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Monday, 11 November 2024

Companion Chronicles #4: The Adventure of the Arcadian Bull

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

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What is the Nature of the Quest?
The Adventure of the Arcadian Bull is a scenario for use with Pendragon, Sixth Edition, the first part of ‘The Faerie Trilogy’, which throws the Player-knights into a war between two duchies and sends them on a cattle raid.

It is a full colour, twenty-six page, 12.93 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
The Adventure of the Arcadian Bull is set between the duchies of Clarence and Glevum in Logres after the year 512 and ideally after the events of ‘The Adventure of the Forest of the Silver Deer’ from The Sword Campaign.

Who should go on this Quest?
The Adventure of the Arcadian Bull does not have particular requirements in terms of its Player-knights.

What does the Quest require?
The Adventure of the Arcadian Bull requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.

Where will the Quest take the Knights?
The Adventure of the Arcadian Bull begins with the Player-knights coming upon a single knight who has been set about by group of five knights. Upon going to his rescue, they discover that the knight they have saved is actually saved is the son of the Duke of Clarence. Afterwards, he is grateful and offers them the hospitality of his home. However, whilst his father is also grateful and will gives gifts to each of the Player-knights, the son wants his revenge and begs his father to allow him to respond in kind to the knights that attacked him and conduct a raid on the rival Duchy of Glevum. Much to his annoyance his father forbids this, because the Pendragon—which could be Arthur or another king to hold that position—has forbidden such acts. Desirous of his revenge nonetheless, the son approaches the Player-knights to aid him in an endeavour that will see them conduct a raid, he and his men mount a diversion, the Duchy of Glevum be humiliated, and thus the son avoid violating a command issued by the Pendragon. This will be a cattle raid, specifically of a fabled Arcadian Bull. (It should be noted that neither son nor father are specifically named, though options are given for both depending upon the source material that the Game Master wants to draw from and when she is setting the scenario.)

The adventure focuses not so much on the raid or theft of the cattle, so much as the challenges tat the Player-knights face in getting the Arcadian Bull and the rest of the cattle back to Clarence via the haunted Cotswold Hills. Although they may encounter knights loyal to the Duchy of Glevum, the main threat they face is otherworldly in nature. A chance encounter with ghosts will test any Player-knight of Cymric or Roman heritage, perhaps to the point where they are lost entirely—although this will take some very bad rolls upon the part of a player, but the best encounter is saved until last when a delightfully magical Butterfly Knight challenges them for ownership of the Arcadian Bull. This sets up a trio of contests that opens up the scenario in terms of what the Player-knights can really say or do, giving them more choice than they have had up until this point. In fact, the contest, which will consist of at least a contest of arms and then two out of contests of either lore, faith, singing, riddles, and a race, really does save the scenario from its linearity and lifting up above what is up to that point a rather simple journey. (In fact, even if the Game Master does not necessarily want to run The Adventure of the Arcadian Bull, it is still worth having so that she take the contests and use them in her won campaign.)

The Glory rewards at the end of the scenario favour smaller groups of Player-knights rather than larger ones. The Game Master might want to change them to flat values rather than having the total Glory divided amongst them.

Should the Knights ride out on this Quest?
Up until the point when the Butterfly Knight appears, The Adventure of the Arcadian Bull is more serviceable than exciting, so had he not appeared, then the quest would not been worthy of the Player-knights. Fortunately, he does appear and the scenario is all the better for it. Hopefully, it raises a standard that will be maintained for the rest of ‘The Faerie Trilogy’.

Miskatonic Monday #320: God’s Tears

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.

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Publisher: Chaosium, Inc.
Author: Keith Craig

Setting: Omaha, 2023
Product: Scenario
What You Get: Fourteen page, 1.07 MB Full Colour PDF

Elevator Pitch: “Life is too short to drink bad wine.”
Plot Hook: A bad, but well intentioned gift has eye-opening consequences
Plot Support: Staging advice, two handouts, one map, four NPCs, one big cat, one Mythos tome, two Mythos spells, and one Mythos monster.
Production Values: Plain

Pros
# The Entwine Bone spell
# Dramatic set-up
# Fast playing one-shot
# Easy to transfer to other Call of Cthulhu times and settings
# Easy to transfer to other wine-growing regions
# Ommetaphobia
# Animotophobia
# Oenophobia

Cons
# Needs a slight edit

Conclusion
# Straightforward, easy to run scenario

Sunday, 10 November 2024

Adventuring Across Avallen

The bride was not scorned by her betrothed, but by her father-in-law, who sacrificed his son and the rest of his family to defeat the threat of plague and death. He became a god in return for his victory, whilst she, pregnant with her unborn son, raged at him in her grief and anger. She spurned his offer of marriage, outraged even further by his audacity, and exiled herself from the life she would have had. She still wants that life and she wants her beloved returned to life. Even after accepting a place at her would be mother-in-law’s court, her anger burned and her desire for revenge seethed. She turned it into a blade and became a feared warrior in service to the Ever Ones and amongst the Fae. Even this outlet for her rage was denied to her when the gods signed the Ever Pact that ensured peace amongst the fae and their withdrawal from the mortal realms. The bride was incensed. She had come close to freeing her beloved and the chance had been denied to her. She scorned the Ever Ones. She repudiated the Ever Pact. She would free her would be groom and together, they would kill the Ever Ones and all the gods, and then take the crown of Avallen, which was theirs by right and so fulfil their destiny. The Faerie Queene stalks the land of Avallen, her plans close to fruition…

This is the set-up for Against the Faerie Queene: A Celtic Campaign for Legends of Avallen & 5E Queene, a campaign for Legends of Avallen: A Tabletop RPG Inspired by Celtic Mythology in Roman Britain. Published by Adder Stone Games, Legends of Avallen is not, despite it inspirations, a roleplaying game about the conflict between the invaders and the invaded. Rather, it is a roleplaying game about two cultures attempting to keep the land and its people safe, protect it from incursions from the Otherworld, and about men and women who grow beyond their ordinary lives to become heroes and forge legends that the bards will sing of in tales down the ages. Against the Faerie Queene is the first campaign for it, published following a successful Kickstarter campaign. The campaign not only uses the card-driven mechanics of Legends of Avallen, as its subtitle suggests, it gives stats compatible with ‘5E’ or Dungeons & Dragons, Fifth Edition, opening up the world of Avallen to devotees of that game system. However, in opening up Legends of Avallen to Dungeons & Dragons, Fifth Edition, what Against the Faerie Queene does is provide a lot more than just a simple campaign.

Against the Faerie Queene begins with an introduction to the setting of Avallen, its history and its peoples, along with a map. The latter consists of the native Vallic, divided between five clans, cattle-herders, charioteers, and blacksmiths, renowned for their song and poetry, and the Raxians, invaders from the Ataraxian Empire, known for their architecture, structured society and military, and application of logic and reason to magic. All five Clans are detailed through their legends and songs, before Against the Faerie Queene presents five new Legendary Paths linked to the roleplaying game’s professions.

The Automaficer is an Alchemist or a Crafter who constructs an Automaton which can be used to fight or pass messages or even be piloted in combat. The Enwyr is a Bard or Tamer who studies the knowledge and use of true names, pulling at the Threads of reality to discover them and then use them to place someone at an advantage or disadvantage, force them to speak truthfully or accept the Enwyr’s lies, to change into an inanimate form, to summon someone temporarily, and so on. The Faceless is a Thief or Scavenger who is able to change his face and body. The Paragon, either a Priest or Socialite, champions an ideal and can make allies out of enemies. Beginning as either a Scribe or Merchant, the Philosopher learns to change the world through words, whether this is to remake a failed check to spot, learn, or uncover something, to set someone up to succeed with enlightening advice or fail through inscrutable paradoxes, and so on. All of these have Legendary trials which the Player Character must undergo or achieve to grow into the Legendary Path and gain the abilities that each grants.

Against the Faerie Queene does not give any new Classes for Dungeons & Dragons, Fifth Edition. Instead, it adapts the five Legendary Paths given in the supplement as well as those in Legends of Avallen into archetypes. Thus, the Automaficer is an Artificer archetype, the Enwyr a Monk archetype, the Faceless a Rogue archetype, the Paragon a Paladin archetype, and the Philosopher a Cleric archetype. For the Barbarian, there is the Gladiator Primal Path, the Fili is a Bardic College for the Bard, the Druid enters the Circle of Oak, the Fighter becomes a Primus, and so on. Effectively, there is an archetype for each Class in Dungeons & Dragons, Fifth Edition, sometimes more than one, and although a player does not have to pick one of the archetypes for his character provided in Against the Faerie Queene, doing adds to the flavour and feel of the setting. One other difference between most worlds for Dungeons & Dragons, Fifth Edition and Legends of Avallen is that the latter is a Human world. Elves, Dwarves, and Gnomes are not unknown, but they reside in the Otherworld and thus deep into the setting. In addition, Against the Faerie Queene provides rules for Parleys, scenes where the Player Characters try to persuade others to some course of action or support in spite of their objections; the use of Fate Cards to represent risk and the passage of time; and entertainingly, ability tells for big monsters, giving a sign that a boss monster is about to unleash a devastating attack which will affect all of the Player Characters and thus the chance for them to prepare or react. Part of the campaign in Against the Faerie Queene involves travel, so there are rules for journeys as well, these providing different roles for the Player Characters to fulfil and challenges being created by drawing cards from the Fate Deck. These journey rules are similar to those seen in other fantasy roleplaying games. Overall, the adaptation of Legends of Avallen to Dungeons & Dragons, Fifth Edition is solid and should provide a Dungeons & Dragons, Fifth Edition game with plenty of interesting options ready for the campaign Against the Faerie Queene.

Against the Faerie Queene: A Celtic Campaign for Legends of Avallen & 5E is designed to take Player Characters from Third Level to Tenth level, in both Legends of Avallen and Dungeons & Dragons, Fifth Edition. (Parts one, two, and three—‘Caer on the Borderlands’—of the campaign are available to download for free, starting here, but are not required to play through the campaign.) The campaign is divided in five acts and each part is divided into three branches. However, calling them branches is a misnomer since what they are not branches in the sense that they have different or alternate storylines that the Player Characters could follow. Instead, they are more like chapters, with the first chapter setting the situation for the act, the middle chapter containing the main events, and the third chapter dealing with the climax and its consequences. However, not all of the acts are structured like this, as will be explained below. In addition, although the first act introduces and sets up the campaign, and the fifth act brings it to a climax, the middle three acts can be played in any order. This can be a problem for the Game Master as one act is far more complex than the others.

In the first act, ‘The Hunt’, the Player Characters come to the Pen Baedd forest to hunt down Ysgithyrwyn, a vile, otherworldly boar that attacked the royal wedding of the daughter of Daedica the Brenin, one of the chieftains of the five Vallic clans. They quickly discover that not only are they not the only ones hunting Ysgithyrwyn, but that the creature is also unkillable. They will be given information as to what they need to gather in terms of magic to defeat the beast and to cure the wounds that they may have suffered in facing it the first time. This requires a number of sub-quests to be fulfilled and in addition to this, there are side-quests which will grant the Player Characters boons that may come in handy later on in the campaign. ‘The Hunt’ has a mythic earthiness to it, played out across a land scarred by the Otherworldly darkness of Ysgithyrwyn’s rampages, but leavened by encounters with often playful, even whimsical Otherworldly figures. Also appearing in this early part of the campaign are its villains, the Faerie Queene of the title and her son, though their villainy is not yet apparent. The son appears as a fellow hunter and the Faerie Queene as herself rather than his mother to thank the Player Characters for their efforts. Throughout this act, the Player Characters are advised by the blue-tattooed Myrddin the Wild, and here at the end, he tells them that he suspects the Faerie Queene to be a villain behind the release of Ysgithyrwyn and asks them to investigate her activities further. The Player Character will also be approached to visit other parts of Avallen and in doing so, find other signs of the Faerie Queene’s activities.

As the title of the second act suggests, ‘The Heist’ is a complete change of pace and tone. The second act takes the Player Characters to Raxian city of Vallonium, the capital of the Ataraxian Empire’s presence on Avallen. Here Commius the Collector, a wealthy merchant who has a love of both Vallic and Raxian culture, and he asks the Player Characters to steal an important Pen Levi idol said to be linked to the Vallic god of death. Currently, it is in the possession of Fulvia Pilius, the Princeps Collegium Commercia, head of the shipping guild in the port city. She plans to host a viewing party in five days and then ship it to Ataraxia as a gift to the Twin Empresses. So, the Player Characters have five days in which to plan and carry out the eponymous heist, but before that they have to get into the city itself. The problem is their weapons—which are banned in Vallonium unless they are commercial items. Which can be taxed! So, the Player Characters had either better pay up or find another way in and be very careful about displaying their weapons. As well as finding a way to get into the domus of Fulvia Pilius, the Player Characters will get mixed up in the city’s gang politics and try their very best to avoid any imperial entanglements. The act includes details on what the city guard will do to the Player Characters if they are caught committing any crime and it is not good. Overall, ‘The Heist’ is typical of its scenario type, but decently done and gives the Player Characters plenty of leeway in how they carry it out.

The third act again switches tone and style, but also ramps up the complexity. ‘The Horror’ is set on the island of Arainn, one of the islands belonging to the mysterious Pen Afanc clan, perhaps best known for the highly imaginative masks that its members wear. Once the Player Characters get to islands, which lie in the north-east of Avallen, and that is a challenge in itself, they find themselves trapped, waking up at the start of the same day again and again. The islands have been beset by a curse, which the Player Characters will need to find the curse and then find a way of breaking it. Although they do not know it, the Player Characters also have a time limit before the curse takes full effect. There is a lot going on in this scenario, almost too much and certainly a great deal of information that the Game Master has to relay to her players so that they can understand it and have their characters act. Consequently, this is the hardest of the five acts in Against the Faerie Queene for the Game Master to prepare and run. To that end, a better breakdown of the act’s set-up, what the Player Characters have to do to break the curse, and where they have to go would have been useful. Once the Game Master does grasp what is going on, then this is a horrific treatment of the classic time loop, infused with Celtic mythology. It has some great scenes too, such as when the Player Characters have to descend ‘Beneath the Waves’ to enter the Otherworld version of Pen Afanc and challenge mirror versions of the NPCs they have already encountered on dry land.

The penultimate act in Against the Faerie Queene is ‘The Games’. After the events of ‘The Hunt’, Brenin Ena of the Pen Draig, Avallen’s most famous clan, invites the Player Characters to attend the Cabar Games. These are held annually to bring the clan’s tribes together, but it does not seem to be working this year. The Player Characters arrive late, but are quickly asked by Brenin Ena to attend a banquet and mix with the clan’s leading figures and perhaps determine whether tribes do all fully support the current regime. It is an excuse to have a party, play some games, and pick up on some politics before the action begins the next day. The Player Characters are expected to participate in the ‘Y Tair Tasg’, a triathlon race which combines chariot racing, a delve into a cave, and a fight with a monster back in the arena. The race around and out of the amphitheatre and up a mountain to the caves is handled as a series of complications generated by the Fate Cards before the Player Characters enter the caves in search of what turn out to be magical cabars that they will have to toss at the beasts in the arena to defeat them. Unfortunately, the friendly competition—primarily between the Player Characters and Peredur, the son of Brenin Ena and hunter the Player Characters encountered in the first act, who has recently returned to his family after going missing as a child—takes a darker tone, when those who had been preparing the prize for the winner of the Cabar Games are found dead and the prize missing. All evidence points to the Pen Gwyllgi, a rival borderlands clan being responsible, but is it? The Player Characters’ diplomatic and interpersonal skills are sorely tested to prevent an outbreak of hostilities. The games come to a climax with a battle to first blood between Peredur and his allies and the Player Characters and by the end of the act, the Player Characters should have confirmation as to who Peredur really is.

The last part of Against the Faerie Queene is ‘The Cairn’. The Player Characters are charged with tracking down signs of the Pen Gwyllgi and Faerie Queene’s activities in the swamps where she is said to make her home on the Borderlands. Following signs of a terrible battle between the Pen Levi and Pen Gwyllgi clans, the Player Characters can gain clues as to where to find the Faerie Queene from a Pen Gwyllgi prisoner held by Pen Levi survivors. These will point them to the entrance to the Ever Stranger’s Cairn on the Stranger’s Mound and enable them to access the Otherworld where the god of death has built his Cairn, which is as much prison as it is fortress. Again, gaining access, this time to the Otherworld via the Stranger’s Mound, is a challenging task, either involving answering a question with something learned earlier in the campaign or with a Player Character sacrificing himself. Fortunately, this is not as campaign ending as might be first thought. It is in keeping with the epic fantasy of the campaign and the Player Character does have a role within the Otherworld and if the Player Characters are successful in defeating the Faerie Queen, it is also perfectly in keeping with the campaign that the Player Character who sacrificed himself returns to the land of the living. Inside the Cairn—the nearest that the campaign has to a dungeon—the Player Characters will be faced with a series of puzzles to solve and traps to overcome in order to finally confront the Faerie Queene, her son Peredur, and even the object of her plans. This is an epic battle, but much more than a simple stand-up, knockdown fight, which brings the campaign to a rousing climax. The campaign ends with an otherworldly conclusion that is nicely judged in terms of how the NPCs react and decently rewards the Player Characters.

Physically, Against the Faerie Queene: A Celtic Campaign for Legends of Avallen & 5E is a fantastic looking book. The artwork is excellent, though it is used again and again throughout the book, and the individual acts are nicely colour-coded. However, the book does need an edit in places and the writing is not always as clear as it could, especially in some of the more complex parts of the campaign. The book does not have an index, unfortunately.

Against the Faerie Queene: A Celtic Campaign for Legends of Avallen & 5E is a solid supplement for Legends of Avallen, a decent introduction to the setting for Dungeons & Dragons, Fifth Edition. The campaign is better, nicely showcasing the setting of Avallen and its different cultures, and giving the Game Master and her players the opportunity to both experience and save it from the dangers and wonders of the Otherworld in an epic storyline.

Saturday, 9 November 2024

Mother’s Madness

A young woman suddenly moves from Birmingham, Alabama to the Vermont hills in the middle of the night, in the space of an hour—as indicated by her smartwatch. To the local authorities it looks like youthful activities—likely something drug related—gone wrong at best, an abduction at worst, the young woman seeming to have wandered out of the hills where the local kids like to party. Probably the former. To the members of Delta Green, the secret organisation with the U.S. government, it looks like something worse. It looks like signs of the Unnatural. Agents are quickly dispatched to the small-town hospital when the young woman, an African American student at university in Alabama. Their assignment is to investigate and potentially, negate an occurrence of the Unnatural before it even happens. From the start this is a challenging investigation. The Agents will need to develop a sufficiently strong reason for their being there and conducting an investigation. The victim, Robyn Bullock, seems profoundly shocked by the experience and there is something just a little odd about her experiences. By the time her family arrive, the initial difficulty of the investigation ramps up. They will not deal with strangers and whilst they will deal with Federal law enforcement, such is their distrust, they do it under strict circumstances. It is this lack of distrust in the Federal government and in law enforcement that runs the rest of the investigation.

This is the set-up for Presence, 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. There are no specific requirements in terms of the Agents needed to play it, though strong interpersonal skills are going to be useful given the reaction that the Agents will receive during parts of the investigation. The investigation will switch from Vermont back to Alabama, which effectively means that the Green Mountain State is a diversion should the players surmise that its location suggests the involvement of the Mi-Go. What the Agents should learn is that Robyn has an interest in the New Age, astrology, and modern Wicca, and here the scenario is particularly modern in what they have to investigate—her social media presence. This will enable them to discover other several women in the same Facebook community who appear to have suffered similar situations to Robyn, and begin to close in on a suspect. The investigation is rich and superbly detailed and will take them into rural Alabama and take on a more physical nature.

If the players and their Agents have found the investigation difficult to date due to distrust of the Agents, it gets worse, as some of the inhabitants actively hate the Federal government and will not help the Agents at all. When they track down the culprit, it is effectively a ‘kill house’, but one infused with the Mythos as well as booby traps. It is a very nasty end to a difficult investigation.

This is a scenario that will directly change at least one of the Agents, such is the trauma and power of Robyn Bullock, and the scenario includes rules for that and the way in which they will be changed. These are psychic rituals, and there are six of these described. They include Apportation, Divination, Psychic Intrusion, and so on, and they all require the expenditure of Will Points and Hit Points to empower. This is in addition the Sanity loss involved too.

One of the issues with Presence is with the number of the NPCs who loath the Federal government and law enforcement. This makes for good roleplaying, but it will not be familiar to audiences and gaming groups outside of the USA. For example, one of the NPCs is described as a “Deranged dominionist and sovereign citizen”. Non-American audiences are unlikely to understand what this is and perhaps time and space could have been found in the scenario to explaining it.

Physically, Presence is well done. The artwork is excellent, though unfortunately the maps, done on aerial photographs with swathes of green forest are slightly difficult to read.

Presence is a really tight investigation bookended by some really weird nasty encounters with the Unnatural. At least one Agent will come away radically changed and some may not survive the final encounter, and that is to be expected for Delta Green: The Role-Playing Game.


Star Trekkin’

These are the voyages of the starship FSS Brazen. Under the command of Captain Wayjane, the ship has been directed by the Federated League of Planets, to undertake a mission of exploration beyond the frontier to discover strange new worlds, weird never before encountered species, and promote the benefits of life in Federated League of Planets (a.k.a. FloP). With the engines primed and ready, the crew buzzing with exciting, the FSS Brazen is ready to set out from Near Space 9 and begin her five-year mission. However, this mission will not be without its difficulties. The crew will have to learn to get along as it discovers mysteries and uncover strange stellar phenomena and faces numerous enemies. These may be mighty starships from the martial Kulkan Empire or the devious infiltrators from the Boredian Dominion, but they could be old enemies too, such as Duchess Ali Cann, a super soldier who served FLoP until a truce was signed with the Kulkan Empire. Now she feels abandoned and has sworn her revenge, so guess which FLoP vessel she has in her sights? Then there is ‘R’, a super being incensed that the members of FLoP even exist and could even go so far as to put them on trial to prove that they have the right to continue living in the same universe! This is the continuing mission of the FSS Brazen: to recklessly go where plenty of people have probably been before… and hope that nobody gets too upset to start major interstellar war! This is the set-up for Beam Me Up, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.

Beam Me Up is very obviously and unsubtly inspired by the Science Fiction franchise, Star Trek. Which has the advantage of making everything in Beam Me Up more than a little familiar to most people. As with other supplements for ACE!, it very much wears its inspirations on its sleeve—or in this case is that on its spandex one-size too small, but still fits all, jumpsuits? Whilst a player may find it just a little too familiar, he will also find the genre and setting very easy to grasp. Similarly, as with other supplements for ACE!, a set of pre-generated characters is available to download to use with Beam Me Up, but the players can create their own. Several new roles are suggested. These include Captain, Chief Engineer, Comms Engineer, Hologram, Gunner, Ship Counsellor, and Pilot. The simplicity of the ACE! system means that whilst Beam Me Up defaults a mish-mash of elements drawn from across multiple different iterations of the Star Trek franchise, the Game Master and her players could easily adjust their game to fit whichever era of the setting that they want to game in.

Given that this is a Science Fiction roleplaying game involving starships and high technology, there are some details on its role in the game. The setting is post-scarcity, starship crews can replicate almost everything bar weapons of mass destruction, and are usually armed with blazers, which they should mostly use with the stun setting. Also, translocators enable crews to beam up and down from planets and even move instantly within a ship. Beam Me Up also defines its starships and provides rules for starship combat. A starship has four stats—Science, Shields, Size, and Warp—typically rated between one and ten—plus ratings for Health, Defence, and weapons and damage. Where a ship’s stats are higher than those of a Player Character for a particular action, then they can be used for a skill check instead. For example, the Chief of Security might want to use the ship’s scanners, but his Smarts is lower the ship’s Science, so his player can roll using that it instead. It is a nicely little levelling effect and it highlights the fact that the Player Characters are aboard an advance starship. Combat is handled in a narrative fashion and each Player Character have a particular role when it comes to combat. Thus, the Chief Pilot will fly the ship, the Gunner will fire weapons, the Chief Science Officer will operate the scanners, and so on. Here Beam Me Up is underwritten, really relying on the skill of the Game Master to adjudicate the different roles and how they affect combat. Some pointers as to what the roles might do would have been helpful. Should an attack hit a starship, it will reduce the shields and then health, and once the latter has gone, the ship will suffer critical hits.

The scenario in Beam Me Up is in line with its inspiration, episodic in nature. Effectively, its three acts are separate and the first two can be run in any order (though they are written and presented in a simple and playable order). In the listed first act, ‘Shotgun Ali’, the FSS Brazen sets out on its maiden voyage and is sent to check up on a missing vessel, the FSS Independent. When the crew find her, they are suddenly attacked by the ship and then boarded! After driving off the super tough boarding party, the Player Characters need to return the favour and beam aboard the FSS Independent to find out what is going on. The second act is ‘Incident at Boredia I’ when on a trip visit the world, the crew’s weekly report time is interrupted by the appearance of ‘R’, an alien super being who puts the crew and the FLoP as a whole on trial. To do this, he drags a ship from the Kulkan Empire to Boredia I and the Kulkan Empire vessel has the manpower to invade and conquer the planet below. Effectively this is a test to see how the Player Characters and the crew of the FSS Brazen will react to the Kulkan interference. Lastly, in act three, ‘Gunfight at the Brazen Corral’ in which the Player Characters get trapped in the holosuite and themselves cast as members of the Clanton-McLaury gang an hour before they face Virgil, Wyatt, and Morgan Earp, and Doc Holliday on October 26, 1881. Events occur again and again until the Player Characters can spot and break the pattern and find out who or what is responsible.

None of the three acts are connected except for the FSS Brazen and the obvious inspiration. For example, ‘Shotgun Ali’ is drawn from Star Trek II: The Wrath of Khan; ‘Incident at Boredia I’ is inspired by ‘Encounter at Farpoint’, the pilot for Star Trek: The Next Generation; and ‘Gunfight at the Brazen Corral’ is based on ‘Spectre of the Gun’ from the original Star Trek. These are not the only Science Fiction references in Beam Me Up, but they are, of course, the big ones. Both the Game Master and her players will have fun spotting the rest, likely groaning at them, as they appear.

Physically, Beam Me Up is a bright and breezy affair. The artwork is decent and the supplement is well written.

Beam Me Up veers widely between being cringeworthy in the broad parodying of its inspiration to actually being amusing. Part of the issue is not just the familiarity of the source material, but also with the parodying of it, so both feel over done and not really all that funny. What saves Beam Me Up are the three different episodes which dig deeper into the source material and play around with it to elevate the humour a little. In some ways, Beam Me Up is the most accessible and the least accessible of the supplements for ACE!, being too familiar, too on the nose, its humour underwhelming as a consequence.

Friday, 8 November 2024

Friday Fantasy: Jewels of the Carnifex

In the weird and otherworldly Bazaar of the Gods in Punjar, the City of a Thousand Gates, stand temples, chapels, and churches to gods, goddesses, and demi-gods of almost an unknown number. Cults and faiths have risen and fallen, been promoted and persecuted, banished and proselytised. One of these is the Cult of the Carnifex, dedicated to death and suffering, whose members were drawn from the city’s lowest castes. The sick, the mad, the crippled were welcome amongst its ranks and from them, the Overlord of Punjar picked his personal executioners. Thus, the chthonic rose in favour, a reminder to the city’s nobility of the transience and suffering of their mortality and perhaps their eventual fate. However, not all were prepared to suffer this, and thus, the priest, Azazel of the Light, led a band of the city’s finest young swordsmen from amongst the nobility, known as the Swords of the Pious, and set to cleanse Punjar of the profane presence of Carnifex and her filthy cultist adherents. They smashed the cult and toppled its chapel, but never returned from beneath the city where the true temple to Carnifex was located. Carnifex and her cult were all but forgotten, only the young noblemen of certain families being sent to guard the broken site where the temple to Carnifex once stood, though they have long forgotten why. There are others though who have not forgotten, the knowledge whispered of and even noted down. Now, a band of adventurers and ne’er-do-wells have come into the possession of a map that shows the location of the forgotten passage which leads to the ruins of the temple. If no one has returned from the temple in hundreds of years, then there is still the chance that its wealth remains. Can they find their way into the underground temple, penetrate its secrets, survive its dangers, and return as wealthy men and women?

This is as much set-up as there is for
Dungeon Crawl Classics #70: Jewels of the Carnifex, the fourth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed for a group of six to ten Third Level Player Characters, it is an important scenario for four reasons. One is that it is the fourth scenario to be written for the Dungeon Crawl Classics Roleplaying Game and the third to be written for Player Characters who are not Zero level, and the third is that it is the first scenario for Third Level Player Characters. However, it is also important because in tone and setting, the scenario is clearly inspired by tales of Fafhrd and the Gray Mouser. It even admits this at the end, suggesting that the Judge read ‘The Two Best Thieves in Lankhmar’. Even though this scenario was published five years before the Dungeon Crawl Classics Lankhmar Boxed Set, it feels like it would fit right into a Lankhmar campaign. Being designed for Third Level Player Characters for standard Dungeon Crawl Classics play, it is probably too tough an adventure, given the comparitive lack of healing and magic in Dungeon Crawl Classics Lankhmar, for similar Level Player Characters, but adjust that and the Judge will have a fine addition to her campaign. That aside, whether the Judge decides to set it in the city of Lankhmar or not, Dungeon Crawl Classics #70: Jewels of the Carnifex is still a great Swords & Sorcery-style scenario.

The Player Characters have the opportunity to learn a rumour or two before following the map to the temple’s location and finding their way inside. What the Player Characters find below is a trap- and puzzle-infested complex, much of it overgrown with rotting vegetation—the scenario pointedly notes the smell—and occupied by the Swords of the Pious, twisted by their long existence inside the temple complex and exposure to the power of Azazel of the Light. Even getting to the temple entrance is challenging, across a chasm and through a waterfall of effluence from a broken sewer pipe! There is a lovely sense of decrepitude to temple. Not just the prevalent layers of matted and rotten vegetation hanging from the ceiling and along the walls, but partially collapsed rooms where the Player Characters might be able to dig something out of the rubble, hopefully without setting off a further collapse, and riding an avalanche of collapsed saints’ skulls downstairs to a lower room! What is interesting at this point is that the adventure does not make the finding of the secret door to the next level above, a mechanical roll. Rather, ways are suggested as to how the Player Characters might find it, whether Elf, Dwarf, or another Class, but ultimately lets them find it. This is because the point is not to find the door, but have then open it. This requires the solving of a puzzle, actually a fairly simple puzzle. However, there is another exit and that leads to a room of further exits, but all trapped. So essentially, the Player Characters are punished—though punished with some entertaining little encounters, but punished nonetheless—for taking the obviously easier option, but rewarded where the players have to think a little. It is a feature that occurs again later at the end of the scenario. Obviously, the room with the trapped doors are a diversion for anyone foolish enough to break into the temple, but not experienced in ways in which this tomb-like complex is designed.

If there is a sepulchral feel to the complex and Dungeon Crawl Classics #70: Jewels of the Carnifex in general, but the Swords & Sorcery aspect of the scenario delightfully twists the antagonists here. Whilst her cultists are long dead, Carnifex herself, remains imprisoned, and if the Player Characters manage to free her, she is revealed as icily alluring, yet unsettling, a goddess who will actually reward them before she leaves the temple. The Swords of the Pious are the loyal, but physically twisted servants of Azazel of the Light, who unbeknownst to them, are his victims. Trapped in the temple because of his power, a power that he was unwilling to give up and sacrifice himself to permanently seal Carnifex in the temple. Certainly, Azazel of the Light will fight to prevent this from happening in what likely to be the scenario’s big set-piece battle. There is a handy description of the tactics used by the Swords of the Pious—they are no fools, and Azazel of the Light even has his own Critical Hit Table!

The outcome of the scenario is, of course, down to the action of the Player Characters, but all of the options are covered. Also discussed is the possibility of the Player Characters exiting the temple with a lot of treasure. The advice for handling this is very good, basically using the wealth to drive further stories rather than something that the Player Characters can go on a mad shopping spree with. In addition, there are some terrific treasures and magical items to be found in the scenario, many of them dedicated to Carnifex, so looting them may not necessarily be the wisest option, but it does lend itself to further encounters with both her and worshippers from outside of Punjar.

One issue with the scenario is that there are relatively few opportunities for roleplaying. In fact, beyond a madman whom the Judge will have immense pleasure in portraying, the only NPCs who will talk with the Player Characters are Azazel of the Light and Carnifex. This is a very action and exploration orientated scenario.

Lastly, Dungeon Crawl Classics #70: Jewels of the Carnifex, a separate, smaller adventure unconnected to the first. This is ‘Lost in the Briars’. Again, written for Third Level Player Characters, this takes place in the Briarwood Deep, a forest near the village of Garland’s Fork. A thick bramble wall has surrounded the forest and both villagers and travellers, as well as local animals, have begun to go missing. This is due to Nockmort, a treant poisoned and twisted by the forces of Chaos, wanting to take his revenge on anyone and everyone and complete a ritual which will see him elevated into a god! There are some great scenes here, such as animated trees passing humans and animals from one to another like a line of firemen (who will throw them at the Player Characters if they attack), cowardly bandits wanting to get out of there, and a decidedly unhelpful hermit! There is the hint that the scenario is connected to The Sunless Garden (both are by the same author), but this is not developed. Otherwise, this is a short, little forest crawl that is easy to add to a campaign and a very enjoyable bonus scenario.

Physically, Dungeon Crawl Classics #70: Jewels of the Carnifex is a very nicely done book. The maps are good—for both adventures—and the artwork is excellent. That of Russ Nicholson really stands out, giving the scenario a profane feel whilst the depiction of the Player Characters is slightly grubby and desperate. 

Dungeon Crawl Classics #70: Jewels of the Carnifex is a really enjoyable, really good Swords & Sorcery, Conan the Barbarian or Fafhrd and the Gray Mouser-style tomb (temple)-robbing scenario, nicely detailed with some suitable genre twists. It should challenge any party of Player Characters, but the risk is worth it as the reward will make them wealthy, if only for a while.

Friday Filler: Kingdomino

Kingdomino is notable for both for the word play of its clever title and being the 2017 Spiel des Jahres award. Published by Blue Orange, the game combines the matching game play of traditional Dominoes with a tile drafting mechanic in a bright, attractive, and tactile package that can played and enjoyed by the family, whilst also offering just enough complexity to keep the experienced games player interested. It is designed to be played by between two and four players, aged eight and above, and can played in fifteen minutes. In the game, players will take it in turn to draft and play tiles to create the different terrain of their kingdoms. Some of the terrain is marked with crowns. Each player will score points for the areas of terrain that he creates, the bigger the area and the more crowns he has in an area, the more points he will score. The player at the end of the game with the most points wins the game.

The game consists of four starting tiles, eight King meeples, and four castles, all in four colours. The meat of the game consists of its tiles. There are forty-eight of these, eight centimetres by four centimetres in size, numbered from one to forty-eight on the back, and divided into two squares on the front. The front of the tiles are marked with six different terrain types—Field, , Forest, Lake, Meadow, Mine, and Swamp. Some have two different terrain types on the front, others have the same terrain on the whole of the tile.

At the start of the game, the forty-eight tiles are mixed up and a number randomly selected, adjusted for the number of players. These are mixed up again and placed face down in a draw pile. Four tiles are drawn and placed face up in ascending order. Each player places a King meeple on a tile that he wants, the order on the first turn, determined randomly. Then a second set of four tiles are drawn and placed alongside the first, again in ascending order. Then the player who selected the last tile, takes that tile and adds it to his kingdom, and with his spare King meeple, places it on the tile of his choice in the other row of tiles. Then the next player does the same, until the player who chose first gets to take the tile of his choice, adds it to his kingdom, and places his spare King meeple on the remaining tile which has not be selected. In later turns, the order in which a player takes a tile, places it in his kingdom, and then picks a new tile to place next turn, is determined by the tile number. Tiles with lower numbers are taken first and the players who chose them, get to pick a new tile before the players who selected a tile with a higher value. Thus, from one round to the next, the order of play will change and fluctuate.

Tiles with higher numbers tend to have crowns on them which are necessary to score points—if an area of terrain in a kingdom has no crowns, it scores no points! Conversely, lower numbered tiles, whilst not having crowns on them, do tend to have the same terrain on both squares. So, they have value in increasing the size of areas of terrain in a player’s kingdom. This essentially, is the flow of the game play.

When a player adds a tile to his kingdom, the terrain on one square must be placed adjacent to a tile which matches. The only limit on tile placement, is that the total kingdom size of any one player cannot exceed a five-by-five grid of squares. Tiles which do not fit into this grid are discarded and do not score any points.

Play continues until all of the tiles in play, have been drawn and placed. Then each player adds up the value of his kingdom. This is done for each area of terrain. The value is determined by the number of tiles being multiplied by the number of crowns on the terrain.

The luck of Kingdomino lies in the draw of the tiles. The skill lies in the getting the best tile available in what choice remains to a player and then placing it to get the best use out of it that will increase a player’s score. There is also a balance between taking a tile with crowns on it and then connecting terrain to it to increase its score, and perhaps building areas of terrain in the hope of being able to pick a tile with matching terrain and crowns on it. In general, there is a greater chance of scoring points with the former than the latter, but there is still the possibility of getting the right tile at the right time towards the end of the game.

Physically, Kingdomino is very nicely presented. The tiles are big and feel good in the hand and the rules are easier to read. The tiles would be easier to track if there were numbers on the front as well as the back. The rules cover play with two, three, and four players, and also include several extra options beyond the base game.

If there is a criticism of Kingdomino, it is that play order is sometimes determined by whomever is sat closed to the box containing the tiles when it is placed on the table. It feels oddly arbitrary and not random at all.

Kingdomino is a thoroughly attractive and pleasing game. It has a lovely flow back and forth so that no player has constant access the tiles with crowns and dominate the game, and this flow lies at the heart of the game, balancing it all the way to the finish.

Monday, 4 November 2024

Miskatonic Monday #319: Stage Fright at the Playhouse

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—

Name:
Stage Fright at the Playhouse
Publisher: Chaosium, Inc.
Author: John Hedge with The Miskatonic Playhouse

Setting: Arkham, 1923
Product: Scenario
What You Get: Thirty-Nine page, 36.38 MB Full Colour PDF
Elevator Pitch: It’s a sequel to ‘Edge of Darkness’
Plot Hook: Arcane marks add to the mystery of the theatre
Plot Support: Staging advice, five pre-generated Investigators,
six NPCs, six handouts, one map, seven Mythos artefacts, and three Mythos monsters.
Production Values: Excellent

Pros
# Sequel to ‘Edge of Darkness’
# Can be played using the Call of Cthulhu Starter Set
# Part of ‘The Next Adventure’ series
# Part of the Call of Cthulhu – Ongoing Horror BUNDLE
# Seedy feel of small town theatre with big dreams
# Suitably overwrought
# Kinemortophobia
# Theatrophobia
# Achondroplasiaphobia

Cons
# Needs a slight edit
# Alternative hook stronger than the sequel hook
# Pre-generated Investigators an odd Miskatonic Repository medley

Conclusion
# Once it gets going, turns into a frothy Mythos farce
# Underwhelming sequel, but an entertaining scenario

Miskatonic Monday #318: Beyond the Edge of Darkness

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—

Name:
Beyond the Edge of Darkness
Publisher: Chaosium, Inc.
Author: Matthew Tansek

Setting: Egypt, 1923
Product: Scenario
What You Get: Thirty-Seven page, 36.38 MB Full Colour PDF
Elevator Pitch: It’s a sequel to ‘Edge of Darkness’
Plot Hook: If the father cannot be saved, then at least the son can be.
Plot Support: Staging advice,
five NPCs, two handouts, one map, seven Mythos artefacts, and one Mythos monster.
Production Values: Decent

Pros
# Sequel to ‘Edge of Darkness’
# Can be played using the Call of Cthulhu Starter Set
# Part of ‘The Next Adventure’ series
# Part of the Call of Cthulhu – Ongoing Horror BUNDLE
# Alternative hooks provided
# Solid set-up for a sequel to ‘Edge of Darkness’
# Heliophobia
# Pyrophobia
# Achondroplasiaphobia

Cons
# Needs a slight edit
# ‘Speakeasies’ [sic] of Cairo?
# Clues to the finale location could have been stronger

Conclusion
# Investigation loses momentum
# Suitably straightforward sequel
to ‘Edge of Darkness’

Miskatonic Monday #317: One Step Further

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—

Name:
One Step Further
Publisher: Chaosium, Inc.
Author: Quico Vicens-Picatto

Setting: Boston, New England, 1920
Product: Scenario
What You Get: Thirteen page, 3.62 MB Full Colour PDF
Elevator Pitch: It’s a sequel to ‘Paper Chase’
Plot Hook: None
Plot Support: No staging advice, three NPCs, two Mythos spells, and one Mythos monster
Production Values: Reasonable

Pros
# Sequel to ‘Paper Chase’ from the Call of Cthulhu Starter Set and the Cthulhu Companion – Ghastly adventures & Erudite Lore
# Can be played using the Call of Cthulhu Starter Set
# Part of ‘The Next Adventure’ series
# Nice artwork
# ‘Hauntophobia’
# Ostraconophobia

Cons
# No plot
# Who are Keiko and Jessie?
# No plot hook or Investigator motivation

Conclusion
# A sequel to ‘Paper Chase’ in name only
# A stream of consciousness does not a scenario make
# Reviews from R’lyeh Discommends

Miskatonic Monday #316: The Echoing Whispers

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—

Name:
The Echoing Whispers
Publisher: Chaosium, Inc.
Author: Ekin Ergün

Setting: Boston, New England, 1920
Product: Scenario
What You Get: Thirteen page, 3.76 MB Full Colour PDF
Elevator Pitch: It’s a sequel to ‘The Haunting’
Plot Hook: The Chapel of Contemplation is congregating again
Plot Support: Staging advice, five pre-generated Investigators, one NPC, two Mythos spells, and six Mythos monsters
Production Values: Reasonable

Pros
# Sequel to ‘The Haunting’
# Part of ‘The Next Adventure’ series
# Can be played using the Call of Cthulhu Quick-Start
# ‘Hauntophobia’
# Oneirophobia
# Blennophobia

Cons
# Needs an edit
# Not all of the information is where it is needed
# Too many unnecessary skill checks
# Needs to tell the Keeper the plot, not have her discover it
# Minimalist background

Conclusion
# Overwritten and underdeveloped, the Keeper will need to prepare this hard
# A sequel worthy of ‘The Haunting’ is yet to come