30 January 2020

First Impressions - Romance of the Perilous Land

British Folklore driven fantasy roleplaying.

TL;DR: An evocative blend of British folklore with OSR/D&D5e tropes that deliver a light and effective system (with one quirk) for use in a pithily described setting that throws plot hooks at you. Great for one shots or a more sustained game. 

I was intrigued by the idea of Scott Malthouse's "Romance of the Perilous Land" when I read about it on his blog, and quite excited at the news the Osprey Games were publishing it as one of their two books to launch their roleplaying line.

The blurb describes it as:


'a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land.'

It does what it says on the tin, to quote an old TV advertisement.

The game engine is a blend of OSR with D&D5e and shades of both 'The Black Hack' and Tunnels and Trolls. No surprise about the latter, as he's a big fan of T&T.

The book is hardcover, digest sized, full glossy colour. Layout is simple and effective, with some gorgeous realistic style pictures throughout. 256 pages, decent index. It reminds me of Age of Arthur with the style and the simple layout. Absolutely lovely.

The writing style is easy to follow, but you do have to pay attention as rules get called out in the text and aren't highlighted. Skim read, and you'll miss them.

Five attributes (Might, Reflex, Constitution, Mind, Charisma) rolled on 4d6 (discard lowest, arrange in the order you want, plus alternative array and traditional routes). The mechanic is to roll equal-to or under on a d20.

Six classes (Knight, Ranger, Cunning folk, Thief, Barbarian, Bard). The class sets hit dice, weapon and armour proficiency, save proficiency, skills, starting equipment and gives class features (effectively feats).

For example, Knights have 'Aid the Defenceless' as a class talent which allows them to take the damage for someone within 5ft.

Total of ten levels. Odd levels bring class features and, from level 3, a +2 boost to all attributes. All levels bring a new talent. Talents are a customisation feature that lets you tailor the character. Effectively another feat.

Nineteen skills. The system uses a version of advantage and disadvantage called edges and setbacks. All skills are rolled with edge against the appropriate attribute.

There is a short spell list for cunning folk, and it feels very unique. The game uses a spell point system. Spells can be cast at any level if you know it and have the spell points. It can backfire significantly if you fail on your casting roll (Mind attribute check, reduced by spell level). After third level casters are meant to specialise into a set discipline.

Straight attribute or skill tests are rolled against the base attribute, which can be reduced if the GM feels that it is a bit more difficult. Only 'simple' checks are made against the base stat. This is where the system annoys me, as the penalties increase with your level. A Tough test reduces your attribute by 4 if you are first level and by 8 if you are ninth level or higher. Effectively it's removing the stat increases you get from character progression. Why add them just to take them away, especially when combat and contested rolls do not do this? I moaned about this a bit on the Tavern, but I'm nearly over it now. You'll just have to write the rating mods on the character sheet.

Quirks in the task resolution system


Contested checks take the level or HD of the opponent off the base attribute rather than a difficulty rating. Creatures have a base Target Number (TN) used for resolution, but affected in the same way. Saving throws are the same. So the penalty for contesting with a monster or NPC or another character is static based for you whatever level you are unlike difficulty mods. Inconsistencies in the game engine really bug me. That said, it's simple and effective.

Combat starts with a 'combat order roll' against your Reflex attribute. If you succeed you go before the creatures, if you fail you go after. Players determine their order within that. You can perform two actions per turn (but only make one ranged or melee attack). Critical on a 1 (doubles damage), Fumbles on a 20 (auto miss). Armour is ablative but you will always do a point of damage to HP. It recovers post fight. You fall unconscious at zero hit points, die at negative half hit points.

Valour points are a thing. They mean you can re-roll, gain HP and other options (including avoiding hitting zero HP). You have three each session.

The game covers the setting in more depth, with wondrous items (some fantastic things here, all appropriate to the setting) and then nutshell overviews of the 11 kingdoms. No map though which is a negative for me. However, all these are loaded with comments that will hook your imagination for a scenario. There are details of the Gods and who is likely to be influenced by them.

A section on Factions is great; players are encouraged to have their characters aligned with them. You could become a Knight of the Round Table (eventually) or one of Robin Hood's Merry Men (or women). The setting is agnostic on gender and race, embracing diversity, and gives setting reasons why to deal with those who feel it isn't historical. 'Maid' Marian is an assassin. 'Lady' Guinevere is a Knight from common stock, a blacksmith's daughter. The setting twists your assumptions nicely; play Pendragon if you want Mallory. The factions are split between those aligned with Camelot, those aligned with Morgan le Fay and Mordred and the neutrals.

There are stats for key characters like Arthur as full PCs and a fully bestiary section. The stats are a master class in brevity and the descriptions superb. This is not a D&D stat block. HD unlocks most of the basic stats for a monster as they all derive from that one number. Each monster feels unique, British and drawn from folklore. There are no orcs, but Red Caps may well give you trouble, and Giants and Dragons are going to be a challenge.

There a good advice section and index. No introductory adventure though, which is disappointing.

It doesn't come with a PDF - you have to buy that again but if you buy both off Osprey they take 25% off.

Overall, I really like this book. It calls out to be used and the background material throws hooks to your mind. Recommended. But the system quirks still irk me. Ever so slightly.

30th January 2020

UPDATE - The author has proposed a fix to the system to address the quirk which I discuss in a new post in May 2020.

28 January 2020

Curse of Strahd - S1E05: "We burnt the Gingerbread (House)"



SPOILERS BELOW for The Beast of Graenseskov

The party, a third session at Level 2. And no, they aren't levelling up until they complete some story milestones!

  • Ser Alys de Rouge (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral
  • Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
  • Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good.
  • Roscoe Tosscobble (a halfling Cleric of Life, a follower of Diancecht, god of medicine and healing, former hermit and companion of Ser Adon), played by Jag (Jagusti). Lawful Good.
  • Ser Adon of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good.
  • At the end of the last session, the party had travelled for two hours into the forest following a trail of wonderful sweets and biscuits, with only Roscoe stopping to partake. We ended the session with them at the edge of a clearing, peering out at a gingerbread cottage built in a large old and twisted maple tree; the home of a hag or witch who they had decided must die.

    3rd November (?)

    CUT SCENE - THE GREAT HALL, VOLCHYKROV MANOR - 
    The old man sat on his throne, head in hands as the sun started to set. What had he unleashed? Why had they done it? And how would the Devil Strahd respond?

    The doors into the great hall burst open, and his son burst inside.

    "What have you done, Old Man? Are you trying to kill us all? Wasn't Pyotr enough for your foolishness? You will bring the Devil himself down upon the whole manor."

    The old man protested, saying he didn't ask them to do this, that it was a horrible mistake. Who would of thought they'd be so foolish as to kill a Vampire serving the Count?

    His sone wasn't placated. Angry words exchanged. "It's time you stepped aside as Boyar, as you clearly can't protect our people, you Old Fool." Doors slam, and quiet returns but not peace.
    -END CUT-

    Mid afternoon, the party look out at the Gingerbread Cottage. It is decorated with icing on the roof, sugared icicles and all manner of trinkets. They can't see steps up to the porch, a good 20 feet in the air. There is a wonderful smell of gingerbread cooking and glowing lights from the windows. Hedwig the Owl scouts, and they spot two Worgs, sleeping near the foot of the tree.

    The party decide that discretion is the better part of valour, and Roscoe leads them into the woods, finding a natural hollow with good protection, where they camp to recover. Ser Adon had planted his javelin near the trail so it would alarm if anyone passed.

    Around six o'clock, a gust of wind and the alarm going off warned them that the witch had returned. Hedwig didn't quite see her, but did see that there were three Worgs, not two. The hag threw them out a haunch of Elk to feed on.

    4th November
    Everyone had a good night's sleep except Ser Adon, who had a dark nightmare in a gothic castle that had seen better days. Cobwebs and dust filled the rooms. He saw a dark hair elf reporting to a figure looking out of a large window that Koslov had been killed. The figure wasn't surprised; he knew that Koslov had been murdered. He ordered the elf to assess the visitors and find out more. Adon's vision twisted and he saw a cruel, determined face, and sensed a focused evil overlaid with despair. For a moment, their eyes locked, and then Adon's perspective picked up the huge drop below and he woke, a shiver running through him. When he reached for his cloak, the other pointed out it was covered with dust and cobwebs like he had brushed against something. He told them of his dream.

    The party decided that now was the time to deal with the hag. Kelwarin was sent ahead, playing a tune to try and gain entry, but he was stopped by the Worgs who surprised him with their command of common. They made it clear they were thralls of the witch, who they called Pretty Kolchya. They told him that she was out and bargained with him. Kel agreed to get them better food, and then break into the cottage and smash the statues that bind them to her, freeing them. Ser Alys lands the food, and Ser Adon insists that the Worgs agree not to kill children again if they are freed. A pact is struck, and the Worgs reveal the secret of the stairs and that the witch cannot refuse a riddle contest.

    They explore the house, finding a young girl, Anya Stojanovic, who is in a fugue state and acting as a menial. They discover a recipe book full of spells, notes and scrolls. Ser Adon and Ser Alys somehow save a man who has been imprisoned in a force box in the oven to slow cook alive. The oven opens into hell (seriously). The man is still in the force box when they pull him out and they hope the priest can help back at the manor. Kel is viciously attacked by animated hands when the explores the broom closet which is full of children's shoes and gloves. He's saved by the quick wits of Gaddock, who magic missiles all three of the hands. The man from the oven is called Narsden; along with other mercenaries hired by Viktor Elrik, he had raided Castle Ravenloft and was the only survivor. He'd been trying to find a way through the mists and had decided to rob the hag's house, and she caught him.

    In the hag's bedroom, they find and smash the statues. The Worgs thank them, and then howl horrifically and head down the path that the party had come, on the hunt.

    The party continue to the top floor. A mandrake root and molasses homunculus spots them but is instantly vapourised with firebolts and radiant light. Ser Adon is a little late into the action and smashes some of the storage boxes, and giant rats rush out. Gaddock sends three of the giant rats to sleep, and the other is soon finished off. They skewer the remaining three for a meal later. Some magic items are found.

    The enter a room with a wall made into a blackboard that said 'I promise to be nice' all over it. A lonely bed is there, along with a bucket of fingernails engraved with children's names (which Ser Adon duly notes down). A final room is found. Gaddock checks two chests to see if they are mimics. He finds an illusion with a nasty trap, and a chest full of treasures and a magic moonstone. This one spikes him with a poison needle as he opens it, making him very unwell. The third check is a Mimic, which doesn't really want to fight and our heroes wisely back off. Ser Adon smashes the final chest open and is swarmed by the centipedes trapped within it. They bite him repeatedly, and he passes out from their poison. The centipedes then swarm back to hide under the box they used to live in.

    Roscoe heals Ser Adon, and they all decide that discretion is the better part of valour. They set fire to the cottage in multiple places, fleeing into the forest only just before the hag arrives, summoned by her homunculus before he died. She screams out, promising a terrible vengeance, on the trespassers. The party hide at the refuge from the night before and hunker down for a long night. They start to study the notes and other clues they've stolen.

    GM Notes: I'd prepared the location in detail the night before and it was surprisingly fun. The cut scenes were planned and the idea was to give the feel of a world in motion where the party's actions have consequence. I'm starting to feel more confident in running 5e now. The freeing of the Worgs will have a terrible consequence, but they'll find that out soon enough. The other questions are how the Boyar and his son will respond, will the Beast strike again and how the master of Barovia will chose to respond?

    28th January 2020

    Curse of Strahd will return on 11th February 2020.

    22 January 2020

    Kindle and Audible Matchmaking

    https://amazon.co.uk/matchmaker

    When you buy a Kindle book, you're usually offered a discounted price if you want to buy the Audible book as well. Now, if you don't take it up at the time you can still get the discount but it's a bit more of a faff.

    You need to be logged into your account and go to https://amazon.co.uk/matchmaker (or whatever your local Amazon site is) and it cross references the books. I can't see a way to search, but you can just browse through.

    As my commute is longer these days, I'm tending to listen to more podcasts and audiobooks, so this is an interesting option to take up.

    22 January 2020 

    20 January 2020

    Books from September 2019 until December 2019

    Long time, no posts, sorry!

    A Pocketful of Crows (Joanne M Harris)
    I bought this on impulse, as I'm a sucker for more adult takes on fairy tales. I was pleased that it delivered. The protagonist is one of the travelling people, nameless and magical, capable of shapeshifting and working magic. She is captivated by the Laird's young son, falling in love, and abandoning her wildness to be with him. Promised marriage, he names her and binds her to him, away from her powers. Then his father returns and rejects the match the young master has made. The tale twists to one of hurt and revenge, as the slighted wilding seeks to regain her powers and release her anger. The book is well written, almost poetic and quite haunting. The illustrations are gorgeous, even on a Kindle. It's a short read, and well worth the time.

    The Darkness (Hidden Iceland #1) (Ragnar Jónasson)
    Having read the Dark Iceland sequence, I decided to read the new series coming out. I was surprised where this went and it was not entirely satisfying where the story ended. However, it did leave me wanting to read the next book to see if the threads start to pull together.

    Palace of Treason (Jason Matthews)​
    An enjoyable sequel to "Red Sparrow"; it verges on the Jason Bourne and James Bond end of the genre rather than le Carré and Charles Cumming, but it's well paced and plotted. It does draw you on with action, sex and violence and a big dash of tradecraft and traitors. I'll be reading the third book in 2020.

    The Lights Go Out in Lychford (Paul Cornell)​An enjoyable return to Lychford, as the consequences of previous events continue to roll through and the coven tries to deal with the deterioration of its senior member and a threat from outside. Worth considering if you like Liminal or Rivers of London, but read the earlier books first.

    The League of Extraordinary Gentlemen #1
    Century 1910 (The League of Extraordinary Gentlemen)
    The League of Extraordinary Gentlemen #2
    Black Dossier (The League of Extraordinary Gentlemen #3)
    Nemo: River of Ghosts
    Nemo: The Roses of Berlin
    Nemo: Heart of Ice
    Century 1969 (The League of Extraordinary Gentlemen)
    Century 2009 (The League of Extraordinary Gentlemen)

    So I went through nine books of Alan Moore and Kevin O'Neil's epic graphic novel series in preparation for reading:

    The Tempest (The League of Extraordinary Gentlemen Volume #4)​
    A hot mess of a book, written in multiple styles, bringing to a close the League of Extraordinary Gentlemen. 3D glasses included. A challenging but enjoyable read.

    20th January 2019




    19 January 2020

    Lenovo Chromebook Duet - looks impressive

    Video preview from CES (Chrome Unboxed)

    I'm impressed with the preview of the new Lenovo Chromebook Duet. It's a tablet form Chromebook, in the 10" format, so should be ultraportable. My Lenovo Yoga N23 is no slouch and this has a faster chipset and better display. Looks good for a portable machine; US pricing is $279, so it'll be interesting to see if you can get it in the UK and whether that translates across at pounds to dollars.

    Full article comes from Chrome Unboxed here

    John Wick Chapter 3 Parabellum (Spoiler free)


    I came very late to the John Wick franchise [1], and only just watched the latest instalment now it's dropped onto Netflix. As usual, it is beautifully shot, wonderfully choreographed and utterly ridiculous. It doesn't stop from start to finish and leaves itself open for a sequel much like its predecessor.

    From the New York skyline in the rain at the opening, it had me. When the story moved beyond the city, it looked equally and sounded equally lush. Some review sites describe this as neo-noir. I think it touches that style and has some of the motifs, but it's very much a dark high-octane action-thriller rather than what I'd put in that genre.

    If you've seen the previous films, you won't be disappointed. Just check your brain in at the door and enjoy the ride.

    [1] I watched the first two while tackling the mountains of ironing. Rock and roll!

    19 January 2020

    14 January 2020

    Curse of Strahd - S1E04: "We should be heroes"



    SPOILERS BELOW for The Beast of Graenseskov

    The party, a second session at Level 2. 


  • Ser Alys de Rouge (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral
  • Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
  • Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good.
  • Roscoe Tosscobble (a halfling Cleric of Life, a follower of Diancecht, god of medicine and healing, former hermit and companion of Ser Adon), played by Jag (Jagusti). Lawful Good.
  • Ser Adon of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good.
  • At the end of the last session, the party had spent their first night at Volchykrov Manor, sleeping at the Weary Horse Inn under the care of the landlord, Stravko Nosek. They have been commissioned to kill the Beast of Graenseskov. They also suspect a fellow guest at the Inn, Aco Koslov, a spice and coffee merchant, to be a vampire. Gaddock has summoned a familiar, which has been sent to examine the area near the Tree-with-a-Swing where the Knight Jovich was killed. We last saw them at the top of Gustav's Turret, having seen a graveyard in the woods and barrows to the north.

    3rd November (they think!)

    Coming down from the turret, the party return to Smithy and seek out Ruzina and her father, Uri. They commission her to silver Ser Adon's weapons, with Kel sacrificing the silver dagger he found in the monster hunter's old room in the to be melted down. The price of the work was that Ruzina could retain the unused silver. Initially the party resisted, but when they found out that Ruzina wanted it to silver weapons for her people, they were happy.

    While she was working, they went back to the Tavern for a spot of lunch. Aco Koslov was at a nearby table, so Ser Adon decided to check if he was an evil undead vampire, quietly casting Detect Evil. He realised that he was undead (cold, no pulse) and evil. Koslov seemed to realise that he was the focus of attention and vacated the common room, heading to his bedroom. The party swiftly decided that such evil could not be allowed to live and planned to swiftly kill the 'vampire'. Roscoe went outside, under Koslov's room to manage any locals who showed interest. Gaddock's owl familiar (now called Hedwig) scouted the window and established that Koslov hadn't fled and seemed to be praying or meditating. Ser Alys smashed the door in, and then Kel and Gaddock both fire bolted Koslov. They all let Ser Adon (who was under the influence of Protection from Evil) attack first. He stuck hard and well, and a brutal battle ensued. Fire bolts, magic missiles and more flew. Aco fled through the window, attacking Roscoe who he grappled and bit, nearly draining his life. He remonstrated with his attackers that they didn't know what they were doing attacking him, and they should stop, but before he could say more, he was cut down with magic missiles, crumbling to ash. They searched his room and found a contract for 150 gold for the supply of coffee and spices with the Vistani's Raunie (leader). They found a box with 200 gold in; they paid ten to the innkeeper for the damage and split the rest.

    The innkeeper, Stravko Nosek was horrified that they had killed a vampire and told them that they weren't welcome in his pub anymore. They would bring the wrath of Count Strahd down upon the town. The party swiftly realised that they may have put themselves in peril killing the vampire. They'd also put the Boyar on a collision path with the Count; does he let them deal with the Beast or hand them over?

    The people of Volchykrov became increasingly disturbed as the news spread. It was clear that they were terrified and shutters and protections started to go up on windows and doors as people prepared for trouble. Ser Alys and Gaddock went to the smith and bluntly asked why the people were reacting as they did. On hearing the news, Ruzina decided that it was time that her father and herself visit their Vistani relatives for a few days. She explained that Strahd was in league with the Dark Powers, and was very dangerous, consorting with vampires, maybe even on himself. Gaddock was horrified that the people accepted this.

    Meanwhile, Ser Adon found Father Fiofan in the chapel, and confessed that he had doubts that he had done the right thing. The Father told him that the Dark Powers were strong in Barovia, and that those of the light had to work carefully and quietly lest they rouse dangerous enemies. After further discussion, Ser Adon tried to give Father Fiofan her share of Koslov's gold, but he refused saying that it would likely draw the vampire in. He gave Ser Adon two vials of holy water and a healing salve, saying her need was greater than his.

    Roscoe went to the infirmary to see the Halan Healers about his neck wound. Merje the Druid cleaned his wound (unbeknownst to Roscoe with Holy Water) and they discussed Strahd. He soon learned that Strahd was hundreds of years old, and that the Boyar had only found the Grey Sister's Tower because Merje had told him where it was to stop him burning down the woods to drive the Hags out. They also learned that there was an Abbey of Learning, along with several towns like Barovia and Valaki, deeper into Barovia to the west. Roscoe decided to have a sleep to recover.

    The party gave Ruzina the money that the Vistani were owned by Koslov. She offered to take them to meet her people and the Raunie, but they declined, saying they needed to understand more about the Beast. She gave them directions.

    The owl had reported back that there were children at the Tree-with-a-Swing and everyone except for Roscoe decided to go there. When they arrived, they searched magically, and found some gloves in the water that radiated magic. They hope to study these when they get a minute. The children were gone, but Kel and Sir Adon found a trail into the forest with sweets and candies. There was evidence of clothing snagged on the trees low down, as if from smaller children passing by. They realised there could be hags and witches preying on the children, so decided to rescue them. After a half mile following the trail, they sent word by Hedwig to Roscoe, who agreed to join them. Although his compatriots had refused to eat the sweets, Roscoe had no such qualms, enjoying them and collecting them. Whilst pressing through the forest, there was a track set from wolves with a very large Dire Wolf, and also an Elk which had been killed very precisely.

    After two miles of walking, mid-afternoon, they emerged into a clearing with a gingerbread house bedecked with shiny things to attract children...

    GM Notes: I had to remind the party at the start that Curse of Strahd and the Beast of Graenseskov were not balanced and they may need to run away at some point. They shouldn't assume they can win every encounter. The swift and brutal murder has really upped the stakes and the party have caught the attention of Strahd far earlier than they needed. They have also potentially alienated the locals, if the dark lord of Barovia choses to extract vengeance. It was good to get back into the game, although the next part may well be very dangerous.

    Curse of Strahd will return on 28th January 2020

    14 January 2020



    01 January 2020

    2019 Reading Challenge


    Thanks in part to a late push to re-read all of the League of Extraordinary Gentlemen before I read the final volume, The Tempest, I ended up smashing through the target having been behind again at the start of December.

    I read a fair few RPGs this year; these definitely slow my rate down but were worth the time. I'm conscious I owe a post on books read for the last few months, which I'll get to soon.

    My New Year's Resolution for books is to stop adding to the to-read piles and read more. I suspect that it will one that I struggle to keep. I've set a target of a book each week again for 2020.

    I was tempted to get a Kindle Oasis for the larger screen and option for a softer backlight colour; I suspect that I will do this sometime this year as most on my non-RPG books are read on my Kindle Voyage.

    1 January 2020