24 July 2021

First Impressions - The Gnomes of Levnec (minor spoilers)

Cover of The Gnomes of Levnec

This was an impulse purchase (only available as a PDF from DriveThruRPG) following a review on another blog. This is an adventure situation set up on the edge of a large forest, in a remote village. It's written for OSR D&D style games and also for the author's Neoclassical Geek Revival system. The author is Zzarchov Kowolski, who has written several other scenarios that I've enjoyed in the past.

Very much a sandbox, the 20 page adventure provides the tentpoles for a session or two of adventures. Levnec is a poor and starving village with an oppressive local lordling. The last winter was hard, and people died because there wasn't a lot of food around. The local priest declared that Gnomes were only talking animals, so it was fine to eat them; a group of starving villagers turned the village's Gnomish toymaker into a stew. Mmm. Some months later, people are disappearing into the Woods and not coming back. The lordling assumes it's the Gnomes taking their revenge, so wants to hire you to make an example and calm down the villagers. 

There's more to it than this. If your players are smart, they may discover why people are disappearing. They may even find the Gnomes. Let's hope that they don't feel the need to eat them, as game and food is scarce in the region. Surely not..?

The village has a few key non-player characters with decent descriptions to hang interactions off. There are enough secrets and locations to drive interest, but ultimately it's a simple and effective set-up. There's no plot to drive, but there are enough ideas to hang the game off. Personally, I'd be tempted to tweak it a little and use it with Helvéczia, as it does have an appropriate vibe, but it's the kind of scenario that could be slotted in anywhere there's a vast and dangerous forest with remote villages.

Recommended,

24 July 2021

23 July 2021

First Impressions - Helvéczia - picaresque fantasy roleplaying game - part 2 'Core Rules'

Helvéczia RPG
The core rules revealed...

This is the second part of this three-part review of Helvéczia. The first part covered what was in the box and can be found here, and the third part will follow.

"Helvéczia is first and foremost about colourful stories, never-do-wells, with a questionable moral compass as well as the vagueness of fortune and its ups and downs." p137

The game has been released so you can purchase it in two ways; as a core book, or as a boxed set. I bought the boxed set, and have copy 85 of 500 of the first printing.

A handy comparison chart that I've stolen from the author's blog.

This part will focus on what you'd get if you just purchased the hardcover; the book itself, the A3 player's map and the cards. However, the book itself will dominate the review.

The book is a 204 page hardcover, with black and white interiors. It contains everything that you need to run the game including an introductory scenario. The typeface and setting mimic old books, and woodcut-style illustrations are used throughout. 

Helvéczia RPG
Example of the layout style.

The game has the feel of the OSR (light, simple rules, danger present) but draws upon later editions for inspiration (although it doesn't use advantage/disadvantage). It has ascending Armour Class coupled with a six level cap. You can be a Student, a Cleric, a Vagabond or a Fighter. Multiclassing is possible but reasonably rare. Helvéczia uses DC based rolls (d20 + skill/attribute) and handles combat manoeuvres via an opposed check. There are three core saves; Bravery, Deftness and Temperance. Damage is by weapon type.

The setting for the game draws upon Baron Munchausen, Dumas, Poe and Clark Ashton Smith's Averoigne for inspiration. The book lists this as the second edition; the first was playtested with a campaign in Helvéczia itself, and further playtests were carried out in occupied Catalonia during the days of plague. The playtesters are credited along with their characters (with little crosses for the dead). There's a good discussion of what picaresque is, and the design principles applied.

The core mechanic is the check. This uses a d20 roll against a target number of 12 (normal) or 18 (hard). If you've played any edition of D&D since 3e then you'll be used to this. Checks types are Ability, Skill, Save or Attack; however, in all cases the mechanic works in the same way. Counter-checks are also introduced for more complex manoeuvres; for example, when you want to swing in from the window using the chandelier, grab the girl and swing away. Both you and the opponents would make a roll and the winner needs to score 5 more than their opponent. Otherwise it will get complicated!

Abilities will generate modifiers in the range -3 to +3 and have a maximum value of 18. You roll them on 4d6, discarding the lowest and assigning in order. You roll two series and select the one that you want to use for your character.

Most characters in Helvéczia are of German, Italian or French ancestry, which is of no surprise as this is an analogue of Switzerland. Your nationality will give you a unique trait. For example, Germans have craft skills as a bonus and will be treated as a journeyman in that trade. Italians have more Virtue because of their proximity to His Holiness the Pope, higher levels of luck but a chance of having a rivalry or vendetta with every Italian that they meet. There are potential controversies with Jewish and Gypsy backgrounds being included but, upon reading, they seem to be reasonably sensitively done.

By default, characters start at the second level, with maximum first level hit points. Each character class has a number of specialisms; fighters (soldiers) can be soldiers, sharpshooters, weapon masters, champions, duellists or hussars. Each subtype has some unique ability.

Inigo Montoya from The Princess Bride would be a Fighter (Weaponmaster or Duellist) with a Spanish background.

Vagabonds are travellers from a variety of backgrounds. They initially chose two specialisations from a list of five, and can add more as they level up.

Clerics have the restriction that they must obey the dictates of the Church and display Chastity, Obedience and maintain Pax Dei (not randomly kill people!). If they don't, they have Virtue penalties. Should their Virtue fall, they can change class to become a Student, but they can never return to Holy Orders. They have access to spells and can perform healing and exorcisms.

Students are studying the liberal arts at a University. They have a rightful reputation for being fun-loving libertines with decadent ways that put them at risk from the Devil and his minions. They have access to spells of a dark nature and science. They are expected to be the antithesis of the cleric.

Multiclassing is rare; a character can only have six levels maximum and total. Character hit dice range between 1d6 and 1d10. 

Characters start with three skills, modified by intelligence, nationality and class. They have a value of level + ability bonus and are used as the modifier for a skill check with a d20. Some skills can only be accessed by certain classes (Vagabonds can gain pick-pockets, whereas Clerics or Students are the only ones who can have the Alchemy skill).

A new secondary characteristic is introduced, Virtue. Virtue is rolled on 3d6 and is considered high if >14 and low if <7. It ranges from 0 to 21 and will change depending on how the character behaves. At the end of a session, their behaviour will be assessed against the 7 virtues and the 7 Cardinal Sins and adjusted accordingly. If you are in a state of low Virtue, you will have better luck, especially for gambling and attacks. Low virtue Clerics cannot learn spells. If you have high Virtue, G*d is watching over you, and you get a bonus on saves. Students with high virtue cannot learn their spells. Virtue can be restored by action, Confession, attending mass and buying Letters of Indulgence. There are tailored rules for Calvinist and Jewish characters.

Combat uses flexible turn lengths. Initiative is through Dex check, ranging from high to low. During a turn, characters can attack, perform combat checks, reload, cast magic or take other action. Attack rolls use d20 + attack bonus + attribute bonus + other modifiers. If you roll equal to or above your opponent's AC then you hit. Weapons have a critical range; if you roll it, you roll again. If the second roll hits, you get increased damage. If the second roll is a 20, you roll again. Another hit would kill your opponent outright. Combats checks are used for manoeuvres. Damage is by weapon type. If you reach 0 hit points then you are unconscious; -5 hit points means you're dead. There are simple rules for larger battles including sieges. Blackpowder weapons are available.

Spellcasting is a finite resource as spells are lost after they are cast. Student magic relies on low virtue and draws upon the devil, perhaps. Anyway, the Catholic Church will probably burn you for using 'witchcraft' whereas the Calvinists are somewhat more tolerant. Clerics draw upon holy places to commit spells to their minds, while students will draw on books of lore and manuscripts. The available spells will depend upon the site or the books accessed. 

Clerics will commit spells to their minds through prayer and meditation at the holy place, usually at masses or other forms of worship. Local ecclesiastical authorities may limit the access of wanderers, drawing on their vow of obedience to ensure compliance. Holy relics often serve as hosts for spells.

Student spell formulate are contained in books; the numbers that can be learned each day are limited by the level of the student. Student magic relies on rare and extraordinary components and can be very costly or difficult to find. For example, the Skeleton Key spell requires the fingerbones of a hanged man. Speak with the Dead needs a burial shroud and consecrated oil.

Any character can draw upon the Holy Bible for inspiration. Open a Bible randomly, taking a full round. Whatever verse is found has an effect determined by the GM. Use of this is limited by Virtue.

Helvéczia RPG
You can ask the Devil for aid, but you risk your soul.

Alternatively, you can draw on the Devil's Bible, the 34 card Hungarian William Tell deck included with the game. You can draw 1,2 or 3 cards. The level of luck will increase with the number of cards. A single card would be easily deniable, but three cards will show obvious supernatural intervention with potential repercussions. However, if you draw upon the Devil for luck, your debt must be settled.

At the end of the session, you meet up with the Devil to settle your debt. You can bid money (Thaler) or Virtue to pay for each card to take it back. If you bid over its value, you get it back and the debt is settled for that card. Bid under and the Devil takes your offer but keeps the card. If you're lucky, and the cards total 21, the Devil wipes your debt. If it's over 21 you will need to do a service, take out a contract with your soul or get dragged to Hell.

There's a fun table called the Branch and Bush Table, which is what happens if your character flees or becomes lost. You can die if things go horribly wrong or never be seen again.

The section on Helvéczia itself gives an overview of 24 cantons. These contain great descriptions and nuggets that players and GMs can draw upon. Each canton has approximately half a page of notes. It amuses me that Xantillon, a French Canton, contains Xyntillan, the Rainbow Castle, a shout back to a previous product. There are nutshell details of adjacent lands like France, Autro-Hungary, Prussia, Poland, Italy and Catalonia; these are useful as you could encounter agents from these powers.

The second half of the book is the GM's section. There's good advice on when and how to use checks in different situations. It includes how success and failure aren't binary in the way that they produce results. They can provide complications rather than outright failure.

Experience is gained by defeating opponents (you don't need to kill them, indeed it may be safer not to risk the wrath of the authorities), overcoming challenges, exploration and also indulging in hedonism and excess during downtime. There's guidance on handling sixth level characters, along with changing careers and adopting protégés.

Basic environmental hazards such as falling, suffocation, deprivation, and poisons are explained. There's also a discussion on alternative ways to handle low hitpoints.

The guide on games-mastering the setting recommends being colourful but succinct in your description, engaging the senses and ensuring you engage the players to draw them into action. Above all, you're encouraged to make it feel real. It felt very modern in approach, which is a good thing. GMs are encouraged to improvise, presenting meaningful choices to the characters in which they have a stake, but giving them freedom of decision over any plot. This is classic sandbox play with potential beats rather than railroads. The 'rules of engagement' provide solid advice on running a session well. It draws upon techniques where you encourage the players to fill in details.

Use of a calendar is suggested (the box set includes one), and the text reminds you that the pace of the game may be slower than other settings. It takes time to heal.

The different types of adventure are reviewed: wilderness adventures take place in the spaces beyond 'civilisation', up mountain passes and in forests and valleys to distant villages. Journeys and point crawls are discussed as a counter-point to hex crawls (the maps presented for the GM in the box set allow for either). There's an example of doing it both ways using the Forest of Verhó to illustrate the point. Random encounters are recommended to make the journey feel real and alive, and you'd better hope that someone has the Forestry skill if you decide to camp!

Dungeon adventures would usually take place at a location like a castle. These would be small or medium-sized, unlike the usual kind of dungeon used in D&D. Villages and towns can be adventure sites or refuges to rest and recover in.  Finally, there's the Mittelmarch, a dark land where the Faerie dwell.

Penny Dreadfuls - situation based mini-adventures - are explained, recommending a simple framework with the background and situation to provide a session or two of play. Of course, you can also introduce diabolical schemes and conspiracies.

Variable play styles are covered; action, exploration, scheming, power and dramatic. There's sound advice for each.

There's a section on drawing upon local legends, explaining how they are structured and how the Grimm Brothers' German Legends differed from the fairy tales by being far less obviously magical. If you want to bring in ill-fated love affairs, intrigue and dark secrets, you can play in 'Sturm und Drang' mode, adding in romantic fantasy.

The book then presents The 7 Knaves, an introductory adventure aimed at about two hours. There's a simple five location structure that draws together magic, bandits, vagrants, dark secrets and the Devil!

Monsters are presented with a simple description and the XP rewards for defeating them. There is a huge range, starting with the Accursed Outcast and ending with Yellow Mould. Some of the ones that stood out include animated armour, angels, devils, basilisk, Black Friars, dragons, man-eating giant frogs, hell hounds, giant owls, Putto (cupid), Striga, witches, vampires and the Krampus. Sample NPCs are given with stats.

There are random tables for treasures, medicine cabinet contents, magic armour and weapons, talismans, relics, scrolls tarot cards, curios and more. Further tables, some using a d24, cover prized possessions, books, why villages are famous, wilderness locations, stagecoach passengers, and strange customs. 

There's a great name index to use for players or GMs and a decent index. The character sheet is functional rather than pretty.

The Endpapers present two maps of Helvéczia; one shows regions, the other shows roads and towns. Both are aimed at players and are useful.

To conclude, I really like this game; it is evocative and feels very different. The system is light and simple, and the advice for playing the game is excellent. I'm looking forward to diving into the rest of the box and exploring some of the cantons in detail. Recommended.

23 July 2021

22 July 2021

Standing to Deliver

Stand to deliver
Helves Standing Desk

I've (mostly) been stuck working from the kitchen table since June 2020, using the old office chair (the one we'd replaced that had been in the garage) and piles of games to raise my laptop and screen to a decent height. It's not the best arrangement and I was very aware that some days I can be in the chair for hours. I've been eyeing up standing desk modifications for a while and finally decided to take the plunge.

I ordered one in birch plywood from a company called Helves. Did a bit of research and got some money off by joining their mailing list, so ordered a 'wide' desk so it would support twin monitors. I suspect that this is the first time in a long time that the screens have ended up at exactly the right height for my eye line.

Anyway, it arrived and was very simple to assemble. I spent longer working out the cabling arrangements so they weren't intrusive. I've used it for the last two days and it seems quite comfortable (although in the odd presentation I've sat down when others are showing slides). I need to adjust to it for doing some graphics work, but overall I'm quite pleased. It's very solid. If the table didn't have a protector and a cover I'd probably want a cork or neoprene mat under it to avoid the risk of damage.

I'm not sure that it's really a desk; perhaps I should call it 'mission control' now?

Recommended on the experience so far.

22 July 2021

 

17 July 2021

First Impressions - BX Mars

BX Mars
BX Mars is high contrast black and white, the photo doesn't do it justice.

BX Mars is my latest read, purchased as the premium colour hardback was going to no longer be available. This was the author's choice to showcase the artwork best, as the standard black and white wasn't so crisp to look at. I picked it up during DriveThru RPG's sale on premium colour. The book can still be bought in B&W or PDF.

TL;DR: BX Mars is a unique book with a very distinct style, with plenty of hooks to draw upon. The rules are a simple but effective tweak, and the game's flavour captures its source material well. Reading it, ideas for games sprang to mind, which is always a good sign. 

If you're waiting for the second bit of the Helvéczia review to drop, it's coming! There's quite a bit more to cover than this so I decided that I'd get BX Mars out of the way while it was fresh in the mind.

BX Mars
Example of the mix of illustration and text found throughout.


101 pages long, much of this book uses illustrations to detail the setting and rules, sometimes with call outs and sometimes with supporting text. There are a few minor typos that grate rather than spoil text. The illustrations are starkly black and white and all done by the author, Michael Gibbons. I like them. DriveThru has given an adult-only filter because most Martians are naked because they're genetically capable of photosynthesis. If you've read or seen any of the inspiration, you'll understand why that decision has been taken. It will either work for you or not. If semi-naked Martian warriors and princesses is an issue for you, don't get the book.

This is a generic setting and rules tweak for using Basic/Expert rules to play in a Mars with shades of Burroughs, Wells, Herbert and more. The game sets out its precepts clearly at the start:

  • The End is Near (Mars only sustains life now because of ancient technology)
  • Mars is a Desert Planet (If you go out in the sun or onto the Great Erg, you will likely die unless you have planned well)
  • Things were Better Once (ruins contain technology beyond that of today, and there is evidence of seas dominating the surface in the past)
  • Science and Pscience Coexist (mind powers not spells)
  • Psi-Active Tech (Martian Equipment often uses casual psi-actions to work)
  • Monsters, Aliens and unwholesome AB-Gods rule the world
You will need some form of BX rules to fall back on. Having recently read Old School Essentials Classic Fantasy, I can see that this would fit right in.

Some of the key rules tweaks include:
  • Character attributes are traditional except Wisdom is replaced by Warp (psionic related).
  • Starting hit points for first level are based upon an attribute relevant to your class; for example, Princesses gain Hit Points equal to 
  • Alignment is split into two - do you favour life or death?
  • Terrans start at first level and Martians (of all types) start at third level (although there are rules for lower levels presented).
  • The main changed mechanic is the dX, the exploding dice. On some rolls, certain equipment or classes can roll the dice again if a maximum roll is achieved.
  • AC is based on class and level rather than what's worn.
There are five core character classes. Red Martians can be Princesses, Warriors or Mentons. Green Martians are Thark! All Martians are born from eggs.

Alternatively, you can play a Terran interloper. There's nothing in the game as to what period Earth is at or if this is our Mars. Terrans start much stronger than Martians but unadapted to Mars; as they progress, they will go native, much like John Carter did. They have great strength and can leap large distances, are immune to the Warp (but can't use psi-active tech at low levels) and are initially ignorant and can inadvertently cause offence.

Thark! stand eight feet tall and are Green Martian raiders. They're intimidating and because they have four arms they can double strike in combat.

Warriors are the most common Red Martian class; they can cause exploding damage with attacks in combat and work well fighting with each other. It's ambiguous whether they can be both male and female.

Princesses are leaders and diplomats, with ancient knowledge and the ability to perform deadly surprise attacks. It's unclear whether they can be male.

Mentons have mind powers and can interface with psionic technology. They can cast mind blast and also use mind warp powers at the cost of their life force (hit points). These powers can cast messages, hide people, and become more powerful as the Menton progresses.

All classes gain masteries - abilities that allow your character to do more things - as they progress.

Equipment is presented with pictures and lore, and the chapter rounds out with details about the weather, which really is about how hot it is. The sun has different stages; hope it isn't in the weird phase, as bad things happen then. 

There's a chapter on Zerzura, the setting, which introduces key facts about life on Mars and the multiple competing factions. These often have an AB God behind them. The dominant city, Xards is ruled by the Bleeding God. House Zolo is lead by the Crimson Queen who has endured for years. The Dragonauts represent the ancient Martian dragons and there are much more, like the scheming Invisible Hand and the scary Changers (who transform bodies into something else.

The atlas is presented as an illustration with notes and the major cities are covered, including the Ark of Ages (House Zolo) and the Dragon Tower. Xards and the Ruins of Xumos are presented in detail.

There is a bestiary detailing the creatures of Mars. Fearsome Albino Apes and the fabled Azure Martians await within along with the Crimson Apes and fearsome Grune. The hibernating Kryss lay beneath the sands in ruined cities and would surely threaten Martian society if they were woken from their rest. Finally, the dreaded, hungry Monxx swarm is covered. Every entry has an adventure suggestion. Various AB Gods are described, including the Bleeding God, the dangerous Crimson Queen (who is always looking for more attractive playmates to entertain and sustain), the Doll Maker, Dragon Empress and more. The Dune Worms are a nod to Herbert, and so dangerous they don't have statistics as such, just effects.

The book rounds out with two sets of appendices; one on the Wonders of the Ancients and the second containing a series of maps which are a sandbox for adventure used in playtesting.

This is a unique book with a very distinct style, with plenty of hooks to draw upon. The rules are a simple but effective tweak, and the game's flavour captures its source material well. Reading it, ideas for games spring to mind, which is always a good sign. In my head I was visually referencing the John Carter of Mars film.

I'm happy I've bought it, and may well try and run a one-shot of it.

17 July 2021

14 July 2021

Curse of Strahd - S3E7 - The Battle of Yester Hill

 

The last session saw our characters drive off the 'faithless' Forest Folk from the Wizard of Wines vineyard restoring it to the Martikov family. We pick up the story the next morning...

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

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: 

Alexei the Vistana (a young human expert, sent to pay off his debt to the party by his Vistani elders after they rescued Arabelle from certain death when Alexei lost her in town. A late teenager who is so taken by Ireena and the excitement of the adventure that he's forgotten he planned to be sulky and surly for his 13 moon exile) - upgraded as a sidekick.

Keeping the home fires burning: 

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. 

All characters are presently 5th level, including the sidekicks.

27th November

In the morning, the group joined the Martikovs for breakfast, which was a splendid feast after the exertions of the previous day. Davian Martikov and his son's Adrian and Elvir returned in from surveying the damage with dour faces. They explained that the Forest Folk must have stolen the precious vinestone, an artefact dating back into history which reflected the good graces of the Ladies Three. The vinestone blessed the land with life and fertility, overcoming the overcast damp and cold that the land had suffered since Strahd's transformation to a lord of darkness. The vineyard originally had three; one was stolen ten years ago on Urwin's watch, causing the falling out with his father. The second was stolen three weeks before; they tracked the thief back to the marshes outside Berez, but feared to enter because of the witch, Baba Lysaga. This final one would destroy the vineyard; each of the vinestones was tied to a particular vintage, and without them there would be no more wine and cheer in Barovia.

The party swiftly agreed to try and recover the stone, gaining a description of a glowing green gemstone perhaps as large as two clenched fists and shaped similar to a pine cone. They set off shortly after breakfast, following the track south. In the distance, they could see Yester Hill rising from the mists, with a dark stormcloud illuminated with lightning looming above it. To the west, the mist rose in a dense wall, rising up into the clouds.

About an hour into their journey, they became aware that the woods were unusually quiet, and soon spotted a druid hiding in the bushes. Alexei snuck closer to see what was going on; it looked like they had been left there to guard the road. The druid stepped out; she insisted that the party should turn back as the road was closed by the forest folk. Kel dissembled, eating the sandwich he had for his lunch, agreeing that they'd turn back. Alexei gingerly turned around, realising that the tree he was under was host to a swarm of the twig blights that had nearly killed Ireena. The party headed back north, and as they turned the corner, Gaddock sent his owl familiar out. Several swarms of the blights had come out of the bushes and the druid appeared to be telling them to follow the party. Kel stepped back around the corner and blasted them with a fireball spell, leaving nothing but charred remains. Gaddock used his prestidigitation to put out the fires, which were pretty minor due to the dampness of the area.

They pressed south, reaching the edge of the forest; above, the mists gathered around the terraces of Yester Hill. It had clearly been shaped by man in the past. Cairns surrounded it, and on top there was a circle wall of stones which was being randomly and regularly blasted by lightning. There was some kind of giant figure looming out of the mist. There was also a large grove of trees.

Near the edge of the forest was a small shrine; a low circle of standing stones surrounded a tripod table of stone with dry stone layers and a slab bearing the runes of the Seeker, the Huntress and the Weaver on it, the Ladies Three. As they neared, a voice whispered in the wind to them, saying that they were worthy and to approach. They, and a horrifically visaged ghost appeared from the mist, and started a conversation with Ser Adon as the others hung back. It congratulated them for protecting the rozana and driving the Faithless away. It told them that the vinestone was to be used for an dark ritual; originally planned for the full moon on the 30th, preparations had been brought forward to that night. Ser Adon pledged to stop the ritual and in return was told where to find the spear of the ghost, Kavan, a weapon of power, the Blood Spear. At that the Ghost thanked Ser Adon, laid its hands-on in blessing and looked over him with its bloody, empty eye socket and gouged chest before fading back into its grave.

The party rested for a short while, then headed up the side of the hill rather than the path, scrambling up rocky slopes and picking up bumps and bruises. As they reached the first terrace, two figures came looming out of the mist; barbarian warriors. Hiding, they were ambushed, immobilised by a web sell cast by Gaddock and cut down. They were harder to kill than expected. The bodies were rolled off the hill edge, and they soon found the cairn that Kavan had pointed them out, digging and liberating the spear. Sir Adon meditated upon it, attuning to it and assessing its mettle. The spear whispered for blood and told tales of defeating enemies.

They headed to the south of the stone circle as the lightning and rolling thunder seemed to gather. Cutting between the grove of trees (which they could now see had a large tree in the centre), they snuck up on the entrance to the stone circle. They spotted more warriors and also a druid guarding the entrance. Kel loosed another fireball, hurting them badly, and Ser Adon was hasted by Gaddock, and rushed in, attacking the Barbarian Berserkers with almost demonic energy and bloodlust. They were soon defeated, and Ser Adon turned, covered in blood, looking enthused with energy. They headed into the circle towards a group of druids. An elder blocked off their advance with a wall of fire, and more warriors rushed from the north of the circle. The whole area was full of druids and their guards and a brutal battle ensued with Ser Adon becoming more and more bold and aggressive, looking to slay his enemies with the Blood Spear which seemed so natural, so effective. Kel blasted a group of Druids with another fireball, and Gaddock joined in too. Ser Adon used his misty step ability to appear on a a standing stone, leap down and savagely cut down some of the druids. Pressed by Berserkers and a barrage of searing moonbeams, he fought on. Gaddock used his owl to allow him to target the druids casting the spells, and fireballed them, killing three of the four and the rest fled. Kel used scorching rays and witch bolts to attack, with magic missile flying from his halfling friend. Ireena and Alexei working together to engage the enemy.

As Ser Adon killed the last two Berserkers, Gaddock saw him licking blood off the spear; when Adon realised that it had been seen he made an excuse about orcish customs. He then chased down the last two Druids, killing them, before collapsing as the haste wore off. As he staggered to his feet, Kel caught up, seeing that Ser Adon's eyes were bloodshot with bloody tear running down.

They headed back to the circle and turned to look at the fifty foot tall wicker and twig figure, packed with earth and glowing green in its chest cavity. Clearly, they had attacked soon enough to prevent its animation...

Camera cuts back, surveying the carnage. Mists swirl to the west, but is that a city that briefly shows through for a few moments like a vision in the distance? Who is the dark emissary who was due to come for the ritual? Have they stopped the evil in this place, and what is the spear doing to Ser Adon?

GM Notes - lots of fighting. Ser Adon is giving in to the bloodlust inherent in the spear. It's not evil, but it is hungry. Or that's what he tells himself. What of the tree in the grove? Is it the Gulthias tree where the staff came from? Fireball is dangerous, especially when they can throw four in a fight. Ser Adon and Ireena, once again, became those closest to death. I think one more session until we conclude this season.

14 July 2021

10 July 2021

First Impressions - Helvéczia - picaresque fantasy roleplaying game - part 1 'unboxing'

Helvéczia RPG
The Helvéczia boxed set

Beyond Fomalhaut is one of the blogs that I follow, and I noticed the reasonably low key announcements about the forthcoming Helvéczia roleplaying game with interest. This was described as a 'picaresque' roleplaying game, set in an analogue to 17th century Switzerland. Although the author, Gabor Lux, has written plenty of material for the OSR using other people's games, Helvéczia uses an engine of his own design. It is very OSR in feel, but draws upon mechanics from later editions for inspiration. More on that in the next post on this.

The box arrived from Hungary earlier than I expected, well packaged and notably without any additional postal fees for customs now the UK is out of the EU. The box is almost overfull due to the presence of a pack of Hungarian cards (34 card deck) used in the game. It's sturdy and reminds me of the kind of thing you'd get in games in the late 70s and early 80s. It's around 40mm (just over 1.5") deep.

Helvéczia RPG
Back of the box, showing what it's all about.

Inside I found the following:
  • Hardcover rules (A4 format rather than US)
  • A supplement covering two of the cantons in depth
  • A set of playing cards
  • Lots of maps
  • Handouts, crib sheets and a single sheet of errata (correcting a table).

Helvéczia RPG
The packing note has a message from the author.

The packing sheet had a message from the author, which hints at what the game is about as you could "find a roadside sanctum inhabited by an outcast, telling a story about a mountain village nobody has visited in a hundred years...'


Helvéczia RPG
A very full box indeed.

The material is all printed in black and white, with woodcut-style illustrations.

Helvéczia RPG
A glimpse at the style of the book

Although Gabor is Hungarian, the book is written pretty much flawlessly in British English. The text uses a style in line with the period, both in the typefaces selected and the phrasing.


Helvéczia RPG
The cards

The cards are decent quality, in a deck form I haven't seen before. In the game, if you draw upon them, you could have the devil to pay.


Helvéczia RPG
The supplement detailing two cantons

The Ammertal and the Oberammsbund supplement is softcover, but otherwise in a similar style.

The back of the core book gives a good description of what the game is all about:

"Adventure into a rugged land of stamp-sized, steadfastly independent petty states, populated with robber bands, pious clergymen, wig-wearing philistines, adventurous countesses, and wily cheats: the cantons of Helvéczia, a territory of forbidding mountain ranges and endless forests between rival empires.

Here we find the whole cavalcade of the age: foreign agents planning conquest, secret societies agitating for liberty and equality, and Heaven and Hell involved in a struggle over the souls of men! Join the Devil at his table in a roadsitde inn, dodge giant owls nesting in ruined towers, hold your own against hardened mercenaries and proud farmers in games o wit and steel, and explore hidden valleys and obscure monasteries where only the brave tread. It is just like in real life ~ only even more so."

The game includes the German Legends (rather than the much more popular fairy tales) of the Brother's Grimm as an inspiration.

I certainly found my initial dive into this box inspiring; I ended up putting aside the copy of Godbound which I was reading at the time and diving into this. 

Next part - the Helvéczia core book.

10 July 2021 

 

 

04 July 2021

Have you seen it? (playing The Yellow King RPG)

The Yellow King - B&W
Have you seen it?

I had the pleasure of playing through the first chapter of 'The Yellow King' roleplaying game over May and June, run ably by Paul Mitchener. There were four of players; Simon (playing an American painter and photographer), Elina (playing his Muse), Richard (playing a Portuguese poet) and myself (playing a British-Indian former military cadet turning his hand to architecture).

It was a great experience; all the players leaned into their characters and graciously shared the spotlight, offering up opportunities for Paul to bring their backgrounds in. Meta-knowledge was ignored, knowing that it would drive the plot forward (for example, several of us read the play; as players we knew it would open us to the Carcosan meme, but the characters wouldn't).

Despite the concerns about there not being enough to hang a game on being raised in the Improvised Radio Theatre with Dice Podcast (August 2020), we had a great time. Paul had more than enough structure for the plot to gather its own momentum. The chapter ended strongly, with three players lost in Carcosa, and my character escaping, emerging in Delhi to find that his companions had been lost in the corridors and rooms of the palace by the lake under a white sky with black stars. Bittersweet.

The Yellow King Discord
The Discord Server

The variant on Gumshoe seemed to work well, with tailored cards for the setting. Paul set up a Discord server to run the game. In the end, we abandoned the AV side of that, as one of the player was struggling for a stable connection so we fell back to Google Meet. The card mechanics and pushes worked well; it seemed nicely optimised for the setting.

We plan to return for the second chapter later in the year; however, at the moment my Gumshoe fix is being filled with the second chapter of "Eternal Lies" as we start travel to California and Los Angeles.

I leave you with the colour version of the notes that I took during the game using a reMarkable eInk tablet. They started off very structured but I got an urge to have them more representative of my characters state of mind. The multiple layers actually have game notes but they just become a pattern, and I let the Yellow Sign round it off.

4 July 2021

The Yellow King
Once more, with colour.

03 July 2021

Games in June 2021 (Half Year)

 

Snapshot at 28/6/2021

At the half year mark, I'm sitting at 28 games played or games mastered, which is pretty lightweight compared to others but probably a step up on normal years, even accounting for the fact that my convention attendances have seen less play.

D&D5e remains the dominant game system as my Curse of Strahd campaign rolls on; there would have been one more game in the half year had I not had to postpone Wednesday 30th due to a need to be somewhere else.

Gumshoe is the second most played system, with 11 games (all as a player) across three different settings (The Yellow King, Delta Green and Trail of Cthulhu). There are a core of players that are the same across all these.

I hope to get some one-shots in over the summer, especially as we agreed in principle to put D&D on hold in August for holidays. OSE and Troika look likely.

VTT wise, I am using Roll20 for Strahd (makes sense due to integration), but have moved to Role for other games that I run. Most of the play for Gumshoe has been in Hangouts, but latterly Zoom and Meet as Hangouts becomes less reliable.

I wonder what there rest of the year will bring?

3 July 2021



Sharing to reMarkable on iOS

 

Screenshot from Shortcuts

You can send most documents and webpages on iOS to a reMarkable using the shortcut set up in the image above. This assumes you have the companion app installed.

(And yes, in many of cases you can just select the share option to the app so this won't be needed).

3 July 2021