31 August 2022

RPGaDay2022 - 31 - When did you first take part in #RPGaDay?

   

When did you first take part in #RPGaDay?

I first took part in RPGaDay in 2014, the first year it happened. I was on holiday in North Wales for part of it and updating from my phone. As the place we stayed didn't have WiFi and my mobile signal was spotty, that meant I was uploading my answers whenever we went out and about and found somewhere with decent signal. I originally wrote my posts on Facebook and then subsequently transferred them to the blog.

I then didn't do it again until 2020, when I completed it fully. 2021 was hit and miss as many of the prompts didn't engage me. I've found the questions this year much better. This year, I prepared most of the entries in advance on the blog and later shared to Twitter but not Facebook. I was in Anglesey again for much of the first part but this time I had WiFi.


31 August 2022

30 August 2022

Mausrítter - Blessed are the Cheesemakers

Mausrítter TTRPG
The new Turn Tracker in use...

While we were on holiday, I'd floated the idea of running a roleplaying game with the lads, and got a really positive feedback from them, especially from the 11 year-old. He liked the idea of 'the mouse game', which I'd floated past him previously. This was, of course, Mausrítter, a game which is perfect for an introduction to gaming as the mechanics are simple, it has anthropomorphic mice and creatures and the scenarios don't drop a heavy load of the GM.

Mausrítter TTRPG
The view across from the GM. 

We decided to take advantage of an overcast day to play outside; fortunately, I have two dice towers which meant that the dice were saved from disappearing under the decking. It was a little it gusty so they decided to weight down their sheets. Well, the eldest (15) did, and the youngster followed when everything tried to blow away.  

Mausrítter TTRPG
One of the cats joined in.

I was joined by one of our cats, Rebel, who wanted to see what was going on, perhaps recognising the word 'mouse'. I opted to use the Stumpsville scenario from the core rules. I've previously run the other scenario, 'Honey in the Rafters', for my Curse of Strahd group during downtime and fancied something different. I also know that the Earldom of Ek setting nicely links across to the new material for 'The Estate', which I've recently received.

Mausrítter TTRPG
The eldest's two mice

As Mausrítter can be brutal on mice, the boys each created two mice. The eldest had a former prison guard (Else Winterholme) and her cousin August Winterholme, a troubadour. Nat instantly started to refer to him as 'the Bard'. His watching of the Witcher was coming to the front I think.

 

Mausrítter TTRPG
The younger pair

The youngster's two characters were Edmund Butterball, a former worm-wrangler, and his friend Rue Seedfall. She was the practical one, working on the rafts on the stream near Oaksgrove.

Play started at the settlement of Stumpsville, where our four heroes had arrived to try and find out what had happened to the weekly cheese shipment that was due for the market at Oaksgrove. It had taken then most of the day to travel the two miles (hexes) to the distant village and they arrived around 4pm in the afternoon.

Mausrítter TTRPG
Of course there was wrestling.

They explored the settlement, setting off one trap, avoiding another, and killing two wolf spiders who had captured two of the townsfolk who were hiding from a dangerous rat gang. We ended the game with them having tied up a rat they'd found in a cheese-coma in the factory stores and placed in the cage that the town's guard snake was. They were having a whispered conversation with him to find out what had happened and where the people of Stumpsville were, relying on the fact that they had a flute and a flautist and could hopefully charm the snake to avoid it waking and eating the rat.

They've asked to play again.

Mausrítter worked like a dream. The tactile method for inventory was good, and the boys really got into it. The eldest was pretty confident and his drama lessons in English GCSE helped him get into the two different characters. The youngster wanted to think things out and hedged his bets on declaring which mouse did what initially, but again, that's very him. I suspect that - at heart - he's more of the gamer though. 

I think we reconvene on Saturday.

30 August 2022

RPGaDay2022 - 30 - What should #RPGaDay do for it's tenth anniversary year?

   

What should #RPGaDay do for its tenth anniversary year?

Another decent set of questions like this year; sometimes previous years have been more contrived. I wonder if you could focus them around a person's favourite game?

30 August 2022

29 August 2022

Go home Chrome, you're drunk and intrusive

 


Chrome is a bit marmite for me. I both love it and hate it. It was fantastic on the Chromebook (no real surprise there) but on macOS it's a pain. For some reason, it persistently reinstalls itself into login items so it opens at start-up. It also isn't very cooperative in quitting when you exit. And finally, even though it's been rewritten as a universal app, it's still an heavy energy user.

That said, it's unavoidable. Some of the apps run better in it, and Roll20 wants it as the browser. So, marmite for me.

29 August 2022

RPGaDay2022 - 29 - Who would you like to see take part in #RPGaday?

  

Who would you like to see take part in #RPGaDay?

I always enjoy seeing the responses of friends to #RPGaDay. Sometimes they surprise me, which is a good thing!

I suspect it'd be nice to see some folks like Marc Miller doing it just to get a feel for their experience of the hobby.

29 August 2022

28 August 2022

First Impressions - The Magonium Mine Murders [OSE]

The Magonium Mine Murders
The Magonium Mine Murders

The Magonium Mine Murders is a short zine style adventure setting designed of Old-School Essentials (and thus pretty much compatible with any OSR engine) by James Holloway. It's 24-pages long, black-and-white interior, but adds a further two pages by using the covers. The cover is evocative and effective and is deliberately aged to look like an old pulp cover or film poster.

I purchased it from James' Gumroad site for £10, and the physical copy came with a PDF as well.

The scenario is a murder mystery sandbox set during a time of war between two kingdoms. Magonium is a magical element which is used to support the war effort; miners are protected from the draft that has been instigated to provide soldiers for the war. The mine has expanded to support the war effort using both miners and prisoners of war, creating a boom-town effect which is not especially popular with the locals. They tolerate it more because it pays the bills. Recently, the mine has been troubled with tremors and the administrator has been murdered. There are reports of Magonium poisoning spreading from the mine; free workers wear protective suits when mining, but the prisoners don't.

The characters are given multiple hooks to put them in a place to investigate what's going on. There are several intertwining threats and challenges which should make things satisfyingly messy. There are two separate criminal threads and something more mysterious. The overall plot is explained and the information that each non-player character has is explained. Characters have nice portraits in a variety of styles, and there are functional and useful maps.

As a B/X clone, OSE isn't especially designed to do scenarios in this style, so James provides a page of guidance on running a scenario like this using an OSR ruleset. 

This is an above average scenario which could easily be picked up and run by a GM with minimal preparation. The complexities will come from the player's interactions and there are plenty of levers to be pulled to make things interesting. The vibe of the game reminds me of some of the Warlock! scenarios I've read, which is a good thing. I could easily imagine moving this sandbox over to that engine if I wanted to. Nicely done.

28 August 2022

 

RPGaDay2022 - 28 - What is your favourite RPG cover art?

  

Roll 1d8+1 and tag that many friends with your favourite RPG cover art?

So, as before I'm not tagging but here's some of the ones that I love.


Traveller Core Rules 2017

I love the 2017 version of the Traveller rules, because they really catch the feel of the game. I think that the imagery is better than the 2022 update. That said, I'll always have a love for the little black book design as well.

TRIPOD Essence

I've also always loved the cover image that Stephanie McAlea created for Wordplay which I recoloured for TRIPOD. It's a beautiful abstract image that gives a feel of diving into a new world of adventure.

Things from the Flood

I love the cover from Things from the Flood, a game that has perhaps got too little play in the UK after an incident at UK Games Expo. There's a cold starkness to it.


a/state second edition

My current favourite cover is the new edition of a/state; I thought the original was stunning, but the new one, especially with the UV spot ink, is fantastic. It references the past but gives so much more. I photographed it in the sunshine to bring out the UV of the City.

One thing I have noticed recently is that a number of a game companies offer limited edition covers which are done in leather as collector's items. They look lovely, but the normal cover often looks stunning too and I've ended up going for the normal copy. The new edition of The One Ring, a/state, and some of the Dune books spring to mind.

Also rans in this? City of Mist. Delta Green. Liminal. Age of Arthur. Alien. Tales from the Loop. Some of the D&D 5e alternative covers (Tasha's, Witchlight, Radiant Citadel).

28 Auguts 2022






27 August 2022

RPGaDay2022 - 27 - How has the character changed?

 

How has the character changed?

Lotte Rädler-Jones: Lotte has become harder, to the point that she killed a cultist in cold blood. He was waiting to ambush her and her colleague Benjamin, but she coldly killed him. There are shadows of her past that she doesn't talk about, that she locked away when she reached America, and they are starting to surface. She's also become obsessed with investigating the horrors she has found out about, even though her travelling around the USA and now Mexico with a somewhat rumpled male antique dealer is starting to put pressure on her marriage.

Lieutenant Algernon Henry Jackson-Taylor hasn't changed much, dammit. He's British! Although he is considering skipping off from this execution exchange that his French colleagues are so damnably obsessed with completing. Or at least die trying.

 

26 August 2022

RPGaDay2022 - 26 - Why does your character do what they do?

 

Why does your character do what they do?

Lotte Rädler-Jones has a call to adventure. The articles that she has published as a journalist show an insight into science and culture which is different from the norm; I’m always looking for the next thread to explore, especially if it weaves my passions together. She is influenced by the freedoms she saw eroded as the Weimar Republic fell apart, and feels a duty to call out injustice and defend her fellows. Trail of Cthulhu defines the pillars of sanity for a character, their innermost beliefs. Lotte's are:
  • There is innate good in humanity that will prevail over evil.
  • One should always do what is right, even if it costs.
  • If it doesn’t harm others, it shouldn’t be condemned.
Lieutenant Algernon Henry Jackson-Taylor is far more simply defined. He's trying to live up to British ideals and family tradition. That tradition is sometimes a little challenging with his Indian heritage, but in time of war that has mostly been forgotten.

28 August 2022

25 August 2022

First Impressions - Impossible Landscapes (Delta Green RPG) [Minor Spoilers]

Impossible Landscapes
Have you seen it?

TL;DR: Impossible Landscapes is a complex, beautiful and ambitiously campaign for the Delta Green roleplaying game which dives deeply into Chamber's King in Yellow ideas to deliver a powerful and dangerous campaign of alienation and surrealness, where those of a creative nature are more at threat and the aesthetics of Carcosa echo into our world. This 362-page full colour hardback is gorgeously laid and a masterclass in clear layout. Highly recommended.

I played a lot of the Call of Cthulhu roleplaying game when I first got into RPGs. Indeed, it was the first game I bought for myself and having only recently read Lovecraft's collections, it was pretty impactful on me. I ran a lot of sessions and played more, but slowly became jaded about it. Everyone playing knew what the statistics of the unknown gibbering loathsome creatures were and we'd all read the books. The fear and wonder of the unknown had gone. I stopped playing the game because it just didn't inspire me anymore. I never went down the route that some people did of just creating scenarios to see who'd be the last one to die; that kind of horror never attracted me.

And then I found Delta Green. A supplement for Call of Cthulhu that twisted the mythos and embraced the feel of the X-Files. A modern setting were - if anything - the horror of the setting was even more terrifying. A setting were players took the role of rogue agents trying to suppress the horror, knowing that they were the only barrier between humanity and extinction. Agents fighting a war that they knew they'd probably lose. The second supplement, Countdown, included a scenario called 'Night Floors' where John Scott Tynes explored the horrors of Robert Chamber's King in Yellow stories of Carcosa. Relegated to a monster in Call of Cthulhu, Tynes had gone back to the source material and written a scenario that derived its horror from the fracturing of the nature of reality. It really gripped me, as it was so different to anything I had seen before. I picked up the Chambers book and really enjoyed the way the stories explored reality twisting. It was the standout scenario for Delta Green for me.

Let's fast forward to 2015. Delta Green returned in a big way with an extremely success Kickstarter to release the game as a standalone system with gorgeous production values. It raised $362k in October of the year and spawned a large number of supplements as stretch goals. They're only just coming to the end of the books promised from that first Kickstarter; every six to twelve months another tome lands, beautifully illustrated with high quality writing and editing. Impossible Landscapes is the latest of these.
Strange is the night where blacks stars rise,
And strange moons circle through the skies
But stranger still is 
Lost Carcosa
Impossible Landscapes is a 368-page full-colour hardback campaign for Delta Green described as a pursuit of the Terrors of Carcosa and the King in Yellow. The illustration is of incredibly high quality and the layout perhaps one of the clearest you'll find in a roleplaying game. Gorgeous and evocative.

The campaign spans decades and realities. Perhaps the closest campaign I've read to it in scope and feel was The Dracula Dossier for Night's Black Agents, but this is something unique. There are at least two different voices annotating the main text, which is fun. Although there are four main tent-poles to the campaign, there's the scope for them to turn out very differently each time you play this.

The characters will cross the threshold of the King in Yellow in 1995, where they will face an updated version of 'Night Floors'. This is a missing persons investigation, OPERATION ALICE. An artist has gone missing, and a Delta Green friendly noticed an occult symbol in papers in their apartment. The agents are sent to catalogue what is in the apartment and to confirm that there's no unnatural influences in the disappearances. And like the operations namesake, they go down the rabbit hole.


Impossible Landscapes

Before we go there, let's pull back for a moment. The first sixty or so pages discuss running the campaign with solid advice on pacing and the types of scenes that can be used. The core themes are noted (alienation, surrealness, creativity and aesthetics) and discussed. A new mechanic - corruption - is introduced to track how exposed the agents have become to the King in Yellow. Some clues will not be evident unless you've moved deep enough into the influence of Carcosa. There's a play example for using corruption which also sets the tone for the campaign. 

The book then discusses the King in Yellow (the book which operates as a memetic infection from Carcosa), the Night World and Carcosa itself. Delta Green's involvement and understanding is explained, including the very brutal STATIC Protocol introduced in response. Carcosa differs from the the cults of the Great Old Ones. It doesn't seek to bring the King to power, but rather it spreads like a virus, memetically, drawing humanity into the orbit of the Yellow King and breaking our reality. There is a timeline to support the campaign; it starts 1402 and ends in late 2015. The timeline is extensively footnoted and brings together threads from all over.

Assuming some of the players survive the Night Floors (and focusing on survival may well be the most important thing for them as they won't have enough understanding or the tools to solve it), they continue on in their careers, both legitimate and covert. They remain part of the original Delta Green, and are activated in 2015 for Operation INDIA MOON, an investigation into The Dorchester House Psychiatric Facility where some former Delta Green operatives have gone missing. Evidence at the scene links back to Operation ALICE, so as many of the investigative team involved were sought. They'll investigate the facility and become drawn into the influence of the Night World, the hinterland around Carcosa. They'll potentially also discover what the STATIC protocol is and its implications. 

They'll discover - post mission - that their contact with Carcosa threatens their Bonds (significant contacts who are sources of sanity) and find themselves hunted by agents of the King in Yellow. Ultimately, clues will point them to find the mysterious Hotel Broadalbin, which has shades of the Hotel California. Exploring and understanding the Hotel and its guests will lead the Agents to realise that the only way home to to press on deeper, into the heart of Carcosa itself.

The final part of the campaign sees the characters arrive in Carcosa, and eventually attend a Masquerade Ball. They could be lost forever in Carcosa, destroyed or perhaps even make it home. The final part is surreal and evocative, referencing previous parts of the campaign. The book closes with details of entities like the King in Yellow, artefacts which may be found, closing with unnatural tomes and rituals.

This is a huge campaign, so the detailed index is welcomed. To run it, I think that it will need several readings. There are multiple cross references between parts, and the scope exists to move between them and change reality. It's complex, and the first parts of the campaign will see the agents struggling to gain understanding; later they'll realise that understanding is dangerous. Someone will inevitably see the Yellow Sign or read the King in Yellow (and the impact of doing that is cross referenced). You'd need a mature group of players but I think that it would be a fantastic experience (especially having seen Paul Baldowski's recent tweets about the campaign).

I will run this. For a start, Dr Mitch has dropped a hint and added it to my to-do list. 

Excellent. Very much recommended.

26 August 2022



 

Curse of Strahd - S5E7 (48) - Lost Souls in the Snow [updated]

 

Beset with a blizzard, our heroes have been forced to take shelter from the storm overnight in a magical hut created by Gaddock while they rest.

Our dramatis personae:

Ser Adon de Rouge 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

Ser Alys de Adon-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. 

also featuring: 

Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.

and introducing:

Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her),  a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!

All characters and sidekicks are level 8.

__

17th December, 5 days to the Solstice.

They woke to silence. The winds were still and an eery cold white light shone through half the magical shelter. As their eyes adjusted, they realised that the magic hut had dissipated and they were buried in snow. The light must be daylight, towards the mountain slope. Cautiously, once everyone was dressed, Ser Alys and Ser Adon broke a hole through the snow, confirming that perhaps two to three feet had fallen overnight. The party struggled, emerging out onto the path, their feet crunching in the snow.

Heading south, they made steady progress, but then Kel noticed that there was a large goat following them, perhaps a hundred feet up above them. By large, it was perhaps the size of a bull. It looked annoyed, and as it tracked them, small stones and snow shifted above. They stopped, and a quiet conversation ensued. Kel and Gaddock discounted using magic like a fireball on the creature; they didn't know if it was evil or not. Annoyed, yes, but dangerous? Also, anything that made a loud noise or had. shock could potentially bring the slope down in an avalanche. Kel decided that perhaps the best solution was the use the charm magic he had learned to calm it and make it their friend. 

Drawing upon the wild magic found in all around, Kel sent thoughts of love and friendship to the creature and could feel them being reciprocated. Indeed, all it wanted to do was to get close to them. It rushed down the slope with excitement and abandon, and then they heard a loud crack. Snow started to shift as the goat arrived with them. It gathered momentum, and suddenly the whole mountainside was in motion. "Avalanche" yelled Ser Alys. "Run". 

A frantic panic seized them. Kasimir flew down the path past them at speed, his feet hardly touching the floor. Kel grabbed Ireena, and cast a Dimension Door, heading 1000ft further down the slope. Adon, Muriel and Kaldur, the Mountain Folk boy, started to run. Kel had the presence of mind to tell the goat to let some of the runners on it, so a motley group were running down the hill, some galloping, some running. Adon carrying Kaldur.. The avalanche was gaining. Gaddock grabbed Ser Alys, said "Do you want to beat your husband in a race" and plunged the two of them through a Dimension Door to where Kel, Ireena and Kasimir waited before waiting for a reply. The runners started to slow, and for a moment it looked like the goat would be entangled in a collapsed tree, but a combination of Misty Step and leaping got them past it. The three of them just escaped the snow flowing behind, perhaps by a hundred feet. 

They all got their breath, then started on. Adon asked Kaldur about the 'Old Place' his family were at. He told them that there were statues of a sun coloured rock, and also there was a scary bridge where he'd had to crawl to get across safely.

Travelling on, just before they reached a fork where the road turned back the slope, they finally moved out of sight of the silvery beacon light of Argynvostholt and the blessings it brought. As they started to turn, they spotted a body, just off the path. Walking over, Ser Adon checked that it was not undead (it wasn't) and examined the body. It had an old Morning Lord symbol in its hand, and was also clutching a piece of amber on a necklace. This matched the way-markers that they'd come across, and also reminded them of the amber artefact that their friend Roscoe often meditated on. Unusually, the body seemed to be frozen into a solid block of ice. Ser Adon built a cairn and said words for the dead.

They carried on up the switch back, but managed to take the wrong trail, losing their way. Eventually, turning around as it was late afternoon, they found an entrance to a mountain canyon with shear sides. A little into it, they found why they'd lost their way. There was a larger obelisk waymarker, graven with runes and amber, but this had collapsed and been part buried by scree as part of the rock face had fallen. Examining it, they found two more bodies, both frozen solid, so they decided to bury them as well.

As they set about burying them, Gaddock heard a strange call in his head. He went around the back of the obelisk to find a beautiful woman, clad in very flimsy robes with attractive white blonde hair and piercing eyes. He didn't notice that you could partly see through her and soon he was enveloped in her embrace and succumbing to a passion that was unexpected. All thoughts of Jeny passed from his mind, there was only the now and this beautiful maiden. It was only when she ran her had over his legs, groin and stomach and he felt them going cold that he realised that something weird was going on. Oh, and her sister or friend arrived too to join in.

Kel realised something was up and went to find Gaddock. Turning the corner, he saw the two beautiful women embracing Gaddock, who seemed to have shed most of his clothing despite it being freezing on the mountainside. Kel saw frostbite appearing as they touched Gaddock, and he started to turn blue. He immediately shot the maiden closest to Gaddock with a firebolt and was then attacked by her sister. She looked at him, he heard a call in his mind but he was resolute. Gaddock blasted the maiden touching him with magic missiles. Adon heard the firebolt and rushed around, sensing undeath. He yelled 'Ghosts' and charged. Two more of the maidens rose from behind the obelisk and a short and brutal fight happened. Eventually, all four of the undead snow maidens were slain, dissipating in a swirl of snow back behind the obelisk. 

They followed, and found a cairn with runes carved in it. Opening it, they found four women's bodies, bound at feet and hands, sat back-to-back, with runes carved into their foreheads, sightless eyes and an amber dagger through their hearts. They had been slain in a dark ritual. The other bodies they'd found had probably been their victims. Adon removed their heads with a radiant blade, and then bless and buried everyone that they'd found.

They realised that they needed to rest; Gaddock, Kel and Adon had all taken frostbite from the creatures and they needed warmth to recover. Despite the impact of losing time, they set up the hut and rested. 

18th December, 4 days to the Solstice.

In the early hours of the morning, they woke. They broke their fast and the effects of the cold had worn off. They headed up the canyon, lighting the way with light spells and Adon's javelin. Soon, they found the bridge. Five feet wide, it was perilous, crossing a 60 foot chasm. The light showed that it was a dangerous drop and the gusting wind made the idea of walking normally unwise. They consider pitons, but the volcanic granite like rock would only really be able to be secured where there was mortar, so they decided not to risk it. They crawled, except for Kasimir who casually walked across. Adon nearly lost his sword when it slipped.

Further up the canyon, they came to a snow and ice field around a helical spire of ice. They fitted snowshoes and headed across safely. As the first light was rising, the Amber temple was ahead of them.

Perhaps 60ft of stonework was carved into the head of the canyon. There were four alcoves with 20 foot tall statues of hooded figures carved from amber. The snow didn't touch them. In the middle, with two statures either side was a large entrance. Approaching, they saw stairs leading down into darkness.

Kaldur ran off to the left; there was light showing through a fissure. A few minutes later he came back out with a muscled female mountain folk warrior, who he explained was his aunty Sigrid. She thanked them for rescuing Kaldur and invited them into their shelter. Squeezing through a fissure two feet wide, they came into a room that was obviously part of the temple. The Mountain Folk were resting from the weather here. There were six of them. They shared their stories and explained the temple was a dangerous place. One of their friends had gone in and been consumed by flames. They avoided it and wouldn't open the doors. Gaddock found a secret panel on the south wall, concealed in a mural. It opened into an old scroll room and reading area, but there was nothing left to find as the scrolls were long since deteriorated beyond reading.

GM Notes:
This mainly drew on Dragnacarta's Tsolenka Pass ideas, but I changed the Snow Maidens around. They were pretty scary, and the damage from cold behaved as necrotic so max hit points were reduced. This meant they ended up taking a long rest and then a short rest and spending hit dice afterwards as they decided that they may need the healing magic later.

The avalanche seemed to work well. I know the party feels that this place is remote and dangerous and there is definite angst that they may not be back before the solstice. They fear the worst if Strahd arrives expecting his tithe and it isn't there.

I'll be leaning more on MandyMod's work for the next bit.

It was nice to get the party back together after about a month off. Roll20 was rock solid again.

25 August 2022

Some more thoughts: A build on the Snow Maidens; they were reskinned spectres, with cold damage replacing necrotic (but having a necrotic effect) and a charm ability added. They only had 22 hit points, but were well laden with resistances and incredibly spooky. Gaddock separating himself from the group was a gift which I took happily, and he was one of the characters whose save was weaker for this as well. Kel - for example - would probably not have been charmed.

The Snow Maiden token from the Frosty Fae set.

I found some spooky art for them in a token set that I'd bought some time ago. 

The necrotic damage effects left the characters in a hard place; narratively, three of them had varying degrees of frostbite. Mechanically, they could only recover back to the reduced max hit points in the long rest, so they needed an immediate short rest (which we did narratively as a slow breaking of their fast. They really didn't want to rest, but rightly felt that it was foolhardy to head into the Temple without full resources.

As an encounter, it was pretty successful. I can see why Sly Flourish and others recommend reskinning existing monsters.

The other element of luck for the players is that - by travelling in the early hours - they managed to avoid another skill challenge around the return of the Roc.

27 August 2022

RPGaDay2022 - 25 - Where has that character been?

Where has that character been?

Lotte Rädler-Jones: Weimar Germany (Berlin mainly), the Netherlands, USA (New York, Savannah, Boston, Los Angeles, Mexico City).

Lieutenant Algernon Henry Jackson-Taylor: Great Britain (Sandhurst, London, more), France (Paris, various battlefields)


24 August 2022

RPGaDay2022 - 24 - When did you start playing this character?

 

When did you start playing this character?

Lotte Rädler-Jones's character sheet was created on 7 February 2021 but the character was born in 1908.

Lieutenant Algernon Henry Jackson-Taylor's character sheet was created on 19 April 2022.

24 August 2022





23 August 2022

TRIPOD layout - bleed issue solved

Don't forget to set the bleeds
Bleed settings for DriveThruRPG

If you read my earlier posts on TRIPOD you may recall that I had an issue generating a PDF/X-1a:2003 file for print from Affinity Publisher. DriveThruRPG needs a 0.125" bleed setting around the edges on its files.

PDF/X-1a
The dialog box for PDF Export

The issue was that when you selected the checkbox to include bleed, the preset dropped to a blank. In the end, I opted to export as a PDF for print and hope it didn't break when Lightning Source or DTRPG converted it to the standard. Fortunately, that was the case.

Anyway, I wanted to find out if there was a way to fix this, so I asked about it on the Facebook Group for Affinity Publisher. The folks there came up trumps. I now know why it went wrong and how to fix it.  The reason the preset label went black was that including bleed moved the settings away from the PDF/X-1a preset's settings. If I'd exported at that point, I would have had a PDF/X-1a compatible file.

PDF/X-1a settings
More settings

The better solution for this was to click the 'more' button on the initial page, and select the bleed there. Then you use the 'Manage Presets' option to save a new preset. As you can see here, I've saved one called 'PDF/X-1a:2003 with Bleed' to use quickly in the future. You may need to exit out of the export process to be able to see the new preset.

So there you are, problem solved!

23 August 2022

RPGaDay2022 - 23 - What situation is your character in?

 

What situation is your character in?

Lotte is in Mexico City, having followed the investigation of a dangerous occult linked drug to the city with her colleague Benjamin. I suspect they will leave and head to Malta next.

Algernon has been sentenced to death, along with his unit, as part of a formal death exchange between to two forces in the world war. This is a scientific and human way to avoid huge destruction, something influenced by the Church of St Cassilda. He intends to take down this corrupt and evil organisation along the way.

23 August 2022

22 August 2022

RPGaDay2022 - 22 - Who is your current character?

      

Who is your current character?

That's a pretty limited question, in that it assumes that I'm only playing in one game at the moment.

In Eternal Lies (Trail of Cthulhu), my character is Lotte Rädler-Jones, a journalist and German expatriate who fled the rising Nazi repression. A liberal with socialist leanings, Lotte fled Germany in 1931 hoping to start again in the United States, as she realised that her past would not be tolerated by the growing right-wing. A scientist by training, she found it difficult to find work in the field when she arrived in New York, ending up working in pharmacy having been unable to find work in research. She started writing again, and her work introduced her to her husband, Jack Jones, who works as an editor in one of the Dailies. He has encouraged her to focus on her writing for the liberal press and contributing articles on science and culture. She does feel some pressure from his family about when she’s going to start a family, and this creates tension in their relationship.

In The Yellow King, we are playing the wars phase, and my character is Lieutenant Algernon Henry Jackson-Taylor (absolutely, definitely not ‘Algy’). The character is the grandson of the character I played in the Paris phase. His grandfather told him tales of his time in Paris as an art student yet there was something obviously missing. In correspondence he sorted after Harry’s death, he’s found references to the artist James Walton, his lover Musetta and Joao, a poet. All of them disappeared some time during Paris, and there is something that Henry didn’t - or wouldn't - say. Algernon joined the army despite his grandfather’s disapproval and the old man passed away before they reconciled. Early in the fighting, Algernon’s unit came under fire. They took refuge in a church in the woods, with a strange octagonal design. Somehow, he became lost in it and caught shouts and glimpses of his colleagues. It seemed to go on forever. He eventually stumbled out (having thought he was only there for perhaps 30 minutes) to find that dark had fallen and what was left of his unit was preparing to leave. Not everyone was there. When they returned to their lines, a number of the soldier’s minds were broken and the Lieutenant in charge shot himself (although that was recorded as an accidental discharge). Algernon dreams of that church most nights, except those when the moon is dark or hidden. He wakes with night terrors, seeing his colleagues being hunted, perhaps by four figures that resemble his grandfather’s friends and Henry himself.

22 August 22

21 August 2022

Curse of Strahd - How long?!

  

Graham queried the number of games that I had down for Curse of Strahd in the recent #RPGaDay post about how long you run games for. I'd said around 45 sessions.

Currently, that number is 47 sessions.

We started in November 2019.

Season 1 had 7 episodes (entry through the mists and Graenseskov)

Season 2 had 13 episodes (Barovia, Tser Falls, Vallaki, Vistani Camp, failed attack on the Old Bonegrinder)

Season 3 had 8 episodes (Coup in Vallaki, Old Bonegrinder, Wizard of Wines, Yesterhill)

Season 4 had 13 episodes (Back to Yesterhill, Krezk and the Abbey including the Stygian Library, the Carnival, Argynvostholt, Dinner at Castle Ravenloft)

Season 5 is at 6 episodes so far and I think it will end somewhere around 10 (Old Berez, Vallaki, Tsolenka Pass and the forthcoming Amber Temple)

Season 6 will be the finale - Castle Ravenloft itself. This may take a while as it will be much more dungeon crawl than we've been used to.

The Future?

I do want to return to D&D 5e again. I've a number of campaigns (Ghosts of Saltmarsh, Tomb of Annihilation, Witchlight Carnival) and also some of the books that are designed to be more episodic. I suspect I may want a break first though.

I have slowly been setting up Castle Xyntillan on Roll20; I figure that it would work well for a drop in game using Old-School Essentials).

Beyond D&D I'd like to run some other games:

  • Delta Green - Impossible Landscapes (I suspect that this will be an extended campaign)
  • Mutant Year Zero - Elysium (a ten adventure campaign, probably 20 sessions online)
  • City of Mist - Nights of Payne Town (a nine to ten adventure campaign, probably 20 sessions online)
  • Blue Planet Recontact - episodic campaign using one of the frames from the game.
  • a|state 2e - episodic campaign using the core rules and set in Mire End
Of course, Strahd will probably fill the rest of the year so it will be interesting to see where we end up.

21 August 2022

RPGaDay2022 - 21 - Share an intriguing detail from a game setting you enjoy.

      

Share an intriguing detail from a game setting you enjoy

In City of Mist, the reason that the Mist and powered individuals exists is not defined hard and fast. How it works is, but the setting gives you a number of different options as a basis to work from. I like the ambiguity and flexibility that this gives the MC. It's also a detail that the players never need know, but it could influence how the world unfolds around them.

21 August 2022

20 August 2022

RPGaDay2022 - 20 - How long do your games last?

     

How long do your games last?

When I run online, I usually run for around two-and-a-half to four hours. That's been the cadence for Curse of Strahd.

When I run at conventions I tend to run around the four hour mark. I deliberately pick Garrison slots so I have some space if we overshoot.

My current live campaign, Curse of Strahd, has run for over 45 sessions, which is a record for me.

20 August 2022

19 August 2022

RPGaDay2022 - 19 - Why has your favourite game stayed with you?

     

Why has your favourite game stayed with you?

Traveller has stuck with me because the themes of empire, space opera (with a veneer of hard SF) and adventure continue to resonate with me. The mechanics and sub-systems work well and can be fun to explore on their own. Sure, they aren't sexy, but they can be elegant and effective.

19 August 2022

18 August 2022

Impossible Landscapes

Impossible Landscapes
Impossible Landscapes

I've just started properly reading Impossible Landscapes for the Delta Green roleplaying game for the first time and I'm about a third of the way in and very impressed.

Impossible Landscapes is an expansion of the scenario 'Night Floors' which was originally presented in the Delta Green: Countdown book into a full campaign. It deals with Robert Chamber's King in Yellow and Carcosa mythos, and fundamentally changed how that was addressed in the Call of Cthulhu game. Instead of monsters, the focus shifted to the reality shifting and warping that comes from being infected by the King in Yellow. 

Like all the modern Delta Green books, this is gorgeously presented with incredibly high quality control standards. So far, I've read the introduction and extended timeline, and the updated version of 'Night Floors'. 

In effect, the original scenario kicks off the campaign by drawing the characters into the influence of the Yellow King; the following scenarios take place as they try and escape or deal with his malign influence. I'm hoping that I'll enjoy this enough to run it; if it carries on like this then I definitely will want to.

18 August 2022

RPGaDay2022 - 18 - Where is your favourite place to play?

     

Where is your favourite place to play?

The Garrison Hotel in Sheffield. It now has so many good and happy gaming experience memories for me, thanks to the various Garricons. 

18 August 2022

Ambiguity

Penrhyn Castle

We spent much of yesterday at Penrhyn Castle, having spotted it from across the Menai Strait when we visited Beaumaris earlier in the week. It's not the kind of castle that you'd expect for North Wales, as it is nothing to do with Edward I and his pacification of the Welsh. Instead, it's a stately home constructed in the style of a castle, now owned by the Nation Trust.

I came away with a feeling of unsettled ambiguity, and perhaps a little anger.

Although there has been a home on the site since the 1400s, the huge and ambitious mansion that exists there was born from money raised in the Caribbean from sugar plantations and from Slate Quarries in North Wales.

Penrhyn Castle
The Great Hall

This was the first National Trust site that I'd visited since they decided to more openly address the links between colonialism and historic slavery at their properties. That was a decision which was openly challenged by those on the right of politics who added it to the 'Culture War' and divisiveness that they like to stir up. The National Trust's position was endorsed by the Charity Commission.

In some parts, it was just a subtle change of the way that signs read. Rather than just say 'Penrhyn Castle was funded by the families wealth from sugar plantations in the Caribbean', they've changed to 'Penrhyn Castle was funded by the families wealth from sugar plantations using enslaved people in the Caribbean'. Simple. Matter of fact. But recognising the truth of the history.

They'd also done a project with children from the local primary school, exploring the links to colonialism, Empire and slavery with kids from all backgrounds. Some of the material was powerful.

An Osiris statue from Egypt had this poem from Fatima (11).

He had money and I had history.

His money bought my history.

A simple, stark reminder of the relationships within Empire.

Penrhyn Castle
Beautiful carvings paid for with the lives of others

A box. The Jamaica Box. Containing records of the plantations the family held.

Let's think beyond the box.

Lock it. Hide it. Shelve it.

Darkness conceals the light which exposes

Questions flowing through

the cracks in the corners. 

Words from the Penrhyn Staff, on how easy it is to hide the past away when it's inconvenient.

We live on the proceeds of Empire. Of colonialism. Of slavery. Our economy and place in the world is built on the ravaging of India's riches by the East India Company. On wealth from sugar and cotton grown on the back of slavery. On money taken from the Opium trade in China. It's part of who and what we are, and failing to recognise it diminishes us.

I mentioned anger at the start.

The letters from the family and other anti-abolitionists arguing the case for slavery and that the journey across the Atlantic from Africa was the best thing to happen to the people taken as slaves. The cases made that slavery was common in Africa and so a natural and normal state, combined with the argument that the people so taken were being saved from brutality.

The letters from the Quarry workers and townsfolk commending the family publicly. The painting of work at the quarry - the source of the family's ongoing wealth - that was put were the family couldn't see it when 2,800 workers went on strike at the Quarry for better conditions and were locked out for three years from 1900.

A family history steeped in oppression and exploitation of others for wealth. 

A family recognised for good works.

I came away thinking about our history in a way I haven't before, embraced by ambiguity and complexity, with an undertow of anger about the way that people were treated and a feeling that such exploitation can never be justified. 

Penrhyn Castle

I suspect that I'm still thinking about it a day later and writing a blog post about how impactful I found it means that the National Trust has succeeded in their aims to explore the parts of our history often glossed over.

18 August 2022

17 August 2022

RPGaDay2022 - 17 - Past, Present or Future? When is your favourite game set?

     


Past, Present or Future? When is your favourite game set?

In the Far Future. Traveller remains my favourite game. I love the game engine and the setting resonates on so many levels with me, partly because it reflects some of the science fiction that I grew up with that influenced my tastes until today. That said, each edition and evolution of the game reflects the changes in SF that have come along. 

17 August 2022

16 August 2022

Rhosneigr Reminiscences

Rhosneigr (map by OS*)

This week finds us in Rhosneigr on a family break rolled over twice due to COVID-19. Rhosneigr is located on the west coast of Anglesey and has some gorgeous family friendly beaches. I also have memories of it from my youth which have stayed with me. I had a week here with my mum (and I suspect my sister) when we stayed at a caravan with our 'Aunty' Sandra. Of course, Aunty Sandra wasn't actually a blood relative; she was one of my mum's friends and I used to play with her son Russell. We long since lost touch.

Rhosneigr Sunset
Sunset at Rhosneigr (iPhone 11, RAW)

I think we may have been there before we left Liverpool, so before '77. I think my sister may have been there but I don't really remember. We stayed in caravan somewhere behind the dunes. All I can remember is that the bed was too small, it was cold and sand got everywhere. The showers were cold but you needed to spend far too long under them to get rid of the sand, and then freeze going back to the caravan. This experience started to develop my visceral dislike of caravans. It's kind of weird, because I'd happily accept the same challenges with camping (but I suppose I'd fit the sleeping bag and be warm.

Rhosneigr beach
Glorious beaches (iPhone 11)

I've enjoyed a few days on the beach with Jill and the lads which have dispelled the memories of being sandblasted while huddling behind a windbreak. I suspect we were there in May or June, so the weather wasn't quite with us. Of course, the back end of the second heatwave this summer has flavoured my impressions.


Rhosneigr beach
Almost Mediterranean in feel (iPhone 11)

The first night we were here I managed to get some decent pictures of the supermoon itself. I failed to get I decent exposure with the background as well, but I'm happy with the results which I think probably pushed the limits of what my camera can do. If you want exposure details etc. then click through to the Flickr image page.

Moon rising from Rhosneigr
Moon rising over Rhosneigr (LUMIX GX7 200mm RAW)

Nathan came out with me, and was fascinated by the view. As the moon rose, there was a glorious reflection from it, both on the water and arcing across the sky above reflecting on high level clouds. You could see a curvature with it; Nat suggested that this helped to prove that the world was round, so I mischievously countered that perhaps it just showed that moonbeams fell to Earth as they cooled off!


Moonbeams in the sky
Moonbeams in the sky (iPhone 11)

The sky is actually overexposed by the iPhone, but it gives a good feel for the reflection. It arced perhaps three-quarters of the way over the sky.

The weather's turned now, so we've moved from beach mode to visiting places and doing wet weather activities. I may even get a roleplaying game out for the kids if they show interest.

16 August 2022 

(*) Map screenshot from the Ordnance Survey app which I have a subscription to. I love the classic Landranger style because it reveals so much about an area.

RPGaDay2022 - 16 - What would be your perfect game?

     

What would be your perfect game?

It'd probably involve some kind of conspiracy or mystery, and be run over a weekend like LongCon. My single most memorable game was the abridged version of the Dracula Dossier for Night's Black Agents that Steve Ellis ran for us. Great players, excellent GM and everyone up for the genre and story. We did this at the Garrison Hotel, but I'd also happily have done it in a cottage somewhere, like the fantastic gaming retreats that Derrick Jones used to organise.

And Steve is talking about doing a sequel...

16 August 2022

15 August 2022

First Impressions - Nights of Payne Town (City of Mist RPG)

Nights of Payne Town
An epic campaign for City of Mist

Nights of Payne Town came from the kickstarter campaign that Son of Oak ran to create a story arc for their City of Mist roleplaying game and to also sort out their finances for the stretch goals of the original Kickstarter. It is presented as a 294-page full-colour hardback book, gorgeously illustrated and nearly typo-free. Layout and design are clear and help the reader quickly identify information through the use of colour (for example: key clues are highlighted in yellow, story arc clues in a purple).

TL;DR: Nights of Payne Town is a well produced sourcebook for City of Mist with gorgeous production values and an epic story are. It's complex, but well supported, with enough flex in the cases and writing to allow for the players taking different sides and approaches to heal the Fisher King's pain. Recommended.
The campaign is presented in three distinct veins, each of three cases (scenarios). There are interlinks between the veins, but it's recommended to run them in sequence. There's also an over-arching case in three acts which draws the whole story-arc together, triggering at the climax of each vein.

The main plot revolves around the Arthurian Myths, in particular the Fisher King and Holy Grail. However, the cases also link back to the deep background of the City. There's a lot to unpack, and I suspect you may well want to interweave in some cases unrelated to the campaign if you wanted to get the most out of it.

The three veins are the Personal vein, the Mystical vein and the Criminal vein. Each has reoccurring themes; Broken Glass, Alchemical Transformation and Arthur/Camelot. The climax of each vein involves a major villain - Grail Knight - and they're typically very dangerous and broken because of a failed interaction with the Grail.

The first case in the Personal vein is 'Killing Her Softly'. The crew get drawn into an investigation to find a killer threatening the jazz and blues singer Martha Ellis. I've run this scenario at one of the Garricons; it works well, but the clues to the deeper levels of the mystery need to be carefully brought in to avoid it feeling too directed. Once they're in play, the case gathers momentum and moves towards a potentially lethal denouement.

'Carnival of Death' is the second adventure in the Personal vein. It starts off by throwing the crew into a suspicious death in a love triangle, but twists into a macabre carnival of horrors which could be brutal if approached incorrectly. I think I'd be wary of running this early in the campaign because it relies upon a good understanding of each Rift's motivation and history. I think that it would be more effective to get a number of scenarios under the crew's belt to make this work well. It's also worth noting that the carnival itself relies on a lot of improvisation based on the MC's understanding of each Rift's background and drives. An intriguing plot, but l'm not sure how well it would land in reality, shifting from neo-noir detective to horror; I fear it could feel quite disjointed.

The Personal vein ends with 'Broken Glass', a scenario which places the City in peril from the actions of one of the Grail Knights. This investigation brings the characters directly in the line of fire from the person responsible for the previous two scenarios. It's likely that they won't be able to defeat the villain unless they're willing to make sacrifices that will change them forever. However, they will learn important clues to the overall plot that links all the scenarios. I like this scenario - it feels climatic and dangerous, and will need some clever thought to succeed without the risk of significant loss.

The next vein is the Mystical one. The vein starts with 'The Furnace', another case which I've run at a Garricon. It focuses around drugs which only affect Rifts, and an investigation into missing persons. It's quite a dark case, and the potential exists for the characters to lose hard if they mess up. That said, a bit of ingenuity from the players will solve this; it certainly did when I ran it. The case also gives a glimpse into more active elements of Rift society, perhaps offering a vision of what life can be if the crew members more fully embrace their nature. The location in the case also links back to the Personal vein, although this may not immediately be apparent.

The second case in the vein is 'The Cult of the God-King', which was a new scenario for me. The scenario very rapidly moves away from the more classic noir detective style, reminding me strongly of some weirder aspects of the Marvel Netflix Daredevil and Iron Fist series. This is a more complex scenario, and the MC will need to think and develop on their feet. That said, the key scenes are all there. The case links back to the Furnace and provides clear threads beyond to pull on. Indeed, the Mythos of Ariadne can become an ally for the crew if they play things right. This is a potentially deadly and messy investigation into a secretive cult. Perhaps the only saving grace for the crew is that the cult does want to remain in the shadows; that said, they won't hesitate to use deadly force.

As an aside, it's worth noting that every case has an ' 'aftermath' section which asks questions about the outcome. This is really useful - it helps the MC consider how the present scenario may affect the future ones. It also gives hooks to add in further cases or events. The space for reflection is a good thing.

The final case in the Mystical thread is 'The Alchemist'. Once again, it focuses upon one of the Grail Knights, Armand Kai. Kai embodies the themes of transformation throughout this vein. He is a master alchemist, trying to find a way to cheat death having crossed paths with the Fisher King. The case is described as either a cinematic dungeon-crawl or a heist. Frustratingly, there is a set of heist rules referred to from the PDF supplement 'Fortune Row' which aren't reproduced here. I think I'd prefer to use a heist style approach here as the location is absolutely brutal. It will be hard to come through this without your Rift being transformed in some way; that is the theme of the case and vein, but it would also be very easy for this to be catastrophic potentially ending their involvement in the ongoing campaign. The MC will need to think about this carefully when preparing to run this; it's dangerous, magical and transformational.

Overall, this vein very strongly brings on its themes of transformation and alchemy. it feels magical and dangerous, reminiscent of some parts of the Netflix Marvel Daredevil & Iron Fist series when they engaged with 'The Hand'. I think I would probably interspace this with the other veins or it could be overwhelming and quickly push away from the noir aspects of City of Mist which drew me into the game in the first place.

The final vein is the Criminal vein, which opens with 'Albion Awakens'. This vein is a direct counter-point to the Fisher King myth at the heart of the campaign.

The case is an investigation into a new biker gang which has been taking over the streets of the White diff District. The crew will become involved in the rise of the Rift of King Arthur, and will be able to chose between supporting or opposing his establishment of a power base to oppose his enemy. This is an ongoing conflict between Arthur and the Fisher King, twisted by the Dolorous Stroke. The case steadily escalates as the Arthurian myth exerts itself in a conflict to control the city. I like this case; it blends myth and noir well, working together and resonating. It feels a more natural fit with the theme of the game than some of the other cases.

The Criminal vein continues in 'Home is where the heart is'. This case puts the crew investigating a real estate corporation which is devouring the local neighbourhood. They've done it before, elsewhere, and the methods were the same. People leave, businesses fail, intimidation is rumoured. The crew have plenty to investigate, and the trail will lead them towards the dark and dangerous horror at the heart of the case. I like this scenario - it'd also work well as a standalone game for a convention - and it's a good second case for the vein. The only thing to be aware of is that there's a good possbility that the end of this case triggers the next, final case in the vein immediately.

The final case in this sequence, 'The Streets Bleed Neon' brings the Criminal vein to a close. This case feels apocalyptic as the Rift of King Arthur makes a flawed attempt to forge a superweapon to enable him to directly assault the Fisher King. The problem is that the power's unleashed threaten the city and the Mist itself. The case takes the form of loosely linked scenes; depending upon the choices the crew take, they could be on either side, and perhaps change their mind along the way. The events and outcome are the clearest link to Fisher King, and may help to reveal the heart of what is going on. Unlike the other Grail Knights, Arthur is actively working against the Fisher King and unaware that he unwittingly supports his aims.

The final section of the book is the overarching case, 'Percival'. This is a case in three parts, each one triggered by completing the final scenario in a vein. The revelations from each of these unlock secrets about the Fisher King and the potential to encounter him. Ultimately, these secrets are the elements which will allow the crew to solve the story arc and save the City.

Reflecting on working my way through the cases, I'd like to run this if I can find the players who would want to commit the time to it. I've run at least three of the cases standalone and they worked well. I do think that the campaign as a whole needs some work to get the best out of it, but all the bones are there. It's strongly written and in my mind's eye I can imagine this as a Netflix Marvel style series. I think I'd start with some other cases to ground the crew (perhaps from the starter set, but that would leave certain threads unresolved).

In summary, Nights of Payne Town is a well produced sourcebook with gorgeous production values and an epic story are. It's complex, but well supported, with enough flex in the cases and writing to allow for the players taking different sides and approaches to heal the Fisher King's pain. 

Recommended.

15 August 2022 

RPGaDay2022 - 15 - Who would you like to Gamemaster for you?

    

Who would you like to Gamemaster for you?

At this moment, I'd like Paul Mitchener (of Liminal fame) to run the follow on game of The One Ring we keep on talking about. Yes, it's dangerous to go back but the road goes ever on.

15 August 2022