28 March 2021

First Impressions - The Vast in the Dark (ZineQuest 3)

 

The Vast in the Dark - procedurally generated Alien Megastructures for D&D

The Vast in the Dark is another zine that was released as part of the ZineQuest 3 campaign on Kickstarter in February 2021. It caught my eye, as the idea of exploring a vast unknown ruin presses a lot of my SF buttons. However, 'alien' is used in the context of strange and different here. It's not an SF setting, but a setting for D&D and various retro-clones. The author, Charlie Ferguson-Avery, recommends a few systems to play this with (with the notable inclusion of Pathfinder but the omission of D&D 5e), in the main OSR related games. The reality is that this can be plugged into any pretty much any system, provided you're will to convert the encounters from D&D to another language.

The sky is black as night, a tectonic rumbling can be heard overhead; the ruins sprawl out with a fractal madness, and a vast sea of colorless sand stretches out into the darkness, 

This is The Vast, a liminal realm hidden far away from our own. Always waning and on the verge of collapse, it is host to countless lost souls and alien treasures hidden within its crumbling ruins.

I'm writing this based on the PDF release, which is not (at the time of writing) available on DriveThruRPG or Itch.io. However, if this floats your boat, their Itch page is https://feral-indie-studios.itch.io/ if you want to bookmark it. 

The PDF comes in at 28 pages, and is evocatively illustrated and definitely catches the mood of a vast unknown space. The zine opens with a quick overview of the key points of the setting, then follows up with a table of quirks that travellers in the Vast can develop. They're all features that will help in the dark spaces, but they change you. For example, you may become subconsciously paranoid and realise when you are being followed. Another page covers a simple but effective encumbrance system, before the game plunges into exploring the Vast.

There are basic rules for how far you can travel in the cyclopean spaces without becoming tired, how many rations are needed, and the changes for weather and encounters being tied to the terrain. Interestingly, compasses/lodestones will point to the nearest large pillar that supports the roof that is lost in the darkness above. Exhaustion effects are covered, also how to reduce the chance of becoming lost and the impact of becoming lost. This is handled by a very traditional OSR style roll of a D6.

The zine then moves into the procedural generation of the Vast. This starts by using a hex map, at a scale of 6-miles per hex, and dropping a handful of D6s on it and referencing their results against a table. The terrain is either Wastes, Ruins or Pillars. Wastes are barren areas of dust and sand; Ruins are cyclopean city structures that can rise up and down into the land; Pillars are huge structures that support the ceiling, but they can be populated, just like ruins.

Once you have done the larger scale hexes generated, you can focus on the one that the adventurers are about to investigate. This is further subdivided into more hexes, and wastes and ruins are populated by dropping more dice (guidance is given on how many to use) which will result in a more detailed map that shows where ruined city sections are and which hexes are occupied. 

Wastes are expanded with a weather table to use when travelling through them. As well and dust storms, there's also a risk of the floor collapsing or mile-long sections of the roof falling down. Once a day you roll for weather and for an encounter.

Pillars give the opportunity to gather lodestone, which is a valuable resource that can be traded or used to guide people when travelling. However, each hour spent gathering or mining will risk an encounter.

Occupied Ruins are defined by rolling on a random table that provides the mood of the settlement, who they are, what they have, prominent locals and a problem that they have that the characters could potentially solve. These settlements provide an opportunity to rest, gain food and water, recover and resupply, and potentially gain allies or make enemies.

Unoccupied Ruins move into a further level of procedural generation. The ruin layout is created using 4D6 and a 6x6 grid. One dice goes on each side and generates hallways; the remaining spaces are rooms to explore. Timescales are given for travel and searching rooms. Some rooms will go deeper into the structures.

When you enter the room, you roll a D20 for the type of room (which then may trigger some choices or further rolls for the GM). For example, I roll a 4, which means that I'm in an Archive full of towering structures which has seen better days. This may have interesting carvings or be at risk of collapse.

You then roll 1D10 plus the depth for a feature. This could range from a collapsed or damaged space that's hard to cross, to a bug nest, to a way to access deeper into the ruins or some form of treasure.

Treasure has its own table; you roll a D20 plus the current depth and discover something useful, something special, or something great and terrible.

Finally, you roll 1D10 plus depth for encounters each time you enter a room. The higher you roll, the more dangerous the encounter. You may meet someone you can trade with or talk to, or bandits who want to steal your resources, especially your food and water which are scarce in the ruins. More rarely, you may encounter the creatures of the Crawl, including hungry Cyclops and hunting Medusae. If you are truly unlucky, you may encounter the fabled Wyrm. Few have lived to tell the tale.

Three factions are outlined for you to encounter; potential allies or enemies. The Lodestone Brokers are pretty straightforward merchants; the warrior-poets of The Candlekeepers will share your burdens if you ally with them, lighting the way with flickering light cast from the candles on their helms. The Devotees of the Waning Lodge embrace the darkness and decay of the Vast; if you embrace their ways you too could be lost.

There are optional rules for 'The Harrowing', the loss of self whilst exploring the alien Vast. Each character has five key memories that define them and their drives. If you suffer a terrible hardship, you can lose one of these; when they all go, your sense of self is last to Vast empty silent darkness. You become an NPC and wander off towards the caverns in the pillars, your humanity wasted away by the cyclopean ruins.

Overall, I like what this zine is trying to do. It looks great and hangs together well. I do think that it would be hard to run using the setting; the mechanics are fine, but I'd want to overlay some reason for the characters to be there; otherwise, you're just in these ruins until you fade away. But maybe that's the point of the setting, exploring the insignificance of humanity against the alien megastructure. The Vast is there, dark, desolate, unknowable and all-consuming.

28 March 2020

 




First Impressions - City of the Red Pox - Troika! (ZineQuest 3)

 

The City of Red Pox - first in a series...

The City of Red Pox is a 40-page zine for Troika! which was kickstarted as part of the ZineQuest 3 campaign. The PDF has arrived, so let's dive in!

Written by Benjamin Wenham, and illustrated with old artworks, The City of the Red Pox riffs heavily on Renaissance Venice, the King in Yellow and the Mask of the Red Death. Set in the Serene Republic of Antar, the city-state is filled with rumours of a new and deadly plague, il Vaiolosa Rossa, and noble houses, merchant rivals continue vendettas that have stretched generations in the sultry heat of the summer. Meanwhile, the Princess in Yellow Silks assaults reality from outside the Million Spheres.

Yes, it's picking up on memes and themes that gamers are going to be familiar with, but that is a strength. Troika! is designed to be a game where you discover parts of the setting through play and this gives strong anchors to build from.

The zine opens with a six new backgrounds; the Charonite Guilder (a gondola driver and funeral director), a Widow of the Veil (fortune teller), an Initiate of the Hook (martial artist and stevedore), the Prescient Artist (a fighter in the war of influence), a Washed-up Blacksash (a member of the guard killed by his fellows and left for dead in a canal), and a Once-trusted Butcher (now cast out, you used to prepare food and recruit networks for a merchant house). They're all flavoursome and different; however, Antar is part of the Million Spheres so you could use any other background if you wanted.

There are seven pages of enemies to encounter, ranging from the Blacksash guards to terrifying Stygian Wasps, or the feared King's Boatmen who deliver notice of vendetta or worse, to the Judges of the Black Chamber who interview citizens for evidence of corruption, then hang them from the Arpellijo bridge, their tongues cut out for sedition and the spread of immoral ideas. They are aided in this arduous task by the Stone Watchers, animate sphinx statues who will share secrets.

Plot ideas and background are presented in random tables, each linked to a theme and a person, such Viari Lingardi, the leader of the lamplighters and a man in demand to provide protection or assassination. Business is hectic, and he often needs freelance help. Perhaps he will need them in the case of Sabarek Tuo, a refuge who has recently arrived? Or maybe Don Anaranto Dagoni needs some assistance in a matter of politics?

The zine rounds out with seven new spells, which tie back to the backgrounds and are very thematic. The spell Cassandra reveals a victim's scandals or their future. You can cast Unmask to force someone to remove their mask or suffer much pain. The Kissing Pox causes excruciating pustules to erupt on a victim, and can only be stopped by kissing them or when their body finally fights it off.

Overall, this is a great taster of the setting, and I will get the next zine when it comes out in the summer. Good stuff.

Available on DriveThruRPG: https://www.drivethrurpg.com/product/349306/The-City-of-the-Red-Pox

28 March 2021

First Impressions - Tomb of Immolation - OSR & D&D 5e (ZineQuest 3)

 

A short OSR and 5e Dungeon...


The PDF version of Tomb of Immolation arrived this week; it's one of the first ZineQuest 3 kickstarters to drop, and I'm looking forward to the paper copy as it looks gorgeous. It clocks in at 96 A5/Digest pages with a simple text layout and gorgeous art. Without the art, it'd be a lot shorter, but it does definitely add a great feel to the setting.

It is dual stated for OSR and D&D 5e games, and provides five pre-generated characters for both, all at level 5. The blurb describes it as "a short but dense dungeon crawl with a variety of puzzles, traps, and role-playing challenges to keep the players busy" and that pretty much nails it. The dungeon was constructed as a punishment tomb for a necromancer that dared help people in competition to a particularly brutal and twisted religious order of knights.

There are eight areas (with multiple bits to interact with), some brutal traps and a theme involving fire (no surprise there with the title). The tomb is presented as an isometric layout. There is a bestiary of unique monsters (Ash Zombies, other themed undead and some creatures that it'd be a spoiler to talk about).

It'd make an interesting one shot. I think you may need hirelings or sidekicks to have a chance, but maybe it needs a run to test it out. There are hooks to bring in your own favourite characters, but I suspect that will depend on how attached you are to them.


I'm tempted to crack out the copy of Old School Essentials that's just arrived and give this one a whirl. 

28 March 2021

24 March 2021

Curse of Strahd - S3E1 - The Sleep of Death

 

Back in Vallaki, our heroes begin the new season after their first major defeat. What route will they take next? Will they pick themselves up, or will it be bitter recriminations?

Our dramatis personae:

Ser Alys de Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.

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. Married to Ser Alys.

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

Jag has stepped out of the game due to other commitments. Roscoe's contract wasn't renewed for this season.

18th November

The next morning dawned wet and misty, and Kel and Gaddock had suffered nightmares. Checking his dream journal book, Gaddock soon confirmed that they could both have been haunted by the hags that they had fought. Certainly, they were both drained and weak.

The party stumbled downstairs, hoping that one of the fine breakfasts at the Blue Water Inn would restore their spirits. Roscoe had not come to bed that night; the last that they saw of him was that he was drinking in the inn. 

Ser Adon and Ser Alys were passed a letter by Danika, the landlady. It had been delivered in the morning. They tucked into their breakfasts before checking the mail. It was a letter from Lady Fiona Wachter, inviting the players to come and see her again. She said that there were important matters that she had not mentioned in the previous discussions because they were deeply personal. She felt she had to bring them to the front now, as the refusal to help had been turned down.

A discussion was had about talking to the Vistani leader, Arigal and Lukaresh, to gain information on the Hags of the Old Bonegrinder Mill. They decided this could be done later in the day.

Gaddock finished his breakfast, then went to talk to the Martikovs. The landlord and landlady took him into the kitchen where he was delighted to be given second breakfast with a large slice of cake. He tucked in and then discreetly asked them if they knew what had happened. The family revealed that they had heard and that a 'friend' had tried to warn them off, the raven who had tried to get their attention. Gaddock explained that the party wanted to know when the hags were away from home, or if there were any patterns in their movement. Danika agreed to ask 'friends of friends' for them. At this point, Gaddock's spirits were lifted and he realised that they had allies in this dark blighted valley. He also realised that Dannika was the dominant one in the relationship.

Heading back out, the party spotted an unusually dressed man at the bar with a monkey. This was Gadoff Blinsky, the wizard of wonders, a toy-maker. Gertruda had cherished one of his dolls. He had ordered mulled wine and was deeply frustrated; his main customer, Izek Strasni had demanded he make another doll. Acting sympathetic, they discovered that Izek repeatedly bought the same doll; a pale female figure with auburn hair. Blinsky stated that it looked 'just like her', pointing at Ireena Kolyana. Apparently, he had made Izek over a hundred of these dolls over the years. Taking pity on the toymaker, Ser Adon commissioned 5 dolls for the children that they had encountered previously. Blinksy headed out, delighted, passing a town guard hammering up a sign for the 'Festival of Autumn Splendour', to be held the next week.

Kel ended up in a conversation with Rictavio, outside by the stairs up to the rooms the party were residing in. He was told that Roscoe left the night before and that he may be heading into trouble at the Amber Temple. Rictavio and Kel agreed that it would be foolish to go there. Rictavio then told Kel to watch who he trusted, especially the Vistani. Assuming that Rictavio was tarred with the same racist brush other people in Barovia, Kel was quite offhand, only for Rictavio's reply to take him aback. There was clearly something personal that drove the circus master's hatred. They parted, both hoping they hadn't fallen out.

Kel headed out to find the herbalist, Jenny Greenteeth, recommended by the Martikovs. An older woman, she took a shine to him, offering to sell him a potion to enhance his manliness. She flirted outrageously with the half-elf who responded in kind. Soon he'd got some treatments to help him sleep, and also the suggestion that he could either kill the hag haunting him or perhaps sleep at the Church to take advantage of its protection. He left the shop, thinking that he probably hadn't heard the last of things. 

The whole party then went to the Wachterhaus, where they met with Lady Fiona. She was clearly surprised that the two knights had brought their retainers, but ignored their presence. They had a lovely afternoon tea and then she broached the subject she had avoided; she introduced the party to her daughter, Stella, who had suffered her mind being shattered by Viktor, the Baron's son. She explained that the Baron showed no remorse at his son's actions, breaking her daughter's mind, and now just ignored her. She returned to her previous concerns about the Baron; in the end, Ser Adon got her to vow to aid them against Strahd if they helped her. She readily agreed to this. She then retired, distraught, and the party plotted dark deeds; a coup starting with the assassination of Izek Strasni, to remove the Baron's military power.

As it started towards dark, they headed to the Church of St Andral, where Father Lucian was happy to look after them. He blessed Gaddock and Kel with a restoration ritual, but it didn't lift the shadow over them. They talked about the town; the conversation got around to his sister, Lydia, who he described as a shadow of her former self. She'd been married to the Baron for more than twenty years and now espoused his happiness message. He worried about the state of her mind. Knowing what they planned to do, there were a few looks between the party. 

Father Lucian and Ser Adon worked up another opportunity to try and help their friends; they agreed to try the ceremony of restoration again when the sun should be near its height (if it wasn't obscured) and to invoke the relics of St Andral. Gaddock showed the priest the charcoal rubbings he had made of the markings on the standing circle. Father Lucian said that they were probably something to do with the worship of the Fanes, the three ladies. This was the old religion of Barovia, a superstition of the Ladies of the Wood held by the mountain and forest folk who had never taken to the Morninglord. Of course, if this was real, the Devil would never have been able to hold sway in this valley as the Ladies would have destroyed him.

19th November

After a good night's sleep, the party all participated in the morning service; the power of the Morninglord and the blessing of St Andral was invoked, and the darkness lifted from Kelwarin and Gaddock. They thanked the priest, feeling slightly guilty knowing the dark deeds they planned.

The afternoon was spent with the party checking out the routes that Izek was likely to take, his activities, the stories of his dark deeds and finding a decent killing zone. As they regrouped at the Blue Water Inn, just before nightfall, they found out from Ismark that Ireena was missing. Putting two and two together, they realised that the woman that he had been seen with by Gaddock's owl familiar (whom he had re-summoned) was probably Ireena. They decided to go to the Baron's mansion to rescue her and deal with Izek there. 

They gain entry into the Mansion via a suggestion spell, gaining the guard's cooperation and directions to Izek's room. He wasn't in it, but they soon found Ireena, bound in a room full of dolls that looked just like her. Freeing and arming her, they started to search for Izek. The first room proved to be a cell with a prisoner, Udo Lukovich. He was imprisoned and tortured for protesting against the Baron. The next room had the Baron in with his two large Mastiffs. Figuring that what was good for the goose was good for the gander, Gaddock cast a sleep spell thinking to knock out the dogs. However, all three of them fell asleep. Ser Alys then stabbed the Baron through his ear, killing him, and they finished the sleeping dogs off too.

They then prepared to find Izek and kill him. They discussed the Baron's son. Surely he was a victim too? Did they need to wipe out the whole family?

24 March 2021

GM Notes: A low key restart, with lots of possible routes given to the players. It's always a delight to see what they actually do. The route they favoured was a surprise but made sense. Of course, things will get delightfully messy, they always do. How will Lady Wachter and the people of Vallaki respond to the coup that's underway? It was a relief to step beyond the previous session and start to dive in deeper.


22 March 2021

First Impressions - Through Sunken Lands and Other Adventures RPG

Through Sunken Lands RPG
Through Sunken Lands and Other Adventures - Sword & Sorcery gaming

Through Sunken Lands was quietly released by Flatland Games at the end of 2020, and instantly caught my attention, because this was a development of the game methodology and system presented in Beyond the Wall. This is an evolution of D&D designed for one-shot use; players create characters using playbooks and the GM uses a scenario pack to create a game for a session, drawing upon the background that the players create to create hooks and interrelationships.

TL;DR: I really like Through Sunken Lands, but that's hardly surprising with my background of running Stormbringer. The game itself is a light version of D&D with a unique magic system. The playbooks and scenario pack bring a unique style to the game, ideally for one-shot or episodic games. Jundarr and the Sunken Lands are presented in a broad-brush approach with leaves you wanting to fill the spaces and explore. As I read through the game I wanted to dive in and set up a game, and I was torn between exploring the Hundred Seas and the Great City. This is one I hope to get to the table.

Beyond the Wall focused upon young adults coming of age and exploring the land around their homes. Through Sunken Lands embraces the swords and sorcery genre, particularly in the style of Michael Moorcock's Eternal Champion, Fritz Leiber's Fafhd & the Grey Mouser, and Robert E Howard's Conan.

The game is presented as a 212-page colour hardback book printed by DriveThruRPG using Lightning Source. The layout is a very clean two-column approach using blue as an accent colour. There are colour plates for the chapters and the line art is printed in a shade of blue. Although a similar approach has been taken to Beyond the Wall, it feels different in tone. The cover shows a battle between a sorcerer and a weird tentacled creature in a ruined city. It doesn't quite work for me, but it does nail the genre well.

The book is broken into six sections; 

  1. the core rules
  2. how-to-play
  3. spells and magic
  4. bestiary
  5. Jundarr & the Sunken Lands
  6. playbooks and scenario packs
The book opens with a short introduction that encapsulates the genre that it is seeking to emulate in a number of key principles.

  • The world feels young (there are civilised lands but much of the world is unexplored and unknown)
  • The world is old (numerous civilisations have risen and fallen, leaving ruins and artefacts behind)
  • The spaces beyond (the world exists as just one in a multiverse and is not significant)
  • Law and Chaos (these two forces are locked in an eternal struggle across the multiverse)
  • Magic is rare and dangerous (and probably corrupting)
  • Fortune and adventure (characters are restless and hungry for more)

The core rules are based on those in Beyond the Wall, and sidebars throughout the book suggest where the material from that game could be used to expand what is presented. The game is classic D&D inspired with classes, levels and hit-points. There are three character classes; warriors (the best at fighting), mages (magic wielders) and rogues (skilful and lucky). Multi-class options are given. 

Characters

Warriors have the largest hit dice, can wear any armour, have a weapon that they're specialised in and game knacks (effectively feats) as they increase in level. The knacks reflect the fighting style and training of the warrior and slightly amend combat-related bonuses. They can be stacked.

Rogues have a base d8 hit dice, higher initiative and can wear any armour lighter than plate. They have extra fortune points (more on those later). They get double the number of skills at first level (four) and gain or improve skills at every odd-numbered level.

Mages have the lowest hit dice, using d6, the lowest initiative and cannot wear armour. However, they can cast cantrips, spells and rituals. They can also sense magic if they concentrate. The game doesn't impose limits on the number of spell or ritual slots known.

Characters can be rolled up traditionally, or use a playbook.

The usual six abilities are used. If you don't use the playbook route to create characters, you roll 4d6 six times -  ignoring the lowest die roll in each case - and assign as you prefer. Each character starts with two skills, which are very like non-weapon proficiencies in older D&D games. Most skill or situational checks will be resolved by rolling under a characteristic (which is typically boosted by +2 if you have a relevant skill).

There is an option for character traits; typically something that sets the character out distinctly unique. These can relate to class, be more general, or be supernatural and alignment influenced. The game doesn't recommend using these for playbook generated characters as it will slow the game start but then gives a pair of suggested traits to choose from for each of the eight playbooks.

Not unexpectedly, the only choices for alignment are Law, Chaos or Neutrality. There is a route for characters to become committed to one of the primal forces. This would usually be after some kind of contact with an agent of one of the powers; a demon, an angel or a god of some sort. Becoming a champion locks you into the eternal power struggle; there's no easy way out once you become a plaything of the primal forces. Your allegiance does give you bonuses but expects commitment in return.

Rules are also presented for Hirelings and Allies. Hirelings are unlevelled and usually bring a specific skill, whereas Allies are NPC adventurers.

Initiative is based on level, Dexterity and a class bonus. Each class has a base attack bonus (think proficiency bonus in D&D 5e) which rises with level. Ranged attacks are modified by Dex, melee by Strength. Armour class is ascending from 10, modified by armour and the Dex bonus. You get the full hit points for your class at first level and then roll thereafter.

Saving throws are used rather than ability-based rolls. The standard set up is to have saving throws for poison, breath weapons, polymorph, spells and magic items. There is an optional rule to simplify this down to three saving throw types; fortitude, wits and reflex. Each class is stronger in one of these areas. My gut feel is that I'd prefer to use the optional rules, as the old school saves feel so alien to me these days.

Ability Score checks are a simple d20 roll under or equal to, modified by skill and situation. Characters can help if they have an appropriate skill (or by spending a fortune point). Contested rolls are made the same, with the lowest successful roll winning. If both parties fail, the contest is undecided. If the whole group is making a check, the character with the weakest ability makes the roll (but the others can help them using skills or fortune points). Active perception checks are made using Intelligence, whereas passive checks use Wisdom.

Saving rolls require you to roll equal to or above the target number. The targets for these saves start quite high, so I imagine that this is one of those mechanics that will encourage the use of Fortune Points. Fortune points allow a character to get a second chance and to reroll any failed check by spending a point. They also all you to help a friend when you don't have an appropriate skill for the task at hand. Finally, they allow you to cheat death, stabilising a character for 24 hours at 0 hit points.

Fortune points are regained between adventures; there's no mechanic for the GM to use them as Bennies or to recognise good roleplaying. I suspect I would house rule that in play if I was in campaign mode rather than a one-shot. 

Combat

Combat is carried out initiative order, and as mentioned before, your initiative score is fixed. You get a simple roll to hit, adjusted by your attack bonus, attribute and any modifiers, against the target's armour class. A roll of 20 is always a hit. A roll of 1 is always a failure. Damage is rolled normally - there is no critical rule - and it is based upon weapon rather than class. If you take a hit that drops you to zero hit points or below then you will start to bleed out, 1 hit point per round, until you hit -10 and you are dead. You can be stabilised by another person, or gain respite using a fortune point as mentioned earlier. Recovery is slow, at a rate of a single point per night; at a push, with bed rest and a healer in attendance, you can triple that. 

Mass Battles

Very much in line with the genre, there are mass battle rules. No, wait! Like you, I usually glaze over with this kind of mechanic, but these are both incredibly simple, give the characters real agency and evoke the right feel. There are three phases to a battle - preparation, the battle itself and the aftermath. If the battle isn't a surprise, each player may roleplay a short vignette to show how they are preparing their forces for the fight ahead. These are then resolved with skill rolls, the results of which will affect the 'Tide of Battle' modifier for the next stage. This is further modified by the forces which are available and the lay of the land (for example, are you behind fortifications, do you have the high ground). Once both sides have summed their modifiers, the NPC army value is taken from the player's to get the final modifier for their roll. There are notes on how to deal with battles with more than two sides. 

Once the battle commences, the general on each side makes a single roll based on appropriate mental characteristics and skills, plus the tide of battle modifier. After rolling, but before the result is resolved, each player may opt to take part in another vignette during the battle itself. This could be combat with an enemy champion, inspiring the troops or another action to affect the battle result. If the GM is happy that it's a success, then you'll get an extra +2 from each successful vignette, or a -2 (plus whatever consequences you suffered such as damage) for each failure. Each side takes its results and compares it to the Battle Roll table, gaining a number of successes, failures or both. The side with the most successes goes first and the impact is picked from a list of options. Thus the outcome is determined; finally, checks are made for key NPCs to see if they survived the battle, wrapping up the aftermath. I really like the way that they've done this; it feels appropriate to the genre. Characters can make a difference and help overturn odds that seem stacked against them. It's simple to use and effective.

Travel & True Names

There's a page on travel, which gives three options. Fast travel means you get there, and the travel itself is not that significant overall. The detailed travel option suggests using the hexploration mechanics from Further Afield. The option I like most is the montage; the captain or the navigator makes a skill check, and depending upon the length of the journey, you may encounter monsters, bad weather, rivals, the supernatural or hazards from the geography itself. Each will need to be overcome.

True names give you power over a creature; there are rules on how to use these in your game should you want to add them. They can give power over spirits and demons; humans whose true name has been determined can also be affected. They're a great idea to use for a quest; find the true name of the dangerous opponent that you face, and you can put them at a significant disadvantage.

Progression

Character development is through experience points, which cause you to gain levels. Monsters provide experience points (although you get it for defeating them, not for killing them). You also gain experience points from finishing stories and achieving goals. You can also gain experience by burning through your cash for no real material benefit. If you decide to go drinking, gambling and misbehaving across the Great City with the proceeds of your score, then you'll gain experience. If you turn the cash into something useful, then you get to have the useful thing instead. This keeps the characters hungry for more successes and gives them a reason to continue to adventure. It's also very genre-appropriate.

Magic

Magic falls into three areas; cantrips, spells and rituals. Cantrips are often the first magic that a mage learns but their nature means that a mage is unlikely to learn many of them. They are lower-powered and are cast by making an INT or WIS ability score check. A failure will either mean that the mage's magical energy is exhausted and they cannot cast any form of magic and any existing spells or rituals fail; it will take them a good night's sleep to recover. Alternatively, the player can choose to have the spell miscast. The GM then gets to decide how the magic has gone horribly wrong. Cantrips have the advantage that they can be cast at will until magically energy runs out.

Spells are powerful, codified magics learned by rote or from books. They are safer than cantrips and rituals, and much more reliable. A mage may cast as many spells as their level each day. Running out of these spell slots doesn't affect their ability to cast cantrips or rituals. These spells are very much like the traditional magic spells in D&D but they don't have a level; any spell can be accessed by any mage if they learn it.

Rituals are the most powerful sorceries; these are level limited. If you aren't high enough level you cannot successfully invoke a ritual. Each level of ritual mean takes an hour, and the correct trappings must be present. The mage must not be distracted during the ritual or things will most likely go horribly wrong. If everything is done right, the mage must succeed with the appropriate ability check. If they fail, the ritual will go wrong in a way determined by the GM. You can perform a ritual you haven't learned, but it puts you at significant risk of failing the spell. Rituals - although also present in Beyond the Wall - feel very genre-appropriate for the game. Elric of Melnibone cast them, and they're often things that heroes try to prevent going ahead. 

There's the expected large section of individual Cantrips, Spells and Rituals to chose from. This rounds out with a good selection of magic items, artifacts and ships, all of which support the flavour of the game.

Options

The section rounds out with a selection of optional rules. They start by offering a simplified set of saving throws (Fortitude, Reflex and Will). I prefer this approach to the standard B/X inspired saves. Each class has one good saving throw and two poor saves. I think that this is one I'd ask my players if they prefer to use.

There's an alternative way for making ability checks so they look for high rolls (like combat and saving throws). This does reduce the impact of the ability because modifier levels are grouped together so someone with an ability of 10 is no different to someone with a score of 12. 

There are a number of combat options about controlling space, fighting with two weapons, and stances. The latter is very like The One Ring; you can chose between normal, aggressive, defensive, protective and commanding stances. The aggressive and defensive stances affect your AC and to hit numbers. Protective stances mean you forfeit your attack, your AC improves and you can take a hit for someone you're protecting. The commanding stance makes you vulnerable (and probably a target) but if you succeed at a CHA check you can inspire your colleagues. Normal stance is the rules as written. On reflection, I would probably use all these.

The section round outs with some simple extras for using fortune points and then guidance on multi-classing. There are three playbooks that are multi-classed - giving warrior-rogues, rogue-mages and warrior-mages. The final example is the Eldritch Sorceror King; this introduces the concept of the Eldritch, very much like the races that Corum or Elric came from. They are the only non-human characters available.

Playbooks

One of the delightful elements of Through Sunken Lands is that it is built for one-shot improvised games. It does this through the use of playbooks to create characters, and then a scenario pack for the session.

There are nine playbooks, and I'm sure that you can see the inspirations as you read the headings.

  1. The Accomplished Sellsword (Warrior)
  2. The Barbaric Conqueror (Warrior)
  3. The Cosmic Champion (Warrior)
  4. The Eldritch Sorceror King (Warrior-Mage)
  5. The High Cabalist (Mage)
  6. The Licensed Rogue (Rogue)
  7. The Pirate Captain (Warrior-Rogue)
  8. The Spell Thief (Rogue-Mage)
  9. The Temple Keeper (Mage)
The playbooks have a set of tables that you work through rolling through to create your character. These usually start by detailing your childhood - both your family and how you distinguished yourself. They then move onto your career; the skills you have, events that you've been involved with, and contacts. There's then an adventure that ties you to another player, and an item that means something to you. The playbook rounds out with quick rules summaries and how to fill in the character sheet.

The concept is that you all sit around the table and fill these in together, creating an instantly linked party with backgrounds, contacts, enemies and shared experience. The GM takes the output from this and uses it to link into the scenario pack (more later).

Guidance

The book does a good job of explaining what the players and GM do during the creation stage. The Scenario Packs are designed to riff on the character backgrounds and build an outline for the game session. There is some guidance in using playbooks from Beyond the Wall with Through Sunken Lands and vice-versa. The two games do have tonal differences, but it should be quite possible.

The game comes with two maps; Jundarr, the Great City, and the Sunken Lands themselves. As the players work through the playbooks, they get to add locations and NPCs onto the maps, and also decide their favourite haunt. This creates a city that feels like somewhere that Fafhd and the Grey Mouser would happily visit.

The GM section rounds out with guidance on the style of the game and the difference in tone from normal D&D. The game will happily support a campaign, but could just as easily have episodes like those seen in the source fiction.

Bestiary

The Bestiary section firmly nails its colours to the Sword and Sorcery genre; much as there are no elves, dwarves and halflings, there are no orcs or goblins. There are Children of Chaos, Demons, Elementals, Dragons and their Eldritch keepers, Forces of the Balance, Spirits of Law, Krakens and the forces of Law. Classical Greek monsters like Minotaurs and Medusa make the cut. The bestiary also includes a selection of human NPCs which can be used to slot into encounters.

There's a short chapter on designing and using Spirits such as Demons, Elementals, Spirits of Law and the Forces of the Balance. This uses templates that can be modified and customised to be a unique threat.

Jundarr and the Sunken Lands

The setting provided in the book is written in broad-brush terms, evocative yet leaving spaces to make your own. For three thousand years, the Eldritch and the Demonic Servants ruled the world from Varendrys, working wonders and travelling across the planes of the multiverse. Eventually, they stretched too far, and the empire was destroyed in a single night of storm and wrath, and Varendrys sank below the waves. Humanity, the former slaves of the Eldritch, found itself scattered across the new lands and archipelagos left after the land sank. They began to build their own cities and empires, none of them with the longevity of the sunken lands. For the last five hundred years, the island nation of Jundarr has been the dominant power across the Hundred Seas. The Great City, ruled by the boy-emperor of Jundarr, is a cosmopolitan melting-pot, a corrupt place where everything has its price and honesty is rarely rewarded. It is the heart of the world, represented in the game by one of Dyson Logos' maps. It is Lankhmar sitting at the heart of the Young Kingdoms, visited by Conan in search of riches. Populated by three million people, it is the heart of a trading empire.

The City's districts are described in broad terms, with some key locations. As mentioned earlier, the players will add NPCs and locations within the Great City as they create their characters. Districts range from the expected (the Harbor, the Temple, and the Market Districts) through to the more exotic (like the High City, Forbidden Palace, the Necropolis and Haunted Ruins). Beyond the Island, the book describes the key nations and locations across the map, and then beyond the map into the planes of the multiverse. 

There is a short section on the Gods of the Sunken Lands, the most powerful of which are those of Law, Chaos or the Balance. There are also Elemental Gods and Beast Rulers, plus some minor deities.

The background material concludes with a section on the languages often encountered, with guidance on how to use them. 

Scenario Packs

The book presents three scenario packs; the Mysterious Island, the Treasure Hunt and The Wizard's Tower. Each pack has random tables of names (including those for streets, ships and the Wizard's Tower itself) for the GM to use to flesh out the people who they meet.

The Mysterious Island has the characters arriving at a remote and dangerous island after a long and dangerous sea voyage. Much like the playbooks for characters, the scenario pack uses random tables to create the Island (the environment, the inhabitants and the things that are affecting them) and then the purpose of their visits and the potential obstacles, enemies and rewards. There are hooks for future adventures. Finally, there's an event to start the game in media res. A suggested collection of monsters are listed to round out the pack.

The Treasure Hunt takes place in the Great City and finds the characters hunting down a treasure that everyone is talking about (and there's a rumour table to use). It opens with a description of the treasure's location and leaves space for the character's contacts to be linked in. There's a pressing reason, details about events, the treasure itself and the location that it's held. Future hooks and benefits are described. Again the section ends with suggested monsters. 

The Wizard's Tower finds the characters at the tower of a sorcerer, symbiotic with its master, with magic warping reality. The type of magic, mage and their peculiarities are fleshed out before six tables that build the description of the tower. The usual tables covering the rewards and future hooks are present, along with a table for an event that happened to the party on the way to the tower, before the pack concludes with recommended monsters.

Conclusion

I really like Through Sunken Lands, but that's hardly surprising with my background of running Stormbringer. The game itself is a light version of D&D with a unique magic system. The playbooks and scenario pack bring a unique style to the game, ideally for one-shot or episodic games. Jundarr and the Sunken Lands are presented in a broad-brush approach with leaves you wanting to fill the spaces and explore. As I read through the game I wanted to dive in and set up a game, and I was torn between exploring the Hundred Seas and the Great City. This is one I hope to get to the table.

22 March 2021

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15 March 2021

Eternal Lies - End of Season 1

The epic campaign for Trail of Cthulhu.

Since the start of the New Year, I've been fortunate to be playing in the first season of the Eternal Lies campaign for Trail of Cthulhu. This is the epic campaign that Pelgrane Press created as a counterpoint to Masks of Nyarlathotep for Call of Cthulhu. It's been a campaign that I wanted to run or play for a long time, and I'm fortunate that Richard offered to bring it to the table. 

Richard has taken me and a number of others through a whole series of games using the Gumshoe engine, in particular all the major campaigns for The Esoterrorists. In doing this, he convinced me that Gumshoe's mechanics do add something unique to the game flavour. There's nothing quite like playing multiple takes on with the same engine to give you a good feel for it.

It's quite a commitment; as a crude estimate, we think we will be playing for perhaps 50 sessions. Each session typically takes two-and-a-half to three hours. In the end, there were only two of us who wanted to commit to this; the third player had to pull out for personal reasons. I'm joined by Dr Mitch, who is also playing in my Curse of Strahd campaign. Paul has been a long term fellow Esoterrorists player, and it's great to explore this with him. Like me, he's wanted to play or run Eternal Lies for quite some time.

Having two players is interesting. I think we've now got Gumshoe one-2-two. It is pretty intense and you get a lot of spotlight time in the session. It also means you're very aware of the other player's abilities, so you'll try and line up the narrative to pass the action between you. Gumshoe recommends that the investigative team is built with a pool that covers all the bases for investigative abilities. I know if I have a low (or non-existent) score in an ability then Dr Mitch's character will have points in it. We've also found ourselves making decisions that make sure the actions we take tie together and make a good story. The feel is great, and allows you to be much more focussed; we completed this section of the campaign in four sessions, which was faster than expected. We didn't feel rushed and we certainly didn't leave any lines of investigation unopened. 

The campaign is epic and globe-trotting, and I have read it. However, this was quite a while ago when it first came out. Fortunately, the details escape me and I only have the vaguest idea of where this is going. I do know that I introduced Rich to the Alexandrian Remix of the campaign, but I'm not sure how much he's using from that. It certainly had some great handouts and extras to use. The fun is in the finding out and making the connections.

 

Miro Flow for Eternal Lies
Ever so many connections (mild spoilers).

As the devil is in the details, we've been using the mind mapping tools on Miro.com as a shared space for all three of us. Rich corrects any name or place errors, and Paul and I make the connections. It's working well so far, but as you can see, it's definitely sprawling!

The first part of the campaign has been in Savannah, and Rich has successfully evoked imagery from Angel Heart and True Detective in my head. The humidity and rain, and the whole feel of the South have made our city slicker New York-based characters feel very much out of place and on edge. Both characters are sceptics about the occult and are coming to be aware that there are people, dangerous people, who do believe in this kind of thing. They aren't in that space yet, but they definitely recognise that their patron's father may have left unfinished business more than a decade ago.

We flew out of Savannah to the respite of the Big Apple, our characters spending time with family and researching the next stage of our investigations; Los Angeles. When we restart, we will be heading to the West Coast and the city of sin. It will be interesting to see if that is as alien to my Berlin-born lady journalist and Mitch's New Yorker Antiquitarian (a bit of an American Lovejoy).

15 March 2021

13 March 2021

Curse of Strahd - Losing

 

This one is also pertinent to the last session.

Curse of Strahd - Dealing with the slog

 


This video was helpful to reflect upon once I'd finished the blog entry. Thanks, Andrew, for pointing me at it.

12 March 2021

Curse of Strahd - S2E13 - Trouble at t'Mill

   

Our heroes have reached the Old Mill, just where the Old Svalich Road crosses the mountains between Barovia and Vallaki. They've just seen an older woman coming from the Mill and placing chickens into a coop. They're convinced that the woman is some form of evil hag/witch like the ones they met in Graenseskov and must be destroyed. But is this wise?

Our dramatis personae:

Ser Alys de Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.

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. Married to Ser Alys.

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.

  

Strahd set up
Ready for the season finale.


17th November
Hidden at the edge of the road, watching the Old Mill, the 'bone grinder' of ill-repute, our heroes watched as an old lady came outside with two chickens and put them in a coop. After a whispered exchange Ser Alys rose. Spotting her, the old lady called out, "Hello Dearie, are you here to buy some pies?" before saying "Ofalia, dear, we've got guests, put the kettle on!". Smiling, she turned towards the party as Ser Adon also stood up.

Ser Alys answered her question by drawing her blade and charging, followed quickly by her husband. The startled woman grabbed the chickens, gathered her skirts and ran in through the door, quickly closing and bolting it shut. The raven which had been fluttering around made a determined effort to try and stop the characters from attacking the Mill; the spellcasters quickly realised that it was trying to warn them off.

Ignoring the frantic bird, Ser Alys began to batter at the door, making short work of it. She entered into a kitchen; no one was visible. There was a delicious smell of cooking pies and a cluttered kitchen clearly dedicated to making them. Pushing in and ignoring this she quickly moved up into the house, followed by Ser Adon. 

And then it all went horribly sideways as the old lady appeared from nowhere outside and attacked Gaddock from behind before fading back into nothingness. Similar attacks followed in the house from a hideous looking woman, clearly some kind of Hag. Kelwarin rushed in to help, only to find he could not speak to utter the words to cast a spell as Roscoe had invoked a spell of Silence over the first three floors of the building. Attacked and hurt, he ended up flailing with his quarterstaff. Gaddock managed to stop the more hideous woman by using a spell to cause unstoppable laughter, and Ser Adon and Alys pounced.

...

Meanwhile, cresting the ridge on the road from Barovia came a third woman, the one that Gaddock had seen in town, taking a child. Weary and returning with her empty trolley with a sack under it, she nevertheless gathered speed as she spied trouble at her home. 

...

But the terrifying-looking woman shook off the laughter quickly, and her compatriot, Bella, who had offered them tea put the spellcasters in a magical slumber. Roscoe woke them, but the battle was becoming more and more desperate. Soon Gaddock was calling for a retreat, flooding the building with fog and running out. A witch loomed in the fog, but he slipped by her, his short stature and the mists saving him from the claws that whistled over his head.

The rest of the party soon decided to make their way out, losing track of the old women in the fog.  Pausing for breath, Gaddock sent his owl up into the sky, looking through its eyes to try and spot them, only to be painfully and abruptly dumped back into his own mind as a huge bolt of lightning struck the owl and completely obliterated it. Reeling with the shock of the loss of his familiar, Gaddock turned with the rest of the party to see where the bolt had come from. They had found where the women had gone to; now there were three of them. Very quickly, the party ran down the hill into the mists of the forest below.

Hidden from the sight of the three witches, hags, the party struggled through the undergrowth in the forest, heading north towards the Old Svalich Road. The half-mile seemed to take forever, but eventually, they reached the road. As they headed back towards Vallaki, each of them brooded on what had occurred...

Ser Alys: "We need to decide a combat playbook. We need to gain the blessings of the gods, apply any magic that will help us, and then go in very hard and deliver overwhelming force. If we find an enemy that is hard to hit then we need to use my manoeuvres to allow Adon that extra edge, we need to keep healing, we need to not run away. If we are fighting a pouncing predator, we need to hold ready to attack the moment it appears. Everyone needs to know what they are going to do. There's no space for hesitation, that just gets people hurt. We need to use the healing potions we have during the battle, not wait until the end. Someone getting badly wounded, or even being hurt so badly they're at death's door is inevitable in these sorts of fights, so we need a clear willingness to accept the deadly risk of combat. Hopefully, we can save each other. But if we die, we die. Today is a nice day to die..."

Ser Adon: “We had no strategy. There’s no use in complaining about our strategy when it was completely absent. Maybe Alys and I tipped things by charging in, but I knew we faced evil and hoped we could end one hag quickly. That didn’t happen. Alys and I worked well together. We might have finished one of the hags, and I regret we didn’t. Break up the coven. But the others were harmed by the silence, spellcasters working against each other, on top of us charging in well ahead of them. And I was that I couldn’t see we had to retreat. Gaddock was right. And no strategy was a strategic error. We now know for certain what the hags are; their evil is exposed, to us at least. We should stop their business dealings, not take on all three at once. The next old woman selling pies is for it! Evil must be opposed; that’s the brutal truth of things. But we have other things to live for, and there is no use in throwing our lives away. However, Alys and I are utterly glorious together!”

Gaddock: "It was a replay of the vampire attic - we were fighting in close quarters, flanked by enemies on both sides, who were seriously outpacing us in strength and mobility, being able to phase shift and all, with another hag coming to reinforce them. We lived by sheer luck through that fight, by defenestrating ourselves out the windows and even then, we didn't really win that fight. We had to deal with the same pack of vampires two times after that. It felt like we wouldn't get that lucky again; at least when we were fighting in Vallaki we could expect some reinforcements, guards etc, to come to help us, when we came stumbling out of gravedigger's. Here, we were behind enemy lines, so if we chose to run at last possible moment, we would never outrun the hags."

Roscoe: "I saw my militant chums charge into the windmill with a potent Hag in it. Still not sure why they would forego the opportunity to take blessings, but maybe that's what honeymoons are all about. Perhaps they felt buffed by the Ceremony? I cast the windmill into Silence to neutralise the kind lady's magic-wielding (and cackles) as best I could so my fellows would at least not have to suffer that kind of assault while storming the enemy's fortress, and thus to be able to fight her on pure martial terms. We heard there were three of them, and one could only assume that they were all there. We'd already seen two forms of the creatures by then. 

The spellcasters among us weren't affected by the Silence outside at the time, but we never managed to catch our breaths and work out what to do together - with the privilege of being able to effectively communicate - whether to hold the ground outside, split the Hags' focus, charge inside or whatever. It's no understatement that the Tosscobbles aren't known for their tactical insight. But even I can see that as a group we failed to even afford ourselves that opportunity. It saddens me especially, knowing that my gifts are for the Greater Good, but were unable to serve that end as well as they could. 

My father used to tell me that other Folk think us Halflings are naturally lucky - we're not, he remonstrated, we just don't take stupid risks. Nothing is so urgent that it can't be worked out over a second breakfast (or lunch, or whatever meal fits the time of day). In all that I have seen as a Cleric of Life, I have come to know that only too well. Life can be short, but it shortens more if you betray yourself to impulses such as we have been exposed to today. Always worth taking the time to take stock, even if - especially if - pies are involved. 

As it happened, the Silence lasted only the shortest of times, and it appears that pretty much as soon as it lifted the foe slumbered half the party. Damned if you do and damned if you don't is the lesson this weary priest takes from this chapter. 

Perhaps the only good from this is that we escaped intact. But in the fog of cloud and smoke we left behind we have exposed our weaknesses to a true evil. As if this wretched land wasn't hard enough to traverse, we have made a new and powerful enemy. If I never see the Old Bonegrinder again, I wouldn't shed a tear except for the poor children who suffer for that accursedness. And I cry for them alone, not for us. 

For us, well, we need help. That is clear enough. There are few in this place that would give it freely. In Vallaki - this husk of civilsation - I have only known the circus man Rictavio, who has gifted me a disguise each day since escaping the fate of wicker sun, to be so generous. His spirit makes me glad, but I am growing darker and more cynical each day I am returned to this world from seclusion. I wonder why ... why does he take the risk of helping me - us - in a place and against forces such as we face? What does he know of this place, our fate? And can he help us better face the challenges that Barovia presents us? 

Or help us get out of here ... whether I meet my end back home or at the Amber Temple is for fate to determine. Knowing my luck, if I don't get second breakfast, it's going to be in a clearing in the Svalich Woods. But then, maybe that's the kind of place to reunite with my lost beloved."

Kel: "I am good with people. Better than Hags it seems. We went in hard but uncoordinated and I was unable to stand off and use my magic to good effect. If I have to use my staff as a weapon then we have probably lost. The Hags' magic had power over me that I had not expected, which meant that I was of little use to help my friends. I think if I had been more effective I might have helped to turn the tide in our favour. We escaped and can return in a better-planned way. Every day they are allowed to continue risks losing other young lives. This cannot be allowed to stand."
...

The party reached Vallaki, just as the sun was setting, arriving back at the Blue Water Inn. Most of the party retired to bed, except for Roscoe who struck up a conversation with Rictavio. Kel and Gaddock suffered nightmare visions of the hags they faced, leading to a really bad night's rest. 

13 March 2021 

The character thoughts were kindly written by the players of each character. Thanks, guys!
Curse of Strahd will hopefully return.

GM Notes: I was more prepared than I've ever been for this session because I knew that it was going to - most likely - escalate into a full-on battle because of the nature of both the encounter and the characters. I made sure I'd reviewed the Monster Manual entries, had a read of 'The Monsters Know What They're Doing' and also dug into the r/curseofstrahd subreddit. I knew that this was a dangerous encounter. I made sure I understood the spells I had at hand and the actions that the parties opponents could take. I reviewed the player's character sheets because I wanted to push this, but I didn't want to end up with a TPK if I could avoid it.

I spent a fair bit of time reviewing how other people had made the most of this as a roleplaying encounter rather than straight tactical combat. In my head, I expected some more cautious scouting, perhaps some sneaking and talking, and ultimately a fight. With the Invisibility Spell available, the party definitely had options despite them being missing a rogue.

I deliberately broke the coven at the start, with Morgantha returning from selling pies in Barovia, triggering a countdown once the encounter started. I figured this would make any battle more survivable. That said, the old women don't want to fight, they want to sell some pies, get some gossip and try to build their links out to Vallaki. Plenty of opportunities to avoid bloodshed. 

What happened was that the fighters rushed in, going full murderhobo as they suspected that children had been abducted based on what the mage had seen one misty morning. The spellcasters started to follow, and the silence spell inadvertently shut down the sorcerer and mage. The characters struggled to deal with strong opponents that could phase into the ethereal plane and move in three dimensions with equal ease. It was the first time they had faced strong spell casting opposition, which added another dimension, especially when the first counterspell activated.

Roll20 glitched - although Strahd has converted to the new dynamic lighting, which I had switched off, it was on for some players. I'd opted for fog of war which had worked well in the early part of the campaign. We ended up using Discord to share the encounter map to Jag, as his character, Roscoe, couldn't see a thing. It was eventually resolved by me switching the dynamic lighting on, saving, then switching it off again and saving. On a plus side, we continue to use Roll20 for the video portion and it was rock solid.

On reflection, I made a mistake in how I responded. Kelwarin and Gaddock were badly hurt, and likely to be on death saves if they took another attack. I decided to use the sleep spell that is an innate ability of the Hags in the encounter, figuring that it would make sense from the fiction (the characters being preserved to go into pies), that it would avoid taking players out of the action for a longer period (on death saves) and that it would give interesting tactical challenges (do I wake them? Do I run away and abandon them?). I forgot that Kel (as an Elf) was inherently resistant to such a spell (although Graham, Kel's player, did as well and it was in front of him on his character sheet), which was a mistake on my part. I also didn't think about how the sleep spell would affect the player's agency; the spell casters had struggled thanks to the silence spell (that Roscoe cast to try and help) and now that had gone I was dropping them so they missed a turn. Big mistake on my part, although fictionally correct. Something to learn from. Graham and I discussed this, I apologised and he's going to try and make sure he knows his abilities a bit better as well so he can call me out if I screw up like this again.

The battle's outcome was probably set from the moment the fighter's charged and the silence spell landed. Facing multiple high hit point, high armour class, enemies who could cast spells and do reasonable hand-to-hand damage was always going to be a stretch, and doing it without coordination meant that it nearly ended up as a TPK. Add to that it was their home; they didn't get lair actions but they knew it like the back of their hand. Tom (Ser Alys) has rightly observed that the players need to discuss battle tactics. I'm hoping that the secret WhatsApp 'Get Strahd' group exists and they're talking because - as it stands - that suggestion seems to have fallen on stony ground.

The characters were a level up from the usual point that this encounter happened; perhaps there's a degree of over-confidence here. The previous battle with the vampire spawn showed how this could go wrong if they didn't work together. It was only in the second part of that combat that they did and then they prevailed.

The session ending was very flat; it was probably the first time that they had outright failed at an objective, and the party trudged back to Vallaki in the late afternoon rain despondent, a feeling that seemed to be matched in the players. As a GM, that doesn't leave me feeling good. I'd expected a hard fight, possibly the death of one hag and the rescue of some children, and maybe even the recovery of an object that would help the characters in their quest against Strahd. Instead, the coven is intact, is angry with the characters because they tried to set the windmill on fire, will probably want revenge.

We currently don't have a restart date for Season 3; Jag has other commitments and there's a conflict of views whether to wait or restart. I'd assumed we'd go on a break after this session to let me prepare ahead for wherever the characters want to go next, but they have unfinished business in Vallaki and here at the Mill. Trouble at t'Mill indeed.

13 March 2021

02 March 2021

Books in February 2021

On track at the moment.

Several novels and some RPGs (one of which still needs to written up as a review) this month.


The King in Yellow


The King in Yellow (Robert W Chambers)
This is the third or fourth time I’ve read this book. I actually read the Project Gutenberg version rather than this one as it was better formatted and didn’t have the glaring typos.

The main King in Yellow stories are still great, but they’re not as impactful on rereading. They’re touchstones for several gaming lines like Pelgrane Press’s “The Yellow King” RPG and Arc Dream’s “Delta Green - Impossible Landscapes” so I’d wanted to revisit. I like the slightly weird and twisted visions in them.

The other books about life in Paris never rose above okay; I found them a bit tedious and needed to work at them to finish. I do wish the Chaosium version of this was available as an ebook.


Bear Head - great sequel to 'Dogs of War'

Bear Head (Adrian Tchaikovsky)

Sequel to “Dogs of War”. Near future SF with action split between Earth and Mars. This moves some years on from the events of the previous novel, and pitches the characters into a world which has turned against distributed intelligences and is starting to reconsider whether collaring (installing hierarchies of control into mindware) is acceptable in some circumstances. The villain of the piece is a US politician with shades of Trump. The story explores some interesting elements on agency and politics. I enjoyed this a lot.


A thriller written to be a movie.


A Death in Sweden (Kevin Wignall)

Enjoyable thriller which definitely feels like it’s been written with at least one eye on optioning for a movie script. The protagonist, Dan, is a freelance contractor who spent a lot of time in the past carrying out kidnappings to support the CIA rendition process. Now someone has started to kill off his former colleagues and he soon finds them coming after him. He needs to find out who is after him, why they want to kill him and a way to survive. Above average, with an energy that makes it hard to put down. It’s more at the action end of the genre than the le CarrĂ© end.

3rd March 2021