Slow Sleigh to Plankton Downs

There are two stars of this adventure. The first is the murderous creature itself. It’s unique, insidious and gross in a bonkers sort of way. The second is the artwork, which you can find examples of above.

Horror gaming in Troika!

Troika! Would not be my first call for a game of horror this Halloween, but I think Slow Sleigh to Plankton Downs, the 33 page adventure by Ezra Claverie, illustrated by Dirk Detweiler Leichty could be the thing to change my mind.

Disclaimer

I have not played or run this adventure. I just wanted to review it because A Perfect Wife reminded me a bit of it. Not necessarily in its themes or anything like that, more because of the creature at the heart of it and the murders. Also, the incredible artwork.

There are minimal spoilers ahead but, even so, if you are planning to be a player in it, maybe skip this review. I will say there are some conversations to be had with your table before playing. You should let them know that it is an investigative scenario and you should also discuss the body-horror and brutal murder aspects of it.

The Basics

The PCs are aboard a ship of sorts, a hovercraft called the Nantucket Sleigh Ride, transporting them from Out of Order, the site of the moon, Myung’s Misstep’s space elevator. They are on their way to Plankton Downs, a water-farm town along with a motley assortment of Macramé Owls, Ice Miners and Martian Orthodox Christian nuns among others.

The adventure opens with a short history and geographic treatment for Myung’s Misstep as well as the function of ships like the Nantucket Sleigh Ride. It also lays out the scenarios thoroughly for the GM.

The PCs themselves could be a regular set of Troika! characters (by regular, of course, I mean utterly bonkers.) But I think, if I ran this, I would get them to choose one of the nine new backgrounds presented in the back. You have a wild variety from the aforementioned Ice Miner, whose greatest Advanced Skill is to “Exert Oneself Alone without Hope of Assistance,” to the Astropithecus Truckensis, a Martian cyborg described as “a six-wheeled, motorised Standard Habitat Truck, slightly larger than a wheelchair.”

There is a description of the keyed locations from the, frankly, resplendent, map of the Nantucket Sleigh Ride on the inside front cover, and a section on the general characteristics of it. It’s important to note that most of the vessel is off limits to passengers such as the characters, however, once the murders start, they are likely to find ways to explore.

We also have a bunch of very handy random tables including but not restricted to NPC names (a selection of pretty standard human names from all over the world), NPC Preoccupation (from “Professional Opportunities” to “Impending Masturbation”), NPC Distinctive Feature (Loving “Head Small for Body”)

The PCs are going to be aboard the Nantucket Sleigh Ride for at least 72 hours but that’s likely to be extended through the liberal and recommended use of the weather table in the back (2d6, if you roll a 12, its a Catastrophic Storm and you better pray to whatever deity most aligns with your beliefs that the anchors hold or the ship is truly fucked.) With that in mind, it would be pretty terrible if someone on board were, in fact some sort of vampire disguised as one of the passengers or crew with an irrepressible hunger for a very particular human body part every 36 hours or so, wouldn’t it?

The Murders

This is mostly an investigation scenario. After the first murder causes a stir on the upper decks and the lower, the PCs might very well decide to start asking questions and investigating the scene of the crime. After all, the crew do nothing about it except arm themselves. However, it is not likely that they will discover the identity of the murderer until after the second or maybe even the third one.

The murders are gristly and disgusting in a very particular way. The creature has a method of killing their victim that can only be described as brutal and bizarre. If this were a Call of Cthulhu adventure, witnessing the aftermath would certainly be enough to elicit sanity rolls all around. They are described in relative detail in a matter of three pages. This, along with location and NPC descriptions is all you get to guide you in running this scenario. I do think it’s enough, especially as it feels as though the PCs are not really supposed to discover the truth until after the second murder reveals something important.

Conclusion

This short and sweet adventure is a definite departure for Troika! lovers. You may not get the chance to do the strange combat hijinks you’d be used to in most of the other adventures presented for the world’s other favourite RPG but it will present a set of very particular challenges. Several of the PC backgrounds have Advanced Skills that, while not exactly “investigation,” as such, will still be very useful in specific situations that you could imagine coming up. But there is no getting away from the fact that this system is not designed for investigation and I can imagine the GM having to make a lot of rulings while playing this.

There are two stars of this adventure. The first is the murderous creature itself. It’s unique, insidious and gross in a bonkers sort of way. The second is the artwork, which you can find examples of above.

If you’re interested, dear reader, you can go and pick the adventure up from Melsonia.com here. And maybe consider it for your Halloween game this year!

A Perfect Wife

The writing is subtle and considered and evocative, the layout is spare but adds so much to the adventure as a thing to read and there is beautiful, idiosyncratic artwork throughout.

Weird Hope Engines

Earlier this year, in Nottingham, England, David Blandy, Rebecca Edwards and Jamie Sutcliffe brought together a selection of RPG creatives and artists to make an exhibition.

From the Bonington Gallery website:

Weird Hope Engines embraces the culture of tabletop roleplaying games (TTRPGs) to explore play as a site of projection, simulation, communal myth-making, distorted temporality, and alternate possibility.

Zedeck Siew, Amanda Lee Franck and Scrapworld were all major contributors to the exhibition but they lived far, far away from Nottingham. The trip would be costly. So, being TTRPG creators, they launched a project in the hopes that it would fund well enough to pay their way. It worked, and A Perfect Wife is the result.

Disclaimers

Dear reader, I have not run or played in this adventure. I received it recently in the post and I wanted to write about it. This is a review but only from a read-through.

There will be some spoilers so if you think you might want to be a player in this adventure, turn back now! Or don’t, I’m not the boss of you.

The Product

Two art prints: On the left, a spiky, crimson femme creature with wide open mouth, long black hair against a blue background. On the right, a person on a motorbike stopped in a pool of yellow light from a doorway in the backstreet of a city. The cityscape rises above and behind.
City Streets and Scary Beasts

A Perfect Wife is a 43 page OSR-style adventure from Copy/paste Co-op. I backed the Kickstarter for it and received a physical copy, along with a printed map of the adventure location and some art prints.

Speaking of art, that’s what this is. The writing is subtle and considered and evocative, the layout is spare but adds so much to the adventure as a thing to read and there is beautiful, idiosyncratic artwork throughout. All three creators contributed illustrations and all three styles are distinct but never clashing.

The Adventure

Inside cover of A Perfect Wife by Zedeck Siew, Amanda Lee Franck and Scrap World. Illustration shows an owl-like bird in white against a dark background.
Bay Owl

We start with an explanation of the recent disappearances in this inner-city Malaysian (actually I don’t think its explicitly spelled out anywhere in the body of the adventure that its set in Malaysia but its heavily implied) neighbourhood. What it boils down to is the following three points, what the locals have learned:

Head indoors if dogs are whining
Walk on by if your name is called
Do not search for the baby crying

It’s pretty clear that something unusual is happening in the area. Already the mood, the setting, the premise are very different to any other OSR adventure I’ve ever read.

We move on to character creation next. The PC outlines are based on how they know Sara, the woman they’re meeting in front of the Desa Damai Wet Market. They know they are meeting her before they even know who they’re playing.

They get six choices. There’s a journalist (interesting skill: speed-reading), a social worker (eavesdropping), a private investigator (knife use), a security consultant (joking), a faith healer (bargaining) and a barrister (drinking.) Each has a few skills, and maybe a weapon or a useful contact, not to mention a wonderful line-drawn portrait.

So, the players choose their PCs and the opening scene moves on…

Basic rules are included on page 9. These are almost identical to Into the Odd. In the front of the adventure there is a “Mechanically Inspired by” section that lists Into the Odd but also includes Liminal Horror and the Lost Bay. I don’t know those games and I am not sure how they inspired the mechanics but there is no doubt that, essentially, rolling works the same as in Chris McDowell’s game.

The next scene introduces two major NPCs at the Peaceful Heart Community Centre. It is not spelled out, but assumed that Sara led the PCs there to meet Yinyin. Then we learn what the PCs are being recruited for. Sara wants them to find out what happened to Tet, a refugee and father to young Yinyin. Sara and Yinyin are described in their own NPC section, but the mysteries only deepen…

This adventure deals with some themes of supernatural horror, class inequality, the plight of refugees, violence against women and children, pregnancy and miscarriage. You get the first hints of these, let’s be honest, pretty heavy subjects here. A GM and their players will have to have a frank discussion about this before starting to play A Perfect Wife.
Beautiful keyed map and encounter tables (day and night) for Desa Damai. Point crawl location.

The daytime encounters are a delight. I’ve been to Malaysia only once and that was on holiday on Lankawi Island. I can only imagine how different an inner city neighbourhood of a metropolis like Kuala Lumpur is to that so I don’t have any real frame of reference for this, but the occurrences in this table have feel genuine. I can picture the old man feeding the stray dogs from styrofoam containers on the side of a crowded, narrow street with no footpaths and not enough shade. I can feel the tension created by gang kids surrounding you and shaking you down for whatever cash you’ve got on you, while you sweat and make excuses.
These encounters also serve to also introduce factions and NPCs of note although they are described in greater detail later.

The nighttime encounters are far more threatening and sad. Even the direction on how to use the table seems designed to put you on edge. In the daytime, you roll whenever you walk down a new street. But at night…

Whenever you turn a corner, roll

Just reading them makes me uncomfortable. Machete wielding, motorbike riding gang members are so much worse than the kids from earlier in the day. And what is a baby doing crying behind that pile of rubbish in the middle of the night?

Straight fter a short description of the two main gangs, the combat rules crop up… just in time. The gangs are described beautifully and succinctly. The combat rules are brief and equally Odd-like. They include more than one admonition regarding the dangers of violence, especially gun-violence, which is likely to draw the attention of the authorities.

The next ten pages are devoted to introducing us to the people and locations of Desa Damai. We get a gorgeously illustrated selection of refugees, police, witnesses, thieves and one particularly supernatural and disturbing infant. These represent the people you might run into on the encounter table as well as those your PCs might want to talk to in relation to their investigation. Each of them can help or hinder in some way and they all have their own motivations.

Sara’s baby, illustrated on page 23 with thick, black, childlike lines over a wash of dirty scarlet, is a true horror, the kind of creature that could only have sprung from the collective trauma of folk beset by the tragedies and indignities experienced by generations of women and children. It is both heartbreakingly sad and terrifyingly obscene at once. It only serves to illustrate, yet again, the importance of discussing tone and content as a group before setting out on this adventure. Be warned.

Pages 30 to 33 describe the Pontianak, the nightmare creature at the heart of the adventure as well as the initial encounter with her. Where the baby is a tragic and sadly pathetic entity, the Pontianak herself is actively menacing, dangerous and hidden in plain sight. She also has a tragic origin of course, and that’s central to the adventure, but there is no doubt this is an enemy to fear too. There’s more creepy and horrific illustrations here, one depicting the creature in her human guise and one showing her monstrous form. Again, the art in this module is doing a lot of the heavy lifting. Its remarkable.

As terrible as the Pontianak is, oh so much worse is the husband, the architect of this situation. Rich, well educated, greedy, I imagine him a delight for a lucky GM to get to role-play.

In the appendix, Siew introduces the non-Malaysian reader to the concept of the Pontianak, the symbology that is inherent in the creature, how she has been portrayed in media, the way she is perceived in Malaysia and the role of the weird and supernatural in Malaysian life. This is all fascinating stuff and feels incredibly useful in allowing the GM especially to do justice to playing the NPCs in this adventure. It is of the utmost importance to understand that locals would not be rolling sanity checks when encountering ghosts.

Here, ghost stories do not function as supernatural or speculative fiction. Ghost stories are realist. They do not belong to the Weird; they are not designed to arouse a sense of the uncanny or numinous.

I feel like I can sympathise with this point of view to an extent. Growing up in Ireland, no matter how atheist you are or scientific you claim your brain to be, deep down, you would still instinctively avoid a Fairy Fort and take tales of banshee wails predicting deaths at face value.

Tucked away at the back are the optional gods. I guess I can see why they are optional; they introduce a level of spiritual and religious superstition that some tables might prefer to avoid. But, in my opinion these gods and offerings are all gold, some of the best stuff in the adventure. It has the potential to heighten the PCs’ dedication to the plot and may even provide ways for them to boost a flagging investigation.

Conclusion

The back cover of A Perfect Wife. It reads, “Welcome to Desa Damai. The first disappearance was over a year ago. Now it happens with vicious regularity—every fortnight. The neighbourhood is tense. Most agree the following precautions work: 
- Head indoors if dogs are whining. 
- walk on by if your name is called. 
- Do not search for the baby crying. 
Illustration of an owl like bird in white against a dark forest.
A Bay Owl Again

I really want to run this now that I’ve read it fully. It’s different enough from the normal sorts of scenarios I would play that it has greatly piqued my interest. The NPCs, the creature and the situation are compelling and fascinating. Also, the real-world setting is incredibly evocative and, though presented and described sparsely by these artists, I feel like it still shines.

My players and I definitely enjoy a set of pre-generated characters that are tailor-made for the game we’re going to play. You get that in this, but you also get the pleasure of rolling up elements of them and defining important personal characteristics yourself.

I’m a fan of the incredibly rules-lite mechanics at use in A Perfect Wife, and, although I think they can be used to conduct an investigation like this, I’m not certain that a system designed for investigators wouldn’t have been better. A lot of the work is left up to the GM to ensure the leads keep coming as many of the connections between NPCs, locations and events are implied rather than fully spelled out, but I would like to think that also allows for a great deal of leeway to be given and for flexibility when necessary.

Finally, I’ll reiterate the need to discuss safety tools and tone and content before starting. I know several players, me included, who have been personally affected by themes in this adventure. Some will be happy to play anyway, some won’t, but we’ll have to talk it out first.

Stay Frosty

Obviously, a game like this is going to draw comparisons with the Alien RPG and Mothership given the subject matter but, from even a cursory look, it seems to be approaching the genre from a slightly different direction.

Not Over Yet

I had a great plan for today’s post. It was all coming together perfectly. We were due to finish of the Call of Cthulhu “one-shot,” the Derelict last night, but, due to various unforeseen circumstances, we were forced to postpone. So, the review of the scenario that I had been planning will have to wait too.

Still, I’m not short of subjects to write about.

Stay Frosty Remastered

The cover of Stay Frosty Remastered by Casey Garske. Space Marines fighting aliens/demons
The cover of Stay Frosty Remasted

I’m going to take this opportunity to take a look at one of the games I received recently as a Kickstarter fulfilment. Stay Frosty Remastered from the Melsonian Arts Council and written by Casey Garske is an old school RPG of sci-fi marines in situations of extreme tension where they face monsters, demons and aliens with nothing but a shotgun and a bad attitude. Think Doom crossed with Aliens. Obviously, a game like this is going to draw comparisons with the Alien RPG and Mothership given the subject matter but, from even a cursory look, it seems to be approaching the genre from a slightly different direction.

It’s worth noting that “Remastered” in the title. Casey Garske first released Stay Frosty back in 2017 so it’s been around longer than either of the two games I mentioned above. I first learned about the original before I ever backed the remaster. Co-host of the Fear of a Black Dragon podcast, Tom McGrenery used it several times as the ruleset in which he ran some rather unlikely scenarios. I never read the original, though it is still possible to get it here.

Basics

Roll a d20 greater than or equal to your attribute for a success. Otherwise fail. Sometimes you get another die for advantage or disadvantage. That’s it.

Obviously, this implies that, even though you roll your attributes up the same way as you do in D&D, lower numbers are better!

Badassery

Scorpion fight
Scorpion fight

You get to play some of the galaxy’s badest asses in Stay Frosty. Character creation seems very straight forward. You get some attributes (Brains, Brawn, Dexterity and Willpower,) and MOS (military Operations Specialty,) hit points, rank and some equipment. Then it’s “Oorah” and into the bug’s nest to rend some carapace. Character creation starts on page 5 and just about stretches to page 8. All the better to roll up a new badass when the first one bites it.

Gear

I like that the rules around gear are abstracted so far as to make theatre of the mind nice and easy. Ranges, as they apply to combat and weapons are expressed by bands:

Hand-to-hand -> Close -> Short -> Medium -> Long -> Extreme

Your weapon’s description indicates its max range of course.

Another touch I appreciate is the use of supply dice for ammo that you use in a combat situation. If you used it, roll the ammo die for it at the end of the fight, If you roll a 1 or a 2, it reduces the die size until it’s gone. There is a similar rule for other gear that can be depleted.

Combat

Space marines fighting bug aliens
Riiiiip

I described the essentials of it in the Basics section above. But there are a few idiosyncracies that I enjoy:

One of the actions you can take in a round is called Battle of Wills. If you succeed on a Willpower roll against a chosen target, they will get disadvantage on their next attack. You just scare them into fucking up because of your badassness.

If you get a critical or a fumble, you roll on the appropriate FUBAR table. Either “Fuck Yes, Natural 20” or “Oh Fuck, Natural 1.”

Brain Bleed
Brain Bleed

There are Psi-powers. These are restricted to PCs with the Psi-ops MOS. There aren’t too many powers in the book but here’s a selection:

  • Brain Bleed (although the book seems to be missing the actual Effect of this one)
  • Interface – lets you take control of machines
  • Mind Stab – mind stab

There’s a little more to the system than just these points, but not much.

Mostly these other rules are introduced in the chapter,

Other Crap Every Game Has

Which has the sub-sub-title,

Jesus Christ, I guess we have to spell everything out.

Danger, Frostiness and Tension

These are the mechanics that make the game what it is. You will see some similarities to the Stress and Panic mechanics in both Mothership and the Alien RPG.

Firstly, the Danger die is rolled whenever the PCs move from one area to another, whenever they are in really dodgy locations or just whenever they’re dawdling. It’s a good way to ramp up the Tension. It works much like an encounter die in other games so can lead to location-appropriate baddies turning up, environmental challenges and loss of resources, but it can also add Tension or cause it to be released explosively!

Which brings us neatly on to the Tension mechanics. So, the PCs gain Tension through the Danger die rolls I described above.

Tension can be good for you. Forget simply staying frosty, Tension will actually build your frostiness level. It starts at “Warm” when your Tension is at a 1 and goes all the way up thru “Chill” (gives the agile tag to ranged attacks) and “Frozen” (Advantage on saves) to “Ice-Cold” (extra attack) when you reach 6 Tension points. There is a danger of course, when your that tense. When the Danger die comes up 6, “Tension Explodes!” And every PC has to make a Willpower save. If they succeed, they can reduce their Tension by one but if they fail, they take their Tension score x their level in damage. If this reduces them to 0 or lower HP, they roll on the Going Apeshit table. If you get a 1 on this table you’re on Overkill, advantage on damage rolls but having to roll your ammo die every round instead of after the combat. If you roll a 6, though, you’re on Last Stand, abandoning weapons and armour to face the enemy mano-a-mano.

This is pretty close to the stress mechanics in Alien, which is also all governed by tables. I’d be incredibly surprised if it wasn’t inspired by this game.

The Rest

A parade of bad guys from winged demons to little brain aliens
If it Bleeds…

Most of the rest of the book consists of a couple of missions to send your frosty fighters on. But there are also a couple of pages of random tables to allow you to easily and quickly construct your own missions and a few basic stat blocks for bad guys like Amoeboids, Demons and Robotic Assassins.

Conclusion

Isaac ran myself and Tom through a dungeon in the Black Hack the other night. None of us had ever played it before and even Isaac had barely looked at the rules. It was so easy, though, that we had characters created, hirelings hired and a dungeon explored before you could say the unlikely word, “Prolch” (my slow-witted fighter’s unfortunate name.) Stay Frosty gives me a very similar vibe. I only just opened it for the first time to write this post and I feel like I could run it now. Maybe I will! Unsurprisingly, the Black Hack is listed in Stay Frosty’s Appendix A: Influences. Garske tells us here that his game was originally a Black Hack hack but he ended up totally rewriting it. You can still see the Black bones of it though.

Blades in the Dark Player Best Practices

At this point, I’ve dealt, at length, with the GM advice, but what about the players? Surely they deserve a little guidance too!

Yep, they have not been forgotten.

Progress Clock

We started our Blades in the Dark campaign last Wednesday with a character creation session. I had hoped that we’d be able to get down to the first score as well, but it was not to be. Honestly, character creation, although pretty straight-forward, was rather time-consuming. When you have three or four people around a table making decisions on their own characters as they try to form a coherent picture of them in their minds, it can take a while. Add on the collaborative decisions required of them for Crew creation, and you can comfortably double the time required.

Anyway, current progress looks like this:

  • Three of four characters created, an Akorosi Cutter, an Akorosi Hound and a Whisper from the Dagger Isles
  • Crew created: It was a toss-up between Bravos and Smugglers but, with the general vibe of the crew so far, Bravos won out in the end.
  • Decided that their main sponsor faction will be the Crows of Crows Foot.

I’ll get a character creation session with our last player in the next week or so and then we’ll be ready to launch into the first score.

Creating Opportunities

That’s what this game is all about, right? Taking chances, building relationships, gathering information, making your own opportunities. Well, that’s what I’m doing today. Instead of the recap of the first score, I’m using this opportunity to discuss the advice levelled at the players in a Blades in the Dark campaign. At this point, I’ve dealt, at length, with the GM advice, but what about the players? Surely they deserve a little guidance too!

Yep, they have not been forgotten.

Starting on page 182 of the Blades in the Dark book, at the end of the How to Play chapter, we have the section entitled…

Player Best Practices

The Lurk, a light-skinned, femme character dressed in a dark hood.
The Lurk, by J Harper

We have a total of eight of these listed here. Not as many as for the GM, but there’s a lot in each one. Here’s what we’ve got:

  • Embrace the Scoundrel’s Life
  • Go into Danger, Fall in Love with Trouble
  • Don’t Be a Weasel
  • Take Responsibility
  • Use Your Stress
  • Don’t Talk Yourself out of Fun
  • Build Your Character through Play
  • Act Now, Plan Later

As usual, I’m not going to go into detail on all of these. This time, I’m going to group them.

Embrace the Scoundrel’s Life + Go into Danger, Fall in Love with Trouble + Don’t Talk Yourself out of Fun

These three best practices all relate generally to the same issue. You, as a player of Blades in the Dark, are not there to play it safe. You are not at the table to make optimised choices. Your character lives in a brutally unfair world and they have become adept at surviving it and even profiting from it. Lean into that! Will they have to make difficult choices that might lead them or their crew to harm? Yes! Will they have to take wildly risky actions to achieve their goals or create those opportunities? Yes! Will they have accept the consequences of their actions, which might include conflict with the highest powers int he city, imprisonment and death? Yes! This is the good stuff, in fact, not the downside. These are the parts of the game that keep it moving forward and allow you to craft scenes of kick-ass action, ice-cold espionage and even heart-breaking tragedy. This is why you want to play. If you’re playing to win, instead of to find out what happens, you won’t get the most out of this game.

Don’t Be a Weasel + Use Your Stress + Act Now, Plan Later

You know, there’s a common thread running through all the best practices for players, to be honest. I think it can best be described as “let go.” You have a say in what happens in the story, of course, but you should not be precious about your character. Push them as far and as fast as you can, drive them like that proverbial stolen car. These three practices are about doing that within the rules of the game. You do stuff by rolling with Actions, not skills. It’s important to choose the right action for the job, even if it’s not your best. That’s where stress comes in! One of your companions can spend stress to help your actions succeed with an assist, or you can spend it to push yourself. It’s invaluable for resisting consequences that would be otherwise inevitable. You can even use it to work in a flashback and do a setup action to get you out of a particularly sticky spot. You will build up the stress, of course. You’re going to have to indulge your vices to shed it or you’re going to find yourself traumatised. That’s where these stories end up sometimes. Your PC might build up a weakness or two, they might be brought to the end of their tale through the extremities of stress. But what a tale it will have been!

Take Responsibility + Build Your Character through Play

Blades in the Dark is a story game. You are telling a story at the table with your friends and you want it to be the best it can be. You want it to have ups and downs, ins, outs and what-have-yous. Dark, tragic, thrilling, horrific comedic, action-packed, whatever you want it to be, you can contribute to it. You have the option to add as much or as little as you like. Some players are going to invent new NPCs, locales, factions, street-vendors, family-members, ghosts, you get the idea. This is all good. But a player’s greatest power to contribute to the story is through their own character. The actions they take, the things they say, these things can add as much to a session as the NPCs invented by the GM, probably far more. Maybe you are already delighted with the general atmosphere and vibe the rest of the table is bringing, so you don’t feel like you need to add too much, you still have a responsibility to your own character, to have them grow from their beginnings into fuller, more alive beings. You start with a “sketch” but, through the actions you choose for your PC, how they comport themselves in various situations, the risks they are willing to take, you’ll make an unforgettable character and story.

Conclusion

The Shade. A floppy-haired dandy in a Victorian gentleman’s clothing.
The Shade, by J Harper

Like I stated above, there is a strong theme across all of these best practices: don’t be boring. In a game like this where the story evolves collaboratively at the table and is not even slightly left up to a published campaign frame or the GM, the choices you make as a player will dictate the sort of experience you have. Be bold, don’t behave.

Pirate Borg: The Repentant Review

To be clear, the ship is the whole adventure. You could easily work it into an ongoing campaign, I think. It could be a random encounter or the goal of a mission. But, for me, it worked perfectly as a one-shot. It gives you everything you need in those eleven pages.

Talk Like a Pirate Delay

I was really excited about this year’s Second Annual Tables and Tales Talk Like a Pirate Day Pirate Borg One Shot on September 19th but I was, unfortunately, overcome by some malady that day. We postponed it only to have a massive storm roll in off the Atlantic, forcing us to delay the departure of this vessel yet again. Finally, last Sunday the players’ pirates were ready to board the Repentant come hell or high water…

OK, I say they boarded it but it would be more correct to say they were taken aboard. I started them off in the expanded brig, area 1 on the map of the ship. They awoke, captured, stinking and hurting and minus all their stuff. Nevertheless, with a few improvised weapons they found lying around the cabin and the assistance of a skeleton thrall raised by the skeletal sorcerer, they managed to overpower their demon guard. This was the first of many obstacles to their defeat of the Ashen Priest commanding the ship and taking the Repentant for themselves.

The Scenario

The cover of Cabin Fever, a skeletal pirate with a tricorn hat and the words "Cabin Fever" erupting in fire from his eyesockets
The cover of Cabin Fever

The Repentant is an 11 page one-shot scenario for Pirate Borg by Zac Goins. It is published in the forthcoming sourcebook for that game, Cabin Fever, via KNOWN CONSPIRATORS, Limithron’s subtable for third-party creators. Cabin Fever is a treasure chest of extras for Pirate Borg including new PC classes, GM tools, a Bestiary, no fewer than six adventures as well as solo rules. I am one of the backers of the Kickstarter project so I got access to the PDF through that. I’m hoping to receive the physical rewards for that soon.

This scenario is presented in a typical Borg-ish style, with maps, and illustrations taking the lead in establishing the atmosphere. It’s almost all in grey and black, emphasising the theme of ASH. The layout is also typical with lots of tables, stat-blocks, keyed area descriptions etc being worked into the spaces between and around the artwork. I occasionally had to take a few extra seconds to find what I was looking for due to this but it was never a major disruption. In general it looks great and ewers relatively easy to use.

The Premise

The Repentant is a charnel ship, an unkempt brigantine with tattered sails and a crew of demons and cultists, commanded by a cadre of Ashen Clergy. Their goal is spelled out clearly in the three step plan on the second page. In summary, the plan is to summon demons, form an unholy pact with the Dark One, raid some settlements to take captives, kill ‘em, raise them as undead and then grind them up to make Brimstone ASH. This is a type of cursed and arcane narcotic on which the crew plan to make lots and lots of pieces of eight.

To be clear, the ship is the whole adventure. You could easily work it into an ongoing campaign, I think. It could be a random encounter or the goal of a mission. But, for me, it worked perfectly as a one-shot. It gives you everything you need in those eleven pages.

The Reality

A genuine, fire and brimstone demon
A genuine, fire and brimstone demon

There is a fun variety of enemies for such a short scenario. You have seven different types of possible demon (one for each deadly sin, with commensurate sinful powers,) the emaciated crew, the Ashen Vicars and the Ashen Priest who has a variety of fun powers. And if you deal with all those, there is a hold full of Brimstone Zombies, who have the power to promise your soul to the Dark One with a bite.

Although not every encounter ended in combat, almost all did. It felt inevitable in general. I started the players off where I did, in the brig because of the restrictions of a one-shot session. I wanted them in the thick of it from the start and escape gave them a powerful motivation to attack the terrifying demon, even without real weapons. Also, I figured the brig is area 1 on the map for a reason. The scenario does not explicitly indicate where or how you should start it as a one-shot, but if you take the hint, here, you’re probably not going to go wrong. It definitely got them into the action immediately. Without the timely and repeated use of Devil’s Luck and mystical powers in the first two encounters, at least one of the party would have gone down. The only thing is that it led to two mostly combat encounters in quick succession. Starting with them boarding over the rails or some other way might have engendered a totally different kind of adventure.

The map was fine. I was a little put off that three of the four decks had one side of the map cut off but it was of no practical disadvantage in play.

Tables, tables, tables. The tables are great, from the effects of the Brimstone ASH (different to the regular ASH introduced in Pirate Borg) to the “What did I just step in?” Table which I underused criminally.

My players only used the Brimstone ASH on their enemies, which was a shame. I think it’s because when they rolled on the table for those uses, they got 1s and 2s, which are very very bad. After I told them what else was on the table, they regretted not trying it!

6 The Devil’s inside ye. Immune to fire. All weapons’ dice size increases.

The Finale

The ASH grinder. Looks like a meat grinder, with a big funnel on top, a mincer on one side and a cranking wheel on the other. Has steps up to allow you the zombies to feed themselves into it.
The ASH grinder.

I saved the Ashen Priest, the scenario’s main villain, for the end. He might have been found in either the captain’s quarters or the hold, according to the keyed locations, but, honestly, you could locate him anywhere to suit your own game. The PCs had done away with almost everyone else aboard when they descended into the cargo hold found him there, feeding zombies into the ASH Grinder. There were a lot of undead down there with him but the PCs made such short work of him that it hardly mattered. Then they got to take the ship as plunder, not to mention the undead and the grinder so they could enact the plan themselves!

Conclusion

This was one of the most well-crafted one-shot scenarios I’ve run. We played it in about three and a half hours, though, if things had gone badly, it might have been over after less than an hour! I did give them a couple of NPCs for back-up and in case anyone lost their first PC (there were two deaths.) This might have given them a slight advantage, if I’m honest, but everyone had a good time. Looking forward to trying out some more scenarios from Cabin Fever and the rest of the slew of new books from Limithron!

Answering the Call of Cthulhu

Seasonal Event

Our local RPG community, Tables and Tales, has just kicked off a month-long event to help introduce some of our newer members to the joys of halloween/spooky/goblin themed games through the timeless medium of the one-shot horror in which you play some dreadful miscreant and revel in their inevitable and total annihilation.

So far so good! We kicked things off last night with Another Bug Hunt, Mothership’s introductory scenario, immediately breaking with the format for the event by not finishing it in a single session. Following rules is for squares, says our Warden, Isaac. I’m playing an absolutely jacked exobioligist who should not have been trusted with the submachine gun he was issued for the mission. None of the PCs have died yet, although, the NPCs haven’t been so lucky.

We have a few more sessions lined up in the coming weeks, Shannen is acting as the chaperone for Goblin Prom which is a Honey Heist hack that’s pretty much exactly what it sounds like. Tom is planning a Thirsty Sword Lesbians one-shot with a creepy flavour too! I have a couple of games lined up for the event. Later in the month, I’ll be facilitating the move of the family Balfour to the Scottish Borders in the late 19th century for Scott Dorward’s excellent Cthulhu Dark scenario, Fairyland (check out the actual play run by Dorward himself on the Ain’t Slayed Nobody podcast here. It’s one of my favourites.) But before that, I’ll be acting as Keeper for the first time in a Call of Cthulhu game.

The Game

Push the Roll with Ross Bryant
Push the Roll with Ross Bryant

Call of Cthulhu is a phenomenon. A horror game made by Chaosium and based on the works of HP Lovecraft, its been around almost as long as RPGs have and has had an enduring legacy and impact on not just the TTRPG space but the wider culture in general (although I understand that it is difficult to truly assess its cultural effects separately from its literary inspirations.) It’s the single most popular TTRPG in Japan and it has a dedicated following and niche actual play market that seems to have been thriving in recent years. You should check out the brand spanking new and fully improvised Push the Roll with Ross Bryant as soon as possible. Isaac and Tom have run several scenarios for us, which have gone down as some of the founding lore of our RPG group. And yet, I have never run a session of it.

I’m going to change that next Friday. Honestly, I think my interest in doing this is largely down to Mr Bryant’s new podcast, which I’ve been eagerly devouring. As a pretty traditional game, it’s a little crunchy but when you listen to the podcast, you get the impression that the mechanics can be left behind if and when they get in the way, especially with an enthusiastic and role-play-focused party. I remember getting frustrated with the truly execrable skill scores of my PCs in past CoC games until I realised that was by design. As ordinary civilians facing up against the terrifying reality of cosmic horror, you are supposed to fail and there are supposed to be serious consequences for those failures. That is what makes it horror. Well, that and the Sanity rolls. So, the mechanics can also be used to reinforce the themes of the game, when they need to. If you want fantasy heroes, you’re in the wrong place. If you want the thrill of terror when confronted by your inevitable and immediate doom, Call of Cthulhu is the game for you. Listening to Push the Roll has given me the taste of that again so I thought it was about time I put myself on the obverse of the Keeper’s screen to see what that felt like.

The Scenario

The cover of Petersen's Abominations showing a mouthy and betentacled horror alongside several tv screens showing the faces of people.
Petersen’s Abominations

My Call of Cthulhu library isn’t huge so I went out to my local game shop, Replay and picked up the anthology of short scenarios, Petersen’s Abominations written by Sandy Petersen, the creator of the Call of Cthulhu roleplaying game. It’s a nicely presented book with five “tales of modern horror.” This is one of the reasons I chose this anthology. I have been craving a game set in the modern world recently, and this scratches that itch. It also contains a set of pregenerated investigators for each scenario. This is a pre-requisite since I have so little time to work with. Finally, there is a nice selection of player facing maps and handouts in the back of the book for every adventure.

I chose the Derelict, for my one-shot. I decided on this one for a few reasons. First, it seems like the one I could most reliably start and finish in a single session of three hours or so. Second, I love the pregens presented for it because I think the players will easily get into them. Finally, the setting, a luxury yacht sailing the North Atlantic, is unique and I know its enticing for a couple of the players so it’s good for sign-ups!

The premise is a simple one: the yacht’s owner, a stock-broker (see my opening paragraph!) who lost his fortune in the 2008 financial crisis (its set in that time-period) is taking his rich and famous friends on one final voyage on the Delilah. He’s taking it to Liverpool to sell it. But on the way, they encounter the Derelict… I don’t want to give too much away at this stage in case my players decide to read this, but I’ll be back afterwards for a full report!

Blades in the Dark Best Practices and Bad Habits

The bad habits that are listed here are fewer in number but oh so much greater in the size and capitalisation of their headings

It Begins!

Our Blades in the Dark campaign starts tonight! I’m excited. I played in a campaign before but this will be my first time GMing one. I’ve been taking a look at the GM advice presented in the book over the last few weeks. This post examines the GM toolkit in the Running the Game chapter, and this one looks at John Harper’s advice for Starting the Game. Right before starting seems like a good time to internalise the Best Practices espoused by the same chapter of Blades in the Dark, and to beware of the Bad Habits!

Best Practices

Angelic woman with a twinl=kle in her eye and a white bird projected on her dark clothing.
The spirit of best practices. J Harper

We’ve got a list of fourteen best practices for GMs here. Although I’m sure these were written very much with Blades in mind, most of them feel like the kinds of things a GM is well advised to utilise while running a lot of different RPGs. Just take a look at the list:

  • Earn the trust of the group
  • Lead an interesting conversation
  • Create an atmosphere of inquiry at the table
  • Help the players use the game system
  • Don’t block
  • Keep the meta channel open
  • Be a curious explorer of the game in play
  • Advocate for the interests and capabilities of the NPCs
  • Play Goal-Forward
  • Cut to the Action
  • Be aware of potential fiction vs. established fiction
  • Zoom the action in and out
  • Bring the elements of the game system to life on screen
  • Put it on a card

As in the last Blades post, I’m not going to go into each and every point in detail. Some of them are self explanatory. Put it on a card, for instance means exactly what it sounds like: use index cards to record the important things that are invented at the table. Cut to the Action is doing double-duty as both a GM principle and a best practice. You’ll find it listed in the last Blades post too. Keep the meta-channel open means that you, of necessity, have to describe the subtext to the players sometimes, to represent their characters’ full range of senses and intuitions and the like. Help the players with the game system, equally, means it’s your job to interpret their words and plans into a form the mechanics can handle without forcing them to figure it out themselves.

Anyway, you get the idea. I want to take a few that interest me the most and discuss them.

Be a curious explorer of the game in play

Just take a moment to digest that sentence. “A curious explorer.” Isn’t that sumptuous? There aren’t a lot of RPG books out there creating phrases as attractive as that, and I would like us to all appreciate John Harper’s work on it. As pleasing as the phrase is, the sentiment is truly important. Look, you’re the GM; you’d better be paying attention to what the PCs are doing, to what the players are saying at the table, to the NPCs that are being dicked over, or seduced or fucking created during a session, or they’ll come back to bite you in the arse later. But that’s not what this practice means. It just wants you to maintain a degree of curiosity in the events of the game, not because they are important, but because they are fun and interesting. Look up from your notes and index cards every once in a while and breathe it in. Your players and you are building an incredible story together. This is what it’s all about. So, get interested. Ask questions, not because you want to know stuff to prepare for but just because you are curious. Maybe you’ll wonder aloud why a PC is doing something, maybe your curiosity is to do with their choice of decor for the lair, maybe its just because they gave that one NPC a stupid nickname and you don’t know why. Doesn’t matter, just stay interested.

Play Goal-Forward

This is the practical side of the question-coin. It’s nice to think this game is all about the players after the initial stages. The idea is to get them to form their own ambitions for characters and crew, come up with their own scores, fulfilling their own whims and get into and out of their own trouble. But, if my experience as a GM is anything to go by, this can take a little cajoling. So, this practice says, lead that conversation. Get them thinking about their goals, not just in the moment, on the score, during their downtime, whenever, but also, on a long-term, grand scale. Yes, you need to know what their goal is when things begin to turn to shit on a score, they’re up to their ears in ghosts, the Bluecoats want their blood or their lair was just blown up by the Lampblacks. But if you get the players to tell you what they really want to be when they grow up? That’s gold. And make sure you check in to find out if their ambitions have changed from becoming the greatest electroplasm smugglers Duskwall has ever seen to just base survival because every score they have attempted has gone south and enemies are at the gates.

The pursuit of opportunities and positions to enable certain approaches, the acquisition of information and resources, and the nested conflicts that result will drive the action of the game.

This is what you want to get to. If you understand the opportunities they want to pursue, the actions they might take to unlock them, then you can better facilitate them and the effects will help build the game.

Harper repeatedly refers to the game as a cool tv show that you’re invested in. You can be invested in what happens to the characters and the city from the viewpoint of the audience but you are also in the enviable position of being able to help shape the story as a showrunner.

Be aware of potential fiction vs. established fiction

A city street in almost complete darkness. Vague outlines and sparse lights are all that describe the type of location it is.
Describe wht you need to, discard the rest. J Harper

You’re not taking the PCs on a tour of every room of your house. The PCs should be more like viewers watching an edited sequence of shots that carry them forward in the action of the game

We’re still talking about the game as a tv show then. Cool. I like it. It’s a little confusing, though, that this practice is about keeping details of the fiction nebulous until they need to be concrete. I suppose a good way to continue the analogy is to say that we begin a scene with a close-up on the darkly wrapped faces of our scoundrels, and, as the players ask questions or the GM makes decisions, the camera pulls away, revealing the canal-side they are standing on, then further out to show the line of moored canal boats. Then we follow the crew across the decks of the gathered boats as they rock and the occupants cry out. As they go, the players might ask if there is any rope on the decks to allow them to climb on to the bridge and you tell them there is. Meanwhile you fill in some more details, the twitching of curtains in the surrounding windows, the scuffling of feet from the nearby alleys and so on. Layers and layers of details. Harper calls this the potential fiction cloud. You pick them out as you build the scene and they gain concreteness, they become the established fiction. But you never need to establish absolutely everything. Instead, you yell “CUT,” and move on to the next scene, starting over again with a new potential fiction cloud.

GM Bad Habits

A man with a devilish face or mask points at us.
The demon of bad habits identified you as naughty! J Harper

The bad habits that are listed here are fewer in number but oh so much greater in the size and capitalisation of their headings:

  • DON’T CALL FOR A SPECIFIC ACTION ROLL
  • DON’T MAKE THE PCS LOOK INCOMPETENT
  • DON’T OVERCOMPLICATE THINGS
  • DON’T LET PLANNING GET OUT OF HAND
  • DON’T HOLD BACK ON WHAT THEY EARN
  • DON’T SAY NO
  • DON’T ROLL TWICE FOR THE SAME THING
  • DON’T GET CAUGHT UP IN MINUTIA

It is hard to avoid the conclusion that it is more important to ensure you don’t develop these bad habits than it is that you adhere to the best practices above. Let’s look at a few that I think I might be most susceptible to and see if that’s true.

DON’T OVERCOMPLICATE THINGS

It’s a heist. Or maybe an assassination attempt. Possibly a smuggling operation. There should be complexities to it! There should be bribes and double-crosses and traps and security systems and hidden lookouts and maybe a jilted lover or two. Right? Not necessarily. Its fun to introduce new narrative complications and consequences on a 1-3 or a 4/5 roll, of course, but not at the expense of the session’s pacing, or the players’ patience. You can’t be expected to come up with that stuff all the time. There are mechanics in place to help you deal with them quickly and in keeping with the spirit of the game. So this section is telling you to use the tools you have been given. If you can’t think of a new complication, just hit them with harm or tick a clock forward or slap some more HEAT on them. Keep it simple, stupid!

DON’T HOLD BACK ON WHAT THEY EARN

I have the potential to be stingy. After all, there is a lot they can do with Coin in Blades in the Dark. You can use it improve Downtime Projects, to reduce HEAT, to advance Crew Tiers! I could be the kind of GM who wants to limit their progress, to slow the pace. But John Harper says give them the money. He wants us to remember that they should get what they earned. After all, they have it hard enough as it is. And besides, they’re likely to have to spend it before it even has a chance to enrich their pockets.

My main observation here is that, in all likelihood, the GM is the one setting the Coin value of any given score. The PCs, of course, are free to accept or reject opportunities depending on how lucrative they are, and they will have to take the heightened risk associated with bigger paydays, but still, its up to the GM, in many ways to establish how much a given sort of score is worth. If I wanted a low scoring campaign, I could start off with big scores netting no more than 4 Coins and most average ones paying only 1 or 2. Of course the opposite is true too. And I guess Mr Harper wants us to lean that way.

I appreciate more the admonition to treat secrets and information the same way. If the PCs have earned the info, don’t hold back. Only new opportunities and a deeper investment in the world on the part of the players can come from the sharing of secrets. Bring them in on it! They’ll love it.

DON’T GET CAUGHT UP IN MINUTIA

Let’s keep thinking about this in terms of a television show. Sure, there might be some shows where an eye for detail and a quick thumb hovering over the pause button is rewarded, but usually, you can rely on directors/editors to skip from one location and situation to another without the need to dwell on every twist and turn on the way. Get to the good stuff. Speed through the opening credits, jump to the negotiation or the shoot-out or the incursion into the ghost field.

Although it’s not mentioned here, I believe it’s also important to combine this warning with the lesson to be aware of potential vs. established fiction. You want to try and hit that sweet spot where you have given the players enough details of a location, person or scene to allow them to make decisions without getting bogged down in unnecessary levels of photo-realism. Allow the imaginations of the players to fill in the blanks instead.

Conclusion

Look, it’s pretty obvious that if you occasionally forget to be a curious explorer of the game or sometimes stray into the weeds in describing minutiae, you’re not going to break your campaign. But it sure is nice to have these guide-rails to help us make the best damn dark victorian horror heist game we can! Both lists are incredibly useful and I’m sure to be referring back to them every once in a while as the campaign gets under way.

Next time

In my next Blades post I’m going to do a sort of post-mortem of our very first session! Watch this space, dear reader.

Still Inspiring

Second Anniversary

My family and I are once again celebrating the life of my brother, Lorcan this weekend. Tomorrow it will be two years since his untimely passing. It’s still very near and raw. I think about him every single day and he inspires me still, every time I do. Though, it’s always tinged with sadness and thoughts of what might have been.

I wrote a post about the effect he’s had on me this time last year. I’m sharing it here again now in tribute to him and also in the hope that someone else might find some inspiration in the work he did so often to bring people together.

DCC – Hole in the Sky Review

There’s a pumpkin-headed but polite creature stalking the prison who will, every once in a while, grab one of the PCs and pop them in his gob

In Summary

There are SPOILERS below! You have been warned.

Sometimes you feel like things aren’t as they should be. It feels like you’re living in the wrong timeline, or like you were born under the wrong stars. That’s the extraordinarily loose hook for Hole in the Sky, the 0-Level Funnel adventure for Dungeon Crawl Classics by Brendan LaSalle. I say it’s a hook, but it’s not as if the large band of peasants you gather for this adventure really get a choice in whether or not to go to the starting location. All of that is taken care of in flashback and by dint of read-aloud text. Which is great. Don’t get me wrong. All the players came to play this scenario so, I think that makes sense.

Here’s the setup, the PCs, peasants, normal Joes, ordinary slobs all, start dreaming that they have had their true place in the universe stolen from them. They should have ben heroes! The dreams coalesce into a drive to dander, cross-country until they reach the edge of a cliff, days and days later, convinced that their destinies will be restored as a result. In this place, they encounter the Lady in Blue (there is more than meets the eye to the Lady but I’m not going to go into that here. It seems to be the kind of thing that might become important in a longer campaign that could feature her as a patron or maybe even an antagonist), a giant of a woman, floating in the air with five heads gripped in her two hands. The heads speak for her. She tells the peasants that, if they would just go and free her ally, imprisoned by her enemies long ago, they will be rewarded with a spin of the Wheel of Destiny. And this would set their destinies to rights.

Actually, after she feeds them a meal, she does give them an out, so what I said above is not entirely true. If any of the PCs wish to abandon the quest at this stage, they can, but they will meet an unfortunate end before too long. Anyway, there is a period of waiting here that is strange to me. The scenario indicates that the PCs could use the time to visit the nearby village of Mherkin to stock up on gear and provisions. This is not even the last period of waiting baked into the scenario. Anyway, after hours of waiting for the right time, the PCs can step gingerly onto the invisible bridge that will take them from the cliff to the Hole in the Sky, the entrance to Lady’s ally’s prison.

For days they walk, sticking together to avoid the edges. The PCs are buffeted and soaked by a terrible storm as they cross the bridge far above the waves of the sea. They will lose some of their number in the storm, no doubt. They will lose even more as they are attacked by Sea Shrikes. Only after three days of traveling will they reach the end of the bridge, worn out, freezing and much reduced. Here is the second period of waiting. They must wait a further two entire days, slowly starving and shivering, until the Hole in the Sky aligns perfectly with the bridge. Why? Good question.

Once it appears, however, they are able to leap through and into the Prison Vale, a strange and unique extra-dimensional pocket universe designed for one purpose and one purpose only, the imprisonment of the Lady’s ally, Drezzta. The place seems to be made for giants, even the blades of grass stand tall as trees. There are a variety of potential random encounters in the Vale, 1 in 6 chance per hour for four hours if they go straight to the prison proper. Some of these look very fun and quite thematic.

Nice they make it to the prison they discover a cyclopean gate and find their way in. Inside they will discover a few things in quick succession:

  1. There’s a massive titan, sleeping on the job, but clearly here as a warden for this prison
  2. There’s a cage hanging from a branch maybe 200 feet up
  3. There’s a pumpkin-headed but polite creature stalking the prison who will, every once in a while, grab one of the PCs and pop them in his gob, where they will slowly burn to death in his jack o’ lantern flames, before gently encouraging the rest of them to leave

Of course, they are not going to leave empty handed. The continue on, finding a way up inside the walls themselves. On the way they encounter lethal traps, dangerous lunatics, mutants and lots of ladders. They will get a little more of the story from some of the other weirdoes who live here and they will probably find a cache of treasure, which includes a magic spear to destroy the sleeping titan.

It should end up with them reaching the top level of the prison, dizzyingly high up. They should risk life and limb to free the poor, emaciated form of Drezzta trapped in the hanging cage. One of them will need to sacrifice either a little blood or a lot more to open the door, but that will lead to her flying free, destroying the pumpkin guy and fleeing as the very dimension crumbles around the escaping PCs.

Those who make it back through the Hole in the Sky find themselves once more on the cliffside. The survivors are each given a chance to spin the wheel. Some may find themselves thrown back into the mundane lives they left, others might find themselves destroyed, killed in favour of one of the poor wretches who died during the course of the adventure. Still others might find themselves utterly changed in almost every conceivable way… Potentially a great reward for a 0-level character who is about to progress to the dizzy heights of Level 1!

Our Experience

Chaos pig burrowing out of the ground with its little claws.
Chaos pig burrowing out of the ground with its little claws.

I played this funnel over two sessions of about three hours each. We played online using Roll 20 and Zoom with a group of six players, all members of our ever-expanding RPG community, Tables and Tales. With six players, of course, we had 24 0-level PCs leaping through that hole in the sky! This seemed like it might be too much. I was afraid that each player’s turn might take an age, but, in actuality, the numbers started to get whittled down quite quickly.

Like I stated above, in the half of the adventure that takes place before they enter the Hole in the Sky, there are two pretty lengthy period of waiting baked in, first on the cliffside and again at the end of the bridge. I didn’t give the players the option of visiting the village of Mherkin, despite its funny name, because the last thing I wanted to do was spoil the momentum before it even got started by introducing a shopping scene! Also, the PCs should have what they need, more-or-less, so I didn’t think it was necessary. That second period of waiting, for two entire days before they could enter the Hole is fairly inexplicable though. It exposed the PCs to the freezing temperatures and the possibility of getting sick but it felt a bit like ti took the wind out of our sails just as things were about to really kick off. I think, if I ran it again, I might remove that wait entirely.

As for the invisible bridge, I loved this as a conceit and the players did too, even if it led to a lot of deaths right off the bat. The storm was brutal to one particular player who was reduced to a single PC in one terrible gust. The Sea Shrikes’ attack was less lethal than expected but that was a matter of luck, I think. What we felt, as a group, after playing this part was that the imagery, the situation and the danger of it were all quite palpable, not to mention unique.

Moving on to the Prison dimension itself, with the giant blades of grass and the enormous gate, some of the players mentioned that it made them feel like they were in Honey I Shrunk the Kids. I think that is the vibe the place is going for so that was cool. The random encounters in the wilds of the dimension looked good but we didn’t interact with them. They simply never rolled a 1 on the encounter die. But I particularly enjoyed the Chaos Pig, a burrowing porcine nightmare, and the Woven Women, camouflaged guardian plant creatures.

On to the Prison itself:

a three hundred foot monolith covered in fifty-foot long thorns. It looks not so much constructed as grown, like some kind of massive seed pod.

This is pretty metal and I enjoy the fact that the adventure contains no fewer than two different artists’ depictions of it. Both so different and yet both awesome in their own way.

Luckily, there is no waking that titan who has been ensorcelled to want to exist in his dream realm. It would take something fairly cataclysmic to wake him up. And it does, of course, near the end of the adventure. After freeing Drezzta, the surviving peasants hoped into the cage and cut the rope holding it up. It fell on the titan’s head and rolled off him down to the floor where they were able to escape. They managed to kill him before they went though, as there is a magic titan killing spear to be found in the treasure cache, conveniently enough.

Giant Jack o lantern headed plant creature grabs an adventuer in its tendrils as others look on in horror
Cur Maxima

The pumpkin-headed lunatic is fun. I can’t quite make out the reason why it’s a jack o’ lantern creature, to be honest. It doesn’t seem particularly thematic to me or anything. But he it is a pest. The judge is encouraged to chuck him at the PCs whenever they least expect it to take just one of them and kill them in the most awful way, just put the shits up them. It works. Every time that guy turned up there wrecked groans. It was a guaranteed death every time.

There are abandoned ones who live in the walls. They were former servants of the Lady in Blue who had been sent under the same pretences as out heroes but failed or refused to carry out her orders. They longer they spent there the madder they got and the more mutated. There is one dwarf who the pCs might try to talk to but they are not likely to get much from the others. It’s not a big talking scenario this one. My PCs ended up murdering most of these wretches and burning the living quarters of the abandoned ones, sending the survivors fleeing as a result.

This is the only proper fight in the second half of the adventure and it’s not great. It’s just 12 pretty boring, emaciated enemies against a similar number of peasants. Now, the players made it memorable in several ways, but it does feel like an encounter that could have started off more interesting. At least most hits were an instant kill.

Their final reward, the Wheel of Destiny was a fun addition, although it’s a little redundant if playing as a one-shot. Each survivor gets to make a Luck roll. As soon as I told my table that, they erupted in groans and curses aimed at me. I had been encouraging them to spend their Luck liberally towards the end after all… Anyway, I’d imagine, if you were planning to play the characters in further adventures it would have been more engaging.

Conclusion

This is very engaging adventure with a great, bonkers concept. Its executed so well too. The art and maps are fantastic, as an always with DCC products. I am never that crazy about their layout or presentation of information but I’m willing to overlook that given the quality of the experience.

It’s definitely worth trying out if you are looking for a 0-level funnel that has lots of hooks built in for further adventures but it worked very well as a one-shot also.