appearance Traits, plus five Assets. These Assets are Outfit, Accessory,
Weapon, Oddity, and either Magic, Vehicle, or Companion. A player is free to
chose these as he likes, but he can also roll on the given tables for all of
them. Grok?! includes twenty ready-to-play re-generated Player Characters.
Pythagoras Powell
Physical d8 Mental d4 Social d6
Personality: Bigoted
Motivation: Seize Power
Background: Gambler
Trouble: Hunted
Appearance: Illusory
Outfit: Extendable Kilt
Assets: Power Fist, Nanobot Shirt, Star Charts, A Pessimistic Hologram trained
as a Torchbearer.
Mechanically in Grok?!, to have his
character undertake an action, his player declares his Intention, narrates the
Action, and if necessary, determines the Outcome with the roll of an
appropriate Attribute die. If the maximum is rolled on the die, it explodes and
can be rolled again and the result added to the current total. If the result is
between one and two, the Outcome is ‘No, and…’ something Detrimental happens; between
three and four and the Outcome is ‘No, but...’ something else Beneficial
happens; five and six and the Outcome is ‘Yes, but…’ something else Detrimental
happens; seven and eight and the Outcome is ‘Yes...’ and the result is as intended;
and nine and over, the Outcome is ‘Yes, and…’ something else Beneficial
happens. Grok?! employs the Advantage and Disadvantage mechanic as standard,
each one which comes into play—up to five Advantages and five Disadvantages,
with the two types cancelling each other out—must be based on an Aspect.
Aspects can be the character’s Traits, Assets, or from the environment or
situation the character is in. If a roll is failed, it can be pushed, and
pushed again, until the roll is a success. However, each time the roll is
pushed, the Player Character suffers a detriment. Whenever a Player Character suffers
a detriment, whether due to a Pushed roll or a failure to prevent a Threat, he
suffers a Condition. This occupies an Asset Slot, and when a Player Character
suffers so many Conditions that all of his Asset Slots are full, one of his
Attributes suffers a Debilitation and is reduced by one step. When an Attribute
would be reduced below a four-sided die, the Player Character is dead.
Combat in Grok?! is an extension of these rules, except that Grok?! phrases it
in terms of dealing with Threats. The aim is to apply a Condition, and even a
Debilitation, to an opponent if attacking and avoiding them if being attacked. The
rules for combat are underwritten in comparison to other roleplaying games, the
roleplaying game talking about dealing with threats rather than adversaries.
For some players, some adjustment may be required to switch to narratively
driven combat. However, Grok?! does acknowledge this possible difficulty by
including optional rules for Health Points and weapon effectiveness, amongst
other rules. They include alternative attributes, Supply dice, NPC conversion
from other roleplaying games, opposed rolls, and more.
There is advice and commentary on this edition of Grok?! as well as the
previous edition, throughout the rulebook, but the specific advice for the Game
Master begins with a short discussion of safety tools, how to use both Aspects
and Assets in play, define NPCs (this can be as simple as a single Aspect or as
relatively complex as a Player Characters), an examination of Benefits that can
be gained and Detriments that can be opposed, and then how to define a scene
with locales and events, motivations extending from the latter. There are
tables for random locales and events or random locale and event prompts. The
advice is relatively light and it is somewhat unbalanced by the rules and
procedure for running and playing Grok?! solo. These are built around an
adventure loop that initially revolves around establishing and playing a series
of scenes before using them to formulate a plot and then check to see if the plot
is true or not. If not, more scenes are played through and the veracity of the
plot checked again. At this point a capstone scene can be played to bring the
plot to a climax. More attention is paid to the solo rules, but at the same
time, the Game Master can use them as a tool towards creating plots too.
More than half of Grok?! is dedicated to the world of Grok itself. Attention is
paid to all of the planet’s six domains—the Aether, the Simulacrum, the
Hovering Isles, the Wastelands, the Underworld, and the Nether—and how each
caters to different styles and types of adventures. For example, adventures in the
Aether, set in space beyond Grok’s atmosphere, are about survival, discovery,
alien horror, and Science Fiction, whilst adventures on the Hovering Isles, set
on floating islands lit only by the dim reflected light from the Wastelands
above, focus on isolated islands, their cultures, and breaking their taboos. Every
domain has adventure tips, sample regions and scenes, notable NPCs, tables to
generate prompts and ideas, and touchstones. The latter comprises a list of books,
films, games, and music that inspired the domain. It gives an abundance of potential
further reading and watching for the whole of Grok and Grok?!.
Grok?! is rounded out with a scenario, ‘The Thesis of Mr. Person Hugh Mann’. This
will take the Player Characters across Grok at the bequest of a shrimp piloted
mechanoid known as Mr. Person Hugh Mann to locate and rescue his Field Teams,
which happen to be small contingents of shrimp hiding in unique headpieces. It
is fast-paced, over-the-top, gonzo affair that showcases the different Domains
and playstyles of the planet.
Physically, Grok?! is stunning. The layout
is bright and breezy, but the artwork is amazingly good, capturing the
weirdness of the broken world, whether is the three-eyed, beaked and
spike-tailed camel-like camel on the front cover, the fecund fungi, the broken
canal city menaced by a tentacled monster who eyes cry black ichor, the
shattered land amidst which a warrior swathed in a cloak surveys the chaos and
a floating island, or a scythe-wielding Plague Doctor-like figure rides a
bewinged jet bike down a street. The artwork is truly excellent and hopefully
future releases will feature more of it.
What sold the original version of Grok?! was
its artwork. However, as good as the artwork was, and as well as it showed the
reader how fantastically weird and gonzo the world of Grok was, it did not
leave enough room for the author to tell the reader what the world of Grok was
like. Grok?! Second Edition—a full roleplaying game rather than a
mini-roleplaying game—has the room for that. It can both show and tell the
reader what the world of Grok is like, and it does. Grok?! Second Edition
brings the roleplaying game’s weird post-gonzo apocalyptic setting to life and
provides the tools with which the Game Master can make it her own. If you
dismissed the original Grok?! as unfulfilled potential, then take a look again.