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

Monday 16 September 2024

Miskatonic Monday #299: Operation Hope

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.

—oOo—
Publisher: Chaosium, Inc.
Author: Marco Carrer

Setting: Post-‘the Stars are Right’ Germany, 2035
Product: Scenario
What You Get: Eighteen page, 512.92 KB Full Colour PDF

Elevator Pitch: “Hope in reality is the worst of all evils because it prolongs the torments of man.” – Friedrich Nietzsche
Plot Hook: A search for sanctuary in a time when dreams are all that anyone has
Plot Support: Staging advice, six pre-generated Investigators, five handouts, five maps, four NPCs, and four Mythos monsters.
Production Values: Plain

Pros
# Near future-set post-apocalyptic scenario for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
# Ososphobia
# Oneirophobia
# Phagophobia

Cons
# Who was calling for help?
# Needs an edit
# Sanity rewards too high
# Underdeveloped setting

Conclusion
# Operation Hope turns to Operation Hopelessness...
# Underdeveloped setting
# Reviews from R’lyeh Discommends

Airstrip Assault

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

In addition to any number of scenarios for Achtung! Cthulhu, Modiphius Entertainment also publishes what it calls ‘Section M: Priority Missions’. These are smaller missions and scenarios intended to help a Game Master is hard-pressed for time or needs an alternate scenario when there are fewer players. Alternatively, they can be used as one-shots or woven into ongoing campaigns. Each though, provides a single mission that can be played in a single session as well as adventure hooks should the Game Master want to expand the scenario.

Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is the third entry in the series and the second to be set in North Africa.
Its premise is very simple. A mysterious Luftwaffe aircraft has been spotted making a forced landing at an airstrip in North Africa following an engagement with the RAF where it is undergoing repairs in a hangar on-site. The LRDG, or Long Range Desert Group, which conducted the reconnaissance, indicated in its report that the aircraft resembled the Junkers G 38 bomber, a model based on a 1929 large, four-engined transport. However, there are significant differences. This aircraft has only two engines, both of them rear-facing, and there is no rear fuselage or tail boom. Whatever the aeroplane is, it must be experimental, because what it resembles is a flying wing! The report also contained one other fact: the damaged aircraft seemed to flicker in and out of sight as it landed. Could it be some new radical prototype? The RAF was sceptical. It was just one unidentified aeroplane and the fact that the report said it seemed to flicker in and out of sight as it landed was ridiculous. The report was filed away.

However, the very fact that this strange aircraft was said to have flickered in and out of sight as it landed was more than enough to attract the attention of Section M. Especially when its hears each disappearance was marked by an intermittent burst of blue light! This is definitely more than a simple prototype. Whatever is in that hanger at the airstrip is definitely connected to Nachtwölfe or Black Sun. Likely a wunderwaffe of the former or some devilry of the latter. The mission is simple. The Player Characters have to get to the airstrip, sabotage or steal the aircraft, and then report back!

The LRDG operated in North Africa between 1940 and 1945, which gives a wide time frame in which to run the mission. Ideally though, it should be after the events of Achtung! Cthulhu 2d20 – Priority Mission 2: Our Lady of the Eternal Sapphire is and early on in the war when Nachtwölfe was a relatively unknown force in the Secret War. It would also mean that it could be easily run as a side mission for part of the campaign, Achtung! Cthulhu: Shadows of Atlantis. The campaign involves Nachtwölfe and its third mission is set in Cairo and Egypt. Either way, the fact that the damaged engine is flickering with a blue light probably means Nachtwölfe involvement.

As with other ‘Section M: Priority Missions’, the focus on Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is on detailing the location and mapping what and who is there. As an active airfield there are a lot of personnel. There are over fifty members of the Luftwaffe and twelve members of Nachtwölfe assigned to operate and monitor the newly designed prototype. There are also fifteen vehicles, primarily used for transport in and around the airfield, plus, of course, several Bf-109 fighters. The map of the airfield is nicely done, showing both how widely spaced out the various locations are for the safety of the men and the aeroplanes in case of attack or explosion and how temporary the landing strip is, with only two buildings. One is a modern concrete command post; the other is an old fortress. There is also a single hanger and a machine shop. These and the other locations are lightly described and there are no internal maps of the command post, fortress, hanger, or machine shop. The Game Master will need to do some research or improvise if the Player Characters want more information or floor plans. That said, these locations should be familiar to anyone who has seen a few World War 2 films!

Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is a strike mission. It is military in nature and it will involve a lot of stealth. Plus, if the Player Characters are to steal the strange prototype, then one of their number should include a pilot. The focus on the strike mission, that is, get in, steal or destroy the prototype, means that there is little in the way of variation in terms of hooks or how the Player Characters get involved. Instead, three possible outcomes are discussed, including destroying the aeroplane, alerting the base personnel, and escaping aboard the aeroplane, ready to fly it back to Allied territory. In addition, several ‘Encounter Escalation’ options are suggested. These are all thematically appropriate such as a sudden downpour of rain that turns the airfield into a muddy quagmire or a flight of Allied bombers attacks the aircraft!

However, Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 saves its best for last—“Who’s the big feller?” This is Egypt, there are Nazis, so there has to be big bruiser of an NCO ready to duke it out with one of the Player Characters with his fists! And if that NCO is played by the late Pat Roach, then all the better. His inclusion, though, points to the obvious inspiration for the Priority Mission, and that is Raiders of the Lost Ark. Another is that the mysterious aircraft which initiates the plot is based upon the Blohm and Voss BV-38 ‘Flying Wing’ that appeared in that film. Another possible inspiration is Captain America: The First Avenger in the design and modification of the aeroplane.

Physically, Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is cleanly and tidily laid out. It is not illustrated, but the map of the airfield is nicely done.

Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is more military than Mythos, more stealth and action than cosmic horror. As a military operation though, it is actually easier to prepare and run and thus easy to slip into an ongoing campaign or run when a backup scenario is needed. Despite the lack of Mythos in the scenario, Achtung! Cthulhu 2d20 – Priority Mission 3: Assault on Zuara 2 is fun and its playing around with its inspirations is engaging.

Sunday 15 September 2024

1984: PSI World

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Some time in the near future. Mankind has advanced into near orbit and beyond, establishing space stations and lunar bases. Regular shuttles run between them and the Earth. Crewed spaceflights have visited the inner planets and the asteroid belt, and great solar arrays beam power down to the surface. Advances have been made in terms of computer hardware and software. It could be ten years from now. It could be fifty years from now. In other words, it could be 1994 or it could be 2034. The world though riven in two and society has fragmented. The cause? Psionic powers. Whether to be seen as gifts or curses, to be celebrated or feared, society in general has reacted with fear and distrust. The Psis, those with the genetic quirk that grants them their powers, are few in number, so the Norms, those without, ostracise them, corralling them in ghettoes where they can be monitored and controlled. The government enacts laws that restrict their freedoms in the name of protecting the majority and will use force and even other Psis to track down and arrest those that hide or worse, resist.

This is the setting for PSI World: Role Playing Game of Psionic Powers, a roleplaying game published by Fantasy Games Unlimited in 1984. It is a roleplaying game in which either the Player Characters have psionic powers and fear being hated and persecuted because of them, but wanting to use them to benefit humanity, or they are hunting rogue or terrorist Psis. Inspiration would have come from books such as Stephen Kings 1980 novel, Firestarter, and the 1984 film of the same name, David Cronenberg’s 1981 Scanners, and the ‘Days of Future Past’ storyline from the Marvel Comics comic book The Uncanny X-Men issues #141–142, published in 1981. It is slim affair in several senses. The genre, that of near-future ‘dystopian otherness’ does not amount to very much, though that does not mean that familiar tales of resistance cannot be told using the roleplaying game. After all, the television miniseries V was released in 1983 and that drew parallels between the alien Visitors and the Nazis. The setting is very lightly defined, but it does leave more than enough room for the Referee to map it onto her own setting, perhaps even the one outside her window, or simply create one of her own. Lastly, the two books that come in the boxed set are slim themselves.

PSI World was published as boxed set. Inside can be found the thirty-two-page ‘PSI World: Role Playing Game of Psionic Powers’ rulebook, the thirty-page ‘The Psi World Adventure’, a Referee’s Screen, a character sheet, and two ten-sided dice and two six-sided dice. Bar the lid of the box, which is in powder blue with a very eighties cartoon-style cover by Bill Willingham, everything is in black and white. ‘PSI World: Role Playing Game of Psionic Powers’ rulebook opens with a three-paragraph introduction, two of which provide an overview of the setting, before leaping into character creation.

A Player Character in PSI World has seven attributes. These are Strength, Agility, Dexterity, Endurance, Intelligence, Will, and Psionic Power. These are rated between two and twenty. Various values are derived from these including Initiative Factor, Defence Bonus, Bonus to Hit, Damage Bonus, Hit Points, Shock Resistance, and Heal Rate. To create a character, a player rolls two ten-sided dice for each attribute, works out the derived factors, and then rolls for Hit Points, before rolling for educational background. The latter is a percentile roll, with a bonus for Intelligence. Non-Psis gain this and a general bonus. Options for educational background include General Education, Vocational Education, Military, Advanced Education, and Spacer. Advanced Education represents studying at college. Skills are divided between ‘Level’ skills and ‘Non-Level’ skills. ‘Level’ skills are straightforward percentile skills, whilst ‘Non-Level’ skills are those are either known or not known, and rely on the appropriate Attribute Saving Throw to use. If a Player Character has psionic powers, then he has either one Major discipline or two Minor disciplines, or they can be rolled for randomly.

Name: Rachel Rosen
Education: Military
Strength 08 (AST 32), Agility 14 (AST 56) Dexterity 16 (AST 64), Endurance 14 (AST 56), Intelligence 18 (AST 72), Will 12 (AST 48), Psionic Power 14 (AST 56)
Initiative Factor: +13
Defence Bonus: -7
Bonus to Hit: +10
Damage Bonus: +2 (Projectile) 0 (Hand-held Weapons)
Hit Points: 25 (Base), Head – 7, Chest – 14, Abdomen – 14, Left/Right Arm – 6/6, Left/Right Leg – 6/6
Shock Resistance: 60%
Heal Rate: 1½/day

Skills: Interrogation 50%, Police Techniques 50%, Police Weapons 50%, Drive Car, Gambling, Streetwise 50%, Unarmed Combat 50%, Stealth 30%, Swimming, Street Combat

Psionic Disciplines: Precog (Major), Time Shifter (Minor)

The core mechanic in PSI World is percentile, a player typically rolling against either a skill or an Attribute Saving Throw. For each complicating factor, the Referee applies a Level of Difficulty, a ten-point penalty. Regardless of the Level of Difficulty, a Player Character always has a minimum chance of success, equal to one twentieth of the skill level. A roll of 95% and above is always a failure. A failure can result in equipment or materials being damaged. To avoid this, the player will need to roll an Attribute Saving Throw, modified by the degree of failure. A roll of one hundred indicates a major failure and a major penalty to the Attribute Saving Throw. However, whilst there is scope for a major failure, there is no room in PSI World for its counterpart, a major success.

Combat is played out in a series of ten-second rounds and covers unarmed, melee, and ranged combat. The attacker’s skill is modified by his Bonus to Hit and the defender’s Defence Bonus. There are processes given each for Throws, Throws/Pins, Throws/Chokes, and Strikes, and then again for melee and ranged attacks. Where attacks affect specific hit locations, damage is applied to both them and general Hit Points. Damage that exceeds the Hit Point total for a location indicates a wound which will have different effect depending upon the location. This is followed by various weapons lists, most of which consists of typical weapons from the eighties like the .357 magnum revolver or the .44 auto magnum. They are joined by needlers, tangle guns, essentially Science Fiction weapons.

Between the combat rules and the skill lists are listed the psionic powers and their use. Psionic powers are divided between major and minor disciplines. All require the expenditure of Psionic Power Points to use, each Player Character possessing a number equal to double to his Psionic Power attribute. The major disciplines consist of Precog, Telepath, Teleport, Telekinetic, Self-Aware, Healer, and Empath. The minor disciplines include Time Shifter, Pyrokinetic, Ghost, Weakness Understanding, Psi Amplifier, and more. Some of the minor disciplines, such as Genius which adds extra points to the Intelligence attribute and adds more skill points, are permanent effects, but at a cost of permanent reduction in the Psionic Power attribute. Major disciplines have numerous sub-abilities. For example, Precog has Clairvoyance, Clairaudience, Sense Danger, Locate Danger, Detect Psi, all the way up to Augury, Vision, Combat precog, and Luck. Each of these costs its own amount of power points to use. For example, Sense Danger costs five points to use, but Psychometry on an object costs twenty points. The list of powers is compressive, though it should be noted that the Healer includes reverse effects. So, Harm and Heal, Reverse Major Wound and Cause Major Wound, Curse Disease and Cause Disease, and so on. However, the one aspect missing here which is integral to the genre, that of psionic duels of will and power.

The ‘PSI World: Role Playing Game of Psionic Powers’ rulebook comes to a close with a chapter called ‘The World’. Except, it really is not about the world. Rather that it takes a cursory look at some of the changes that might affect the neighbourhood where the Referee is setting her campaign, the suggestion being that the this should be her neighbourhood, only changed to account for the advances in technology and the presence of the psionically capable. The rest is devoted to a price list. The result is distinctly anaemic and indicative of the problem that pervades the roleplaying game as a whole.

The second book ‘The Psi World Adventure’ contains two scenarios. It also expands upon the setting. Three generations previously, the world was divided between two superpowers and a host of neutral nations. The two superpowers were the People’s Confederacy and the United Commonwealth, the former based on Communist China, the latter on the then modern U.S.A. The neutral nations formed trade blocs. The appearance of Psis disrupted society and led to the collapse of the People’s Confederacy into a patchwork of warring states, often led by Psis who set themselves as petty dictators and warlords. Similarly, a wave of psi-related crime swept across the United Commonwealth, but unlike the People’s Confederacy, it was able to survive this due to strong central government and effective police force. The United Commonwealth established the Psionic Protection Agency, a federal organisation dedicated to protecting the general population. Psionic crimes are subject to a warning and several years of probation on the first offence, and then psionic lobotomy on a second. Most who suffer this migrate to space. Violently opposed to the Psis is the League for Human Genetic Purity.

Both scenarios are set in the fictional commonwealth of New Arlin, in Bishop County, located on the heavily forested edge of a western mountain range. It is known for its furniture products and a range of breakfast cereals. In ‘Scenario I’, the former ghost town of Enclave has been opened up again and re-established its bauxite mine, and offered a sanctuary for Psis. The town council asks the Player Characters to travel to the nearby town of Bently where they have detected someone whose psionic abilities are beginning to express. The Player Characters are to monitor the situation, avoid any entanglement with the Psionic Protection Agency and the League for Human Genetic Purity, and in particular, avoid a radical psionic revolutionary known as ‘Bonzo’ and said to be in the area. In ‘Scenario II’, the Player Characters are recently graduated agents of the Psionic Protection Agency who are assigned to help local law enforcement investigate organised crime activity in the area.

Both scenarios are fairly open with the Player Characters free to go about their investigation. There is more advice about running ‘Scenario II’ than ‘Scenario I’, and both are supported by decent maps and lots of detailed NPCs. Neither scenario is all that interesting and neither develops PSI World in terms of a setting. This highlights the issue with the roleplaying game. PSI World does not have a setting except that of ‘tomorrow’, but with gifted individuals being persecuted and facing bigotry and violence. As the designers state in the ‘PSI World: Role Playing Game of Psionic Powers’ rulebook, “Background chrome has been kept to a minimum to the rules sections to allow more referee freedom in setting creation. For a closeup of part of the authors’ playtest world, see Book 2, The Psi World Adventures’ for scenarios and design ideas.” To be fair, the authors have kept ‘background chrome’ to a minimum in the rules sections, but to be equally fair, they have also kept it to a minimum in ‘The Psi World Adventure’ and both of its scenarios. It is frustrating because it leaves the Referee with a lot of work to do in developing her setting and it does not address any of the ideas or themes intrinsic to PSI World and its game play—resistance and rebellion, oppression and suppression by the government and hate groups, bigotry and misunderstanding, and so on. This is the core problem with PSI World. The Referee with left with all of the work to do, but given none of the advice with which to help her do it.

PSI World was supported by three supplements. Published in 1985, The Hammer Shall Strike contained new psionic powers and two scenarios, whilst Underground Railroad, also published in 1985 and Cause for War, published in 1986, contained five linked scenarios. These would do more to develop a setting to PSI World and explore some of its themes.

Physically, PSI World is decently presented. The writing and layout are clean and clear rather than adventurous. The artwork is good, much of it by Bill Willingham and Matt Wagner, and the cartography is decent.

—oOo—
PSI World was reviewed in ‘Games Reviews’ in Imagine No. 21 (December 1984). Reviewer Chris Baylis wrote, “I would suggest that this is a system for the slightly more mature player, not for the young and blood-thirsty beat-’em-up brigade. Much thought and planning is required by both GM and player, and character interaction and party cooperation is a must for survival and enjoyment.”

Scott A. Dillinger reviewed PSI World in ‘Game Reviews’ in Different Worlds Issue 44 (November/December 1986). He was in general, positive about the game, but said that one “…[A]rea with which I have a bit of problem is the reverse healing. For every curative function listed there exists an opposite damage producing function. As a mental health professional I question the probability that anyone who is sensitive enough to the life force to be able to sense and restore it would under any circumstance harm another human being with such a power. I might concede that if such actions are used to save more lives, then the healer might harm someone but they would be loathe to do so. This is a matter for the individual gamemaster to decide but it does tend to put some limits on an incredibly powerful character-a character with the ability to literally give and take life at will.” Ultimately though he was positive about the open nature of the roleplaying game in that it did not tie the Game Master to a setting, but left room for her to create one of her own and awarded it three stars and said, “It’s a lot of fun for a little money.”

Stewart Wick reviewed PSI World in White Wolf #7 (April 1987), awarding it a rating of seven out of ten, and said, “Thru and thru, Psi-World is an interesting and pleasing game. It is fairly simple, but does not achieve this by sacrificing either playability or campaign development.”

—oOo—

There is no denying that PSI World is workmanlike and serviceable. It provides solid mechanics for both its then modern, near-future setting and its psionics. In fact, mechanics which are far less complex and much easier to comprehend than those presented in other roleplaying games from Fantasy Games Unlimited. However, that is all it does. The setting included is so underwritten and underdeveloped as to be no better or no more useful than the Referee could come up with herself. Without a fully realised setting, PSI World cannot even begin to address or explore any of the themes and storylines that it wants to lend itself towards. Ultimately, GURPS Psionics would do it better. The result is a roleplaying game that does not go out of its way to make itself distinctive, bar the simplicity of its mechanics in comparison to other roleplaying games from Fantasy Games Unlimited. PSI World: Role Playing Game of Psionic Powers is mechanically solid, but in every other way, is just too generic and simply underdeveloped for what it wants to do.

Saturday 14 September 2024

The Other OSR: Sanction

Sanction: A Tabletop Roleplaying Game of Challenges & Hacks describes itself as a set of “Universal Rules for Challenge-driven Games.” If that sounds pretentious, then what it really is a roleplaying game with a set of mechanics that are designed for simplicity and flexibility in play, the intention being that they do not intrude unnecessarily and that rolls are only made when there is a chance of a Player Character failing and suffering consequences. That is the ‘Challenges’ aspect of the subtitle. The ‘Hacks’ are adventures and Genre Set-Ups that influence the way in which Sanction is played, but not the how. Published by Just Crunch Games following a successful Kickstarter campaign, Sanction is derived from three roleplaying games. The first is The Black Hack, an Old School Renaissance roleplaying designed for Dungeons & Dragons-style play, whilst the second is Cthulhu Hack, the roleplaying game of Lovecraftian investigative horror. Both would lead to the third, The Dee Sanction, the roleplaying game of ‘Covert Enochian Intelligence’, which like Cthulhu Hack, is published by Just Crunch Games. Sanction includes the full rules and two Genre Set-Ups, one of which is very, very good.

Sanction: A Tabletop Roleplaying Game of Challenges & Hacks begins with an explanation of its mechanics. A Player Character has three Resources rather than attributes or traits. The default are Physical, Mental, and Willpower, but will vary according to the Genre Set-Up. Each Resource is represented by a die type, ranging from ‘D4’ to ‘D12’, but ‘D4’, ‘D6’, and ‘D8’ being the most typical. If a Player Character is faced with a Challenge where the outcome is unknown, his player rolls the appropriate Resource. The Game Moderator decides the terms and goal of the Challenge, what happens if the Player Character succeeds and the Consequences if he fails, and if the Resource can have a ‘Step Up’ or ‘Step Down’, and thus be changed to a higher or lower die size depending upon the circumstances. The player rolls the die and if he rolls three or more, his character succeeds. However, if he rolls one or two, the Challenge Falters and the character suffers the stated Consequences. (Throughout the rules, options are given for using cards from an ordinary deck of playing cards instead of dice.)

A Player Character can also have an Ability which applies to a Challenge. This Ability can be a skill, a knowledge, or a power, depending upon the Genre Set-Up. The Game Moderator can decide that the Ability simply lets the Player Character undertake the task without the need to roll or that it provides him with an edge in the situation which will be represented by a ‘Step Up’. Alternatively, an Ability lets the Player Character undertake the task because it is so specialised. For example, the ‘Concealment’ Ability might simply let the Player Character hide in the undergrowth surrounding a castle or give him a ‘Step Up’ if there are guards on patrol. Whereas, a Player Character with the ‘Cantrips’ can cast minor magical spells that he would otherwise be unable to.

If a ‘Step Down’ decreases the die size to below a ‘D4’, the Game Moderator may still allow the Player Character to act. This is known as a ‘Call to Fail’ and the Player Character will suffer severe Consequences. In general, this option is for the Player Character who wants to cause a distraction.

The most obvious type of Consequence is the Hit. This might be due to a fall, poison, or being hit in combat, but Sanction is not a roleplaying game that emphasises combat. Morse so given that a Player Character only has three Hits before being severely injured or dead. Instead, Consequences can take the form of delays, susceptibilities, breakages, or losses. Their aim is to present interesting narrative outcomes and to test the Player Characters in ways other than being slashed with a sword.

Character creation involves first assigning dice steps to the three Resources. The base for each is a ‘D4’, and once the dice steps have been applied, all three will be at ‘D6’ or one at ‘D4’, one at ‘D6’, and one at ‘D8’. The next step is to take the Player Character through a Lifepath. This consists of three steps. In the default setting, this is a Past, a Diversion, and an Influence. The Past is typically an occupation, the Diversion is why the Player Character is in his current predicament, and Influence is an aspiration. Each of these provides an Ability. The Player Character also receives some equipment. Many items have a Supply Die which, like a Resource, ranges in value from ‘D4’ to ‘D12’. When a Player Character uses any items with a Supply Die, the die is rolled. If a one is rolled, the Supply Die is stepped down to the next die size until this happens on a ‘D4’ and the items are exhausted. A Player Character’s Past, Diversion, and Influence can either be rolled for or the player selects them.

Geoffren is a failed petty wizard. His bursary ran out and he turned to petty theft in order to fund his further studies. It turned out that he was as bad at that as he was at handling his money. His tutors bailed him out in order to prevent any embarrassment to the academy. Now he owes them. He has joined one of the Lesser Orders of the Grand Guild, a minor adventurer assigned to clean-up teams working through dungeons already battled through by mighty Warriors. He notes down everything that his team discovers and recovers and reports back to his true masters in between assignments.

Geoffren
Physical D4 Mental D8 Willpower D6
Past: Scholar
Diversion: Petty Crime
Influence: Sage
Abilities: Blather, Burglary, Folklore
Equipment: Journal
Hits: 3

Sanction is a player-facing roleplaying game. This means that the player always rolls whilst the Game Moderator never does. Nowhere does this show more than in combat or facing Threats. Here the player rolls for his character to attack a Threat and also rolls to avoid being attacked by a Threat. When facing Threats in Sanction, it extends to the order of play as well. Thus, whilst the Game Moderator states the goals for the Threats first and the players states their second, the players resolve their characters’ actions first and then the Game Moderator does for the Threats. Combat is fought out in Moments, each lasting a few seconds, during which time a Player Character can typically attack or act once and react once. A Player Character will typically inflict one Hit with a successful attack, whereas an NPC has its own damage table. The results are determined randomly and can be to move to a more advantageous position, inflict bruises or leave him bloody, or do one Hit. With doing a Hit being only one of the four options, this again emphasises the narrative Consequences of the rules rather than simply doing mechanical damage. This is the most basic range of damage, meant to represent an ordinary person. Sanction includes a range of Threats, each with its own range of damaging Consequences. For example, the Damage options for the Giant Spider consist of ‘Move’ which imposes a ‘Step Down’ on attacks against it; ‘Catch & Throw’ triggers a physical Challenge which inflicts the Restrained condition on a success, but Restrained and a Hit on a failure; ‘Impale’ for one Hit; and ‘Poison’ which inflicts a Hit, causes Bleeding, and injects venom.

For the Game Moderator, there is advice on creating encounters, supported by sample creatures and Threats, and on resolving hazards. The ‘Hacker’s Toolbox’ offers a guide to using the various parts of character creation to enforce and foster the flavour and feel of a Genre Set-up in
Sanction as well as adding unique elements. This is further supported by advice on creating Threats suitable for the Genre Set-Up. Given the size of Sanction, it should be no surprise that the ‘Hacker’s Toolbox’ is short, but it is succinct, helpful, and to the point.

The Game Moderator is supported with not one, but two Genre Set-Ups. ‘With Guile, Incantation, & Faith’, or ‘.GIF’, is the default, threaded throughout the pages of
Sanction as an example. In ‘.GIF’, the Player Characters are second rate adventurers, investigating and clearing out dungeons on behalf of the Grand Guild. A mighty Warrior on a euphoric ‘Weird Out’ has already been through the dungeon and done the hard job of slaughtering the major—and most of the minor—Threats. Now it is the job of the members of the Lesser Orders to investigate and clean up. Having failed to become a true Adventurer like the Warrior, the Player Characters have become blue collar dungeoneers, collecting treasure, recording details, mapping out the complexes, and so on, all while wondering where it went wrong for them. Inspired by B1, In Search of the Unknown for Basic Dungeons & Dragons, the ultimate abandoned-clean-up dungeon, ‘.GIF’ does two things. First is to give characters who would otherwise have been the role of the hireling in traditional Dungeons & Dragons-style roleplaying games a greater role and agency of their own, whilst the second is to provide a means to play just about any dungeon all over again, ideally after the players’ actual adventurers have battled their way through it.

The second Genre Set-Up comes at the end of the book, complete rather than threaded through the book. ‘Agency: Outlet Work’ shifts
Sanction from the fantasy genre of ‘.GIF’ to the espionage genre. Not though the action espionage of the superspy James Bond, but the grim, grimy, and pathetic espionage of the Slow Horses series by Mick Herron with dash of John Le Carré. The Player Characters are ex-agents, failures and fuck-ups, washed out of active service, but not out of the service. Exactly why is something that will have to be worked out between the player and the Game Moderator during Agent creation. Reassigned to small towns and cities like Wolverhampton or Grimsby, the Agents do data processing, combing through reports and archives, and so on, before sorting it and sending it back to head office, with no explanations as to why or what the information is for. It is make-work, a window job, and that is all that the Agent will have until he retires. Yet the agent hopes, and worse, he cannot help but want to apply his tradecraft.

‘Agency: Outlet Work’ changes its Resources to Network, Cover, and Tradecraft. It has its own Lifepath table and it adds Espionage Specialties, Bonds, and a Burn Track. Bonds are connections to NPCs who might help the Agent, whilst the Burn Track measures his stress. Rolling a one or two on a Resource when undertaking a Challenge in public or dealing with an actual intelligence asset, calling in a favour, or resorting to an act of violence, will increase an Agent’s Burn Track. As it increases, there will be Consequences, which get worse and worse, until the Agent washes out completely, is killed, or arrested. What is noticeable here is how bad violence and fights are in ‘Agency: Outlet Work’. There is not a fight-related Resource and fights are so stressful that in the long term, the Consequences are career or life ending, taking into account the fact that the Agents of ‘Agency: Outlet Work’ have no career. There is advice for the Game Moderator and a table of prompts, but no scenario. Admittedly there is no scenario for ‘.GIF’, but you really wish that there were for ‘Agency: Outlet Work’. (Fortunately, there is one available, For A Rainy Day.) ‘Agency: Outlet Work’ is deliciously pathetic and rife with roleplaying possibilities.

Physically,
Sanction is a well presented, tidy book. The artwork is decent and the book is easy to read.

Although its heritage lies in the Old School Renaissance,
Sanction is not part of it, but more tangentially adjacent to it, having adopted a more narrative approach in terms of its mechanics and storytelling. The simplicity of the mechanics make it very easy to learn and play, and they also make it easy to adjust to other Genre Set-Ups. Perhaps a third Genre Set-Up might have been included in Sanction to showcase its flexibility more fully, but there can be no doubt that ‘Agency: Outlet Work’ not only does that, but is also worth the price of admission alone. It would also be good to see other Genre Set-Ups, perhaps as an anthology from a variety of authors, showing off Sanction in other genres. Overall, Sanction: A Tabletop Roleplaying Game of Challenges & Hacks is an impressive design, providing simple, but not simplistic, mechanics that encourage roleplaying and storytelling whilst also being flexible enough to adapt to different genres and settings.

Quick-Start Saturday: Conan: The Hyborian Age

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Conan: The Hyborian Age – Quick Start is the quick-start for Conan: The Hyborian Age, the roleplaying game based on the Swords & Sorcery short stories by Robert E. Howard and published by Monolith Board Games SARL.

It is designed to be played by five players, plus the Game Master.

It is a fifty-two page, 16.52 MB full colour PDF.

The quick-start is lightly illustrated, but the artwork is excellent and exciting. The rules are a slightly stripped down version from the core rulebook, but do include examples of the rules which speed the learning of the game.

The themes and nature of Conan: The Hyborian Age and thus the
Conan: The Hyborian Age – Quick Start, specifically the lurid and sometimes uncomfortable nature of the source material may require the X-Card depending on the gaming group. However, there is nothing controversial or potentially offensive about the content of the Conan: The Hyborian Age – Quick Start.

How long will it take to play?
The Conan: The Hyborian Age – Quick Start and its adventure or ‘Tale’, ‘The Seal of Acheron’, is designed to be played through in one session, two at most.


What else do you need to play?
The Conan: The Hyborian Age – Quick Start requires a set of polyhedral dice per player. Each player also requires a single extra ten-sided die which should be a different colour.

Who do you play?
The five Player Characters in the
Conan: The Hyborian Age – Quick Start consist of a born on the streets assassin, a warrior from the hills, a female wanderer, a sorcerer who can call wolves to his side, and a warrior from the icy north.

How is a Player Character defined?
A Player Character has four stats—Might, Edge, Grit, and Wits. Stats are rated between zero and eight, though most are capped at six. Each stat also has an associated Stat Die. This is either a six-, eight-, or ten-sided die. Skills are not traditional skills per se, but rather special abilities that grant a bonus to a particular action or access to a specific ability. ‘Of the Shadows’ is an example of the former, granting a bonus to all Edge checks involving or detecting acts of stealth, whilst ‘Assassin’ is an example of the latter, enabling the Player Character to apply Edge rather than Might when using one-handed light or medium melee weapons.

Besides Physical Defence and Sorcery Defence and Life Points, a Player Character also has Stamina Points and a Flex Die. Stamina Points are expended to access a range of bonuses or to activate certain Skills. The Flex Die is a special die rolled in addition to any dice rolled by a player for any reason. It can either be a six-, eight-, or ten-sided die.

How do the mechanics work?
Mechanically, Conan: The Hyborian Age – Quick Start has a player roll either a Check or an Attack. To make a Check, a player rolls the appropriate Stat Die for the action and adds to it the value of the Stat and any modifiers. ‘The Rule of Threes’ means that the modifiers do not go above ‘+3’ or below ‘-3’. The Difficulty ranges between four and six for Easy, seven and nine for Moderate, ten and twelve for Difficult, and thirteen or more for Legendary. A roll of one on the Stat Die means that the Check or Attack fails.

When any Check or Attack roll is made, the Flex Die is rolled as part of it. When the maximum on the Flex Die is rolled, it triggers a Flex and grants access to various boons. This always includes giving the Player Character a bonus point of Stamina, but the options given in the Conan: The Hyborian Age – Quick Start consist of guaranteeing that an attack or action succeeds or inflicting Massive Damage on a damage roll. Consequently, the smaller the die size, the more chance of Flex being triggered.

There is no effect if one is rolled on the Flex Die.

How does combat work?
Combat in the Conan: The Hyborian Age – Quick Start is designed to be desperate and dangerous. A Player Character can conduct two actions per turn, though certain Skills or expenditure of Stamina Points can add more. A Move is one action, an Attack is one action, a Focused Attack is one action with a bonus, Defend is one Action to gain a bonus to Physical Defence, and Cast a Spell is one or two Actions depending upon the spell. If a Player Character has enough actions, he can take two actions that are the same. Thus two Move actions or two Attack actions. Range is determined by zones around a Player Character. Melee Attacks use the Might Stat; Ranged and Thrown Attacks use the Edge Stat; and Sorcery Attacks use the Wits Stat. If the result of the Attack roll is equal to or greater than the opponent’s Physical Defence, a Melee, Ranged, or Thrown Attack succeeds, whilst a Sorcery Attack succeeds if the Sorcery is equal to or greater than the opponent’s Sorcery Defence.

Melee and Thrown Damage is determined by adding the Might Stat to the result of the weapon’s Damage roll; Ranged Damage is determined by a Ranged weapon’s Damage die only; and Sorcery Damage is determined by the spell being cast. Skills can also add to this damage.

The Armour Rating of any armour worn reduces damage. Armour worn has other effects, including penalising Sorcery Attacks.

Damage suffered is deducted from the Life Points. If a Player Character has his Life Points reduced to zero, he is heavily wounded and unconscious. If a subsequent Grit Check is failed, he dies. If alive, two Recovery checks can be made per tale or session to restore Life Points.

If a Player Character does die, a Game Master can opt for a
‘Fateful Intervention’. Four narrative suggestions are given, such as the Player Characters’ foes leaving them for dead and allowing them to crawl from the battlefield. All four are appropriate to the genre.

Enemy Antagonists have Life Points just as the Player Characters do. Minions have a Threshold value. If this Threshhold is exceeded with a Damage Roll in a single blow, the Minion is killed.

Stamina Points can be spent during combat to react to a situation in unexpected and daring ways that ordinary men and women do not. This includes to make an additional Move Action, to increase the damage inflicted by a single, successful attack, to increase the Range of a Thrown weapon, and with a Player
Character’s final Stamina Point to inflict Massive Damage as per the Flex Massive Damage result.

How does Sorcery work?
Sorcery in Conan: The Hyborian Age is divided into five Disciplines. Each Discipline grants access to a number of inherent spells. Casting spells costs Life Points or Stamina Points to cast.
Only one Discipline, the White Magic Dscipline, appears in the Conan: The Hyborian Age – Quick Start, and only one Player Character can cast spells.

What do you play?
The Tale in the Conan: The Hyborian Age – Quick Start is ‘The Seal of Acheron’. In part inspired by Robert E. Howard’s ‘The Slithering Shadow’ and ‘A Witch Shall be Born’, it opens with the Player Characters with their fellow Dog Brothers in a tavern following several days of battle on the border. A fellow mercenary offers them information about a recently exposed ruin in the nearby desert. Wounded in the recent clashes, he cannot explore it himself, so suggests that he share the information in exchange for a share of whatever they manage to loot from the ruin. The Player Characters may be harassed by bandits (oddly armed with just knives) or wild dogs or hyenas on the way there, but the bulk of the adventure focuses on the underground ruins. The emphasis is on exploration, action, and combat combined with elements of horror. ‘The Seal of Acheron’ is straightforward and atmospheric.

Is there anything missing?
The Conan: The Hyborian Age – Quick Start is complete. It includes a good overview of the genre and core themes of Conan: The Hyborian Age. These are adventure, big versus big reward, sword and sorcery, and forward momentum. There is also decent advice for the Game Master on running ‘The Seal of Acheron’.

Is it easy to prepare?
The core rules presented in the
Conan: The Hyborian Age – Quick Start are relatively easy to prepare.

Is it worth it?
Yes.
The Conan: The Hyborian Age – Quick Start provides a solid introduction to Conan: The Hyborian Age and gives a good as to what it feels like to play.

Where can you get it?
The Conan: The Hyborian Age – Quick Start is available to download here.

Friday 13 September 2024

Friday Fantasy: DCC Day #5 Gods of the Earth

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2024’, which takes place today on Saturday, July 20th, 2024, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #104: Return to the Starless Sea. Two of the scenarios, ‘The Grinding Keep’ and ‘Tuscon Death Storm’, appear in the duology, the DCC Day 2024 Adventure Pack. The third is DCC Day #5: Gods of the Earth. Both DCC Day #5: Gods of the Earth and ‘The Grinding Keep’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst ‘Tuscon Death Storm!’ is the first scenario for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena spot and monetises it!

Designed to be played with between six and eight First Level Player Characters,
DCC Day #5: Gods of the Earth opens with the Player Characters at the death-feast of the great jarl, Horwend, who recently died and left his queen, Gerutha, a widow. They are outsiders this far north in Isvik, but tradition demands that the new jarl, Horwend’s brother, Feng, include strangers in the celebration of his brother’s life. Horwend’s body lies on the table as his men around drink, feats, arm wrestle, sing, and merry. At midnight, Feng stands up and proclaims that is as is traditional, a body of men should have the honour of standing vigil over the late jarl’s body following his death-feast, and that Gerutha has cast the bones and determined that it should be none other than the Player Characters who undertake this task. They will be well-rewarded, in addition to the honour of standing vigil. Of course, the Player Characters have little choice and find themselves in the late jarl’s tomb on a nearby rocky island with the wind and the rain lashing walls of the barrow outside. As is to be expected this is not going to be quiet night for the Player Characters, let alone Horwend. There are portents and there are pleas, the latter from Horwend’s spirit—prevent his body from being taken and his spirit from being sacrificed to the old chaos Gods of the Earth in their final hatching of the Chaos-Egg.

It is a great set-up which sends the Player Characters into the blood-red stone-lined tunnels and rooms below Horwend’s tomb. This is a complex dedicated to the service of the Gods of the Earth, deities of Chaos awaiting the birth of the great End-Wolf and with it their dominion over all of the lands. Fortunately, the heroes of the Sky Gods put an end to this long ago, but could it be that someone is to bring about the birth of the End-Wolf once again? The complex is infested with Chaos-infused Larvalings, home to monstrous—but fortunately sleeping Formorians, the last stand of the Horwend’s forebears, and the workshop of the true villain of the piece as well as their throne. The complex consists of eleven locations, but all of them are highly detailed, interesting, and challenging. Perhaps overly challenging so for First Level Player Characters, but there are moments of respite and the Player Characters can find small boons here and there which might give them the edge they need. What the Player Characters will find is a lot of treasure. In fact, if the Player Characters survive and get out of the complex, they will quite wealthy. And that in addition to any reward promised by the ghostly Horwend.

DCC Day #5: Gods of the Earth does not necessarily end quite there with the Player Characters defeating the villain and their plans, grabbing the treasure and escaping both the tomb and Isvik. An appendix with six other separate areas connected to the complex under Horwend’s tomb. These are the tombs of his forebears, fallen in various states of disrepair since they were plundered for the Gods of the Earth’s plan. Like the other parts of the complex there is a lot of treasure to be found in these tombs, as well as one or two interesting magical items. These are all optional though.

Physically, DCC Day #5: Gods of the Earth is as well done as you would expect for a release from Goodman Games. The artwork is decent and the cartography well done. The cover is very nicely done, showing the moment when Horwend appears before the Player Characters. The handouts are also decently done.

DCC Day #5: Gods of the Earth has a grim and grimy feel, much of it a nod to the Vikings and Norse mythology. The fact that it is set in the North means that it could be adapted to any Viking-type setting, or even the Lankhmar setting of the Dungeon Crawl Classics Lankhmar Boxed Set. In whatever way it is used, DCC Day #5: Gods of the Earth should provide two or so sessions’ worth of play, especially if the Player Characters search the other tombs. Overall, DCC Day #5: Gods of the Earth is an enjoyably entertaining scenario with a great hook.

The Other OSR: Slate & Chalcedony

The land where the two towers now stand was bright and clean. Then they appeared and from their base grew a circle spreading blight which destroys all that it touches, creating a zone where nothing lives and nothing grows. The rivers are poisoned and empty. No birds fly overhead. Armies have been sent to assault and topple the towers to bring an end to the spreading blight. None have returned. The blight continues to grow. Will the world become a jet-black desert or can anything be done about it? Perhaps brave adventurers will venture forth and investigate the towers? Perhaps they have their objectives—to recover an object from inside one of the towers, to access a gateway to another world inside, to kidnap or rescue someone from inside the tower, and so on… The two towers are not what they seem, though they are the source of the blight. They are the bodies of two powerful sorcerers who travel from world to world, drawing energy from each one, but rarely staying long. The question is, what is it that keeps them in this world? Although each tower is actually the body of a great sorcerer, each is occupied—by sorcerers, Apeman guards, staff, and the occasional monster. Each can be fully navigated and each is full of mysteries.

This is the set-up for Slate & Chalcedony. Slate & Chalcedony is both the names of the two wizards and thus the two towers and the name of an adventure for TROIKA!, the science-fantasy role-playing game of exploring the multiverse. Published by the Melsonian Arts Council, it presents the twisted towers, along with the NPCs and monsters, new spells, and prophecies, as an environment in which to explore and roleplay. Notably, both towers are presented in cross section as a whole, rather floor plans, level-by-level. This adds a certain degree of childish wonder to the weirdness and whimsy that pervades the two towers. This starts from the moment that the Player Characters enter either tower. In Slate they will find diplomatic Delegates in Pressure Suits who have been so harassed by the porcine Gentle Hurmin the Familiar that they have forgotten their purpose; a sphere of black liquid which collates prophecies that can be collected by the mouths in the room below and if drunk, will grant the imbiber some of those prophecies and possibly kill them; a would-be apprentice who specialises in magical dentistry and is so bored, she lets her teeth grow and replenish consistently; and more, whilst overhead Pig Harpies circle and inside the tower, Apemen formidable and loyal patrol and protect the tower, sometimes guarding, sometimes grooming, sometimes curious, sometimes hooting. In Chalcedony, Brain Clusters spark and flash on a great tree, but cannot seem to work or communicate together; Boneroach nests infest the walls; and the tower seems to breath through great gill slits that also happen to be very convenient for climbing. Slate is more extensive, more developed, and more detailed than the other, in places possessing the feel of strange rocket ship or upright submarine, whilst Chalcedony is less developed and not as extensive, being a rougher combination of stone and flesh.

There are short incident or encounter tables for both towers, whilst the first of several appendices provides stats and details of all of the ‘New Enemies’ to be found in both towers. These include the Apemen, Boneroaches, Cerebral Spiders, the Chalcedony Wizard, and a lot more. Their entries include Mien tables too, so that encounters with the various creatures can vary from one encounter to the next. This is especially so with the porcine Gentle Hurmin the Familiar, who can be encountered in either ‘Malevolent’ or ‘Benevolent’ mode. The new spells are inventive, but as weird and as icky as you would expect. Emetomancy forces vomiting and consumption of the result, Megadonsy causes teeth to grow and replace older teeth for as long as the caster wishes; and Metonomasy forces a name change on a victim and it sticks until the caster decides. It should be noted that the lightness of the mechanics to TROIKA! means that Slate & Chalcedony is easily adapted to the Old School Renaissance retroclone of the Game Master’s choice.

Physically, Slate & Chalcedony is very well presented. Even the cover—slate grey on one side and shot through with the red of carnelian on the other half—presages what lies inside, which is illustrated with rich colours. The illustrations are excellent and the cross sections of the two towers present a surprising amount of detail. The writing leans towards the succinct where necessary, adding more detail depending upon the location.

Where Slate & Chalcedony comes up short is in the ‘What If?’. It does not discuss the consequences of the Player Character actions or how exactly they go about preventing the spread of the blight emanating from the two towers. So, no mention of what happens if they stop the blight or what happens if they fail to stop the blight. Options are mentioned in the text, but not developed, leaving the Game Master with a number of questions to answer herself in preparing the scenario. More so than ideally should be necessary. Another issue is that some of the locations within the Slate tower are only accessible via the network of vents, but it is not made clear how those vents are accessed.

Slate & Chalcedony takes the fantasy motif of twin towers and twists them to the weirdness and wonder of TROIKA! The scenario provides a great set-up and situation, and if does not develop any possible outcomes as it really should, it does in the meantime deliver two wondrous and strange environments for the Player Characters to explore and interact with and so provide several sessions of rich adventure.

Monday 9 September 2024

Miskatonic Monday #298: Alone on Obon

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

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

—oOo—
Publisher: Chaosium, Inc.
Author: Michael Reid

Setting: Japan, 1992
Product: One-Location, One-Hour Scenario
What You Get: Seven page, 784.18 KB Full Colour PDF

Elevator Pitch: ‘Alone on Halloween’, but Japan and the nineties
Plot Hook: Not every distressed family member has to be alive
Plot Support: Staging advice, four pre-generated Investigators, one handout, two NPCs, and one Mythos monster.
Production Values: Decent

Pros
# Simple and short
# Easy to adjust to other modern eras
Phasmophobia
Coimetrophobia
Aquaphobia

Cons
# Unpleasant Investigators
# No Sanity loss for using blood

Conclusion
# Short, punchy, spirit standoff
# Not so much Spirited Away as spirited affray

The Other OSR: The Lair of the Vampire King

At the heart of the land stands a fortress of reinforced iron, encircled by a broken stone wall. Set in the wall of the fortress are two things. A window with a beautiful flower in a vase and an eye of crystal and bronze. Should anyone approach the fortress, the great Arm and Hand stretches up out of a hatch in the roof of the fortress and reaches into the cage that stands beside the fortress. From this cage it pulls out a monster and propels it at the wayward intruders. Not that there are any intruders, for the fortress is home to Vaevalz, the self-proclaimed Vampire King. For centuries, Vaevalz has warred against the monsters of the land lest they proclaim rule over the humans that once lived in the land. Now they are long gone, dead or driven out by the war and all that is left is a forlorn land of monsters and a self-styled Vampire King! No monster can enter his lair, but what about men? Could they find a way past its magical barrier and put an end to the unlife that plagued the region for centuries?

This is the set-up for The Lair of the Vampire King. This is mini-adventure for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. It consists of four locations outside of the fortress and three inside. Apart from the thrown monsters, who are unsurprisingly irked at having been thrown at the Player Characters, the
locations outside are surprisingly benign. Those inside, however, are nasty and deadly. The rooms inside the Fortress are sparsely furnished, but highly detailed, two of them having larva traps that spray deadly gouts of hot liquid rock! There is also a trap that cannot be escaped unless the Player Characters explore the adventure fully. Then, of course, there is Vaevalz, the Vampire King, all head, arms, and legs and ambitious spite. He is a very tough monster with a lot of Hit Points and an attack that can reduce a defender’s Hit Points to one and another that unleashes a hailstorm of lava and blood, damaging everyone in the room. There is the possibility of talking to him, but the Player Characters would have to be very obsequious…

There are some nice touches to the adventure. Notably, the interaction with the monsters. None of them are inimical towards the Player Characters, except when thrown, of course. Some of them are actually friendly—including those in the cage outside the fortress. So the Game Master can have some fun roleplaying them!

So, The Lair of the Vampire King? Just another nasty, dirty, deadly adventure for Mörk Borg? Well, yes and no. What makes The Lair of the Vampire King different is the fact that it actually based on the drawings and ideas of Assar Nohr, the five-year-old son of Johan Nohr, the co-creator of Mörk Borg. These have been made gameable by Assar’s dad and turned in The Lair of the Vampire King. The original drawings themselves have been included in
The Lair of the Vampire King and it is clear that the original ideas and visualisation of the dungeon remains intact in being adapted to Mörk Borg.

Physically, The Lair of the Vampire King is well presented. The artwork is scratchy and gloomy and overall, the adventure avoids the Artpunk style traditional to Mörk Borg.

The Lair of the Vampire King is entertaining and inventive and ridiculous all at the same time. It is also incredibly deadly, but that should not be held against the adventure itself. After all, what five-year-old cares about game balance? so, Assar can we have another adventure, now that you six?