Call of Cthulhu: The Derelict Review

[My players] didn’t find the book of norse legends, the handwritten notes that presented possible ways to defeat the Sciapod, the silver items that would allow people to actually see the creature, etc, etc.

Two-part One-shot

SPOLIERS BELOW, ME HEARTIES! Turn back now if you want to be a player in the Derelict!

You know how it is, dear reader, when you board your luxury yacht and expect to make excellent time crossing the North Atlantic? And then you start to run into complications? Almost everyone gets drunk, you come across a seemingly abandoned reefer ship washed up on an iceberg, you decide to explore the possibility of rescuing anyone from it or maybe even salvaging it for vast profits, you board it and find its covered in blood and the controls have been deliberately sabotaged, you’re hunted by a towering monstrosity with a crystalline bow and only one weird leg, which is visible only to about half of your number, your own yacht’s controls are smashed to bits and the captain is eviscerated and several of your number begin to lose their grip on sanity?

Of course you do! Anyway, when I write it out like that, quite a lot did happen in the first session of the Derelict. It took so long, in fact, that we had to stretch it to two. We played it out in about five hours in total, I’d say, but there was plenty left undone as far as this scenario goes. You could easily stretch it out to three sessions of three hours each, I’d say.

The Scenario

A busted up dining room on the Groenland Tropisch.
What a mess!

In this post from about a month ago I introduced the premise of the Call of Cthulhu scenario I ran as part of our Tables & Tales October Event, during which we ran a bunch of horror/spooky/halloween themed games especially for our newbies. Today, I’m going to look at how it went and how I think it could have gone better.

The Derelict is a 28 page adventure for Call of Cthulhu. It appears in Petersen’s Abominations, published in 2015 by Chaosium. It was written by Sandy Petersen with Mike Mason.

It seems Petersen got the idea for this adventure while reading about Viking explorers and this particular encounter that was described quite matter-of-factly as a Sciapod, a one-legged creature with a crystal bow. The conceit is that such creatures were not necessarily taken as supernatural by people of by-gone ages so the encounter was recorded as a relatively mundane occurrence. I like that this theme jibes with Zedeck Siew’s observations about the attitude many Malaysians would have to signs of the Pontianak in his scenario, A Perfect Wife, as well as my own personal experience of growing up in Ireland. Of course, when the Investigators encounter the Sciapod in the Derelict, they are not likely to react the same way at all.

The portrait of Siren/Lori Washington, a femme presenting person with long dark hair and a bright dangling earring in one ear.
Siren/Lori Washinton

The Derelict was clearly designed as a one-shot or very short campaign. It would be hard to work it into an ongoing campaign, I think, given the rarefied circumstances and setting, so if you want to run it, I would suggest taking it at face value and go for something short and self-contained. I would also recommend using the pre-generated characters. They are all rich/famous arseholes of one stripe or another. You know, the type of people you would expect to have on a luxury yacht. But they also have their own motives, some are having money troubles, some are looking for sponsors, some are party animals, that sort of thing. They are relatively well painted and designed to be easy to pick up and play. There is a second option presented in the scenario: the PCs could be members of a rescue team sent to investigate the Derelict, but this option lacks the horror movie energy you get from the rich yachters, in my opinion.

The formatting is useable and fairly presentable. It starts with the intro and a brief description of our cast of characters before a short section on Starting the Scenario, under which we also get a useful Sequence of Events. I say “useful,” but my players exited the sequence pretty quickly and I was forced to improvise liberally from that point on.

The bulk of the scenario is taken up with descriptions of the main areas of the Derelict ship and the iceberg it’s stuck on. It does go into a fair amount of detail even about the areas that are of little or no interest. It will tell you where to find the clues and items of interest within these descriptions. This is the greatest weakness of the adventure, to be honest. My players spent almost no time exploring the ship. They were incredibly goal oriented, going to Engineering to find things to help them fix their own boat and to the radio room for a way to contact someone. So, they didn’t find the book of norse legends, the handwritten notes that presented possible ways to defeat the Sciapod, the silver items that would allow people to actually see the creature, etc, etc. I wish I had started just transplanting some of the more important clues and things to the rooms they did explore earlier. In the end, I did do that but we had played the bulk of the game by then.

It has some great maps and illustrations throughout. The maps of both boats were particularly useful. We were playing on Roll20. So I used the maps a lot. In the first session I used fog of war on the map of the Derelict, but I found this led to too much player confusion about the location of everything and too much time spent by me on descriptions. It was supposed to be a one-shot! So, in the second session I turned off fog of war under the pretence that they found a full map in Engineering. That made things a lot easier. The players were able to see where they might want to explore and they started to do that.

One of the strengths of this scenario is that, even though it provides you with a sequence of events, it encourages you to play it quite free-form. Simply allow the PCs to look around, discovering clues as to what happened here and maybe how to defeat the monster, and then start picking off characters with the Sciapod as they go, NPCs first. They’ll start getting injured and insane and the scenario should blossom from that. In many ways, this is what led to our game going quickly off the rails. The sequence of events expects the players to start trying to find ways to kill or drive off the Sciapod but that’s not what happened at all. As I started to kill them off and ship away at their sanity, they began to look only for alternative ways of escape. But, of course, along the way they saw some some pretty disturbing things and one of them lost the plot completely, going full axe-murderer before eventually getting it together while they all bundled into the last remaining lifeboat. Except for looking for firearms on board, they never considered finding a way to kill it. And, of course, this was great! I loved it and the players had fun. But I will admit to, at times, trying to get them to take the route that was expected of them. I think I would have had more fun if I had lust loosened my grip on the reins a bit more.

Still, if your players do get so far as to start coming up with ways to beat the bad guy, there is a useful section at the end of the scenario devoted to potential plans that they might come up with, using lots of things my player never even discovered. They could use the CO2 stores, the bulldozer or forklift that was in the hold, etc.

The Appendix

The Sciapod. A bluish tinged, armoured humanoid with only one thick leg, which ends in a wide, umbrella-like foot with claws all around the outside of it. it holds a crystaline bow and has a single green glowing eye.
Hawkeye? You’ve changed.

In the Appendix, you get stats for the two NPCs and the Sciapod itself.

The NPC stats could be particularly useful if a player loses their PC early and they need a replacement. This did happen in my game but only after both NPCs were already dead so it didn’t help.

When it comes to stats for the Sciapod, I don’t think it should matter really. It is designed to be undefeatable by normal means. The PCs are supposed to have to come up with some big, brash, loud plan to kill it, after all. But there are elements to the creature that are of real interest. For instance, it is visible only to those who have silver touching skin for some reason. This proved to be a weird and scary element of the PCs encounters with the monster. It directly led to the death of one of them but it is a strange addition to the abilities of what is already an odd adversary. It is utterly silent too, and it wields this weird crystalline bow with enormous glass like arrows. This last bit feels very un-Cthulhu to me. It adds more of a D&D flavour to this monster but it did allow it to attack from a distance, which I made use of. This led to two memorable moments of gameplay, in fact. First, our pop-star character, Siren stood on the deck and had a showdown with the Sciapod, she with her little .22 pistol and it with its giant glass bow. Second, the creature launched one of its enormous arrows into the hull of the lifeboat they were escaping on right at the end, ushering in their deaths and the end of the game.

Conclusion

This was a fun one-shot/two-shot. It had great pre-generated characters and a fascinating premise and setting. (Although I have to stop running one-shots on boats. Apparently its become a trend…) But I question whether the monster that’s central to it is really Cthulhu-mythosy enough. It’s strange but not necessarily horrific in and of itself. Also, the adventure involved a lot of prep for something that could be designed to be run with little or no preparation. But you have to read the descriptions to familiarise yourself with the setting, the clues, the origin stories, hidden history etc, etc. and that all takes time.

Kanabo

The best part of the whole How to Play section is the list of Best Practices…We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Waku Waku

Dear reader, my excitement is threatening to overwhelm me. As some of you may know, I studied Japanese in university and lived and worked in Japan for about three years in total. It’s hard to put into words exactly how I feel knowing that, this weekend (probably yesterday by the time I publish this post), I’ll be going to see the Ireland vs Japan rugby match in Dublin and next weekend I’ll be finally going back to Japan for the first time in eight years! I think the right word is probably わくわく (waku waku, loosely translated as excited.)

Anyway, as a build up to that, I thought I would look at an RPG based on a Japanese historical period.

Kanabo: Fantasy Role-Playing Adventure in Tokugawa-Era Japan

A Kanabo is a Japanese weapon, a long metal club, adorned with spikes or studs. The game, Kanabo by N Masyk, is an RPG published by Monkey’s Paw Games. It comes in the form of three neat booklets, Volume 1, Characters, Volume 2, Chroniclers and Volume 3, Adventure. It was gifted to me by friends and all round good eggs, Tom and Isaac several years ago. I can’t remember which year exactly and I don’t see a publication date on any of the booklets so I am going to guess and say it was sometime between 2020 and 2022.

These booklets truly are only wee. The longest of them is 21 pages of A5. But they pack a lot into each one.

Volume 1, Characters

The cover of Kanabo, Volume 1, Characters. It has a mythical Japanese warrior wielding a spear and a bow at once, while dancing on the back of a great black boar, possibly in the clouds.
Magic Man on Magic Boar

This booklet, as is the case for each one, begins with the credits. N Masyk did the words and the layout, “Dead People” did the artwork and the Hexmap uses the Highland Paranormal Society Cartography Kit, by Nate Treme. Finally, consulting was done by James Mendez Hodes. I think you will notice a peculiarly Western bent to the people associated with this project, other than the Dead People who are all Japanese (by the looks of their artistic styles) but remain conspicuously unnamed.

It starts off with an intro section that explains briefly what the game is about and suggests the use of safety tools such as Lines and Veils and the X Card. The “What is this?” section tells us that this is a game set in the Tokugawa period of Japanese history. It informs us that this is the time after the Warring States Period when the country is united but many wandering Travelers are abroad, “seeking fame, fortune, justice, revenge, or simply the freedom to roam.” That’s the PCs! I like this as a time period and setting. The Tokugawa era was long, more than 250 years. It was a time when Japan was cut off from the rest of the world, guarded its coast jealously and avoided the great changes that engulfed the other regions during the same time. The role of the Samurai was slowly being eroded, nobles were forced to pilgrimage from their lands to the capital under their own expense to keep them in line, the Shogun ruled the land and Japanese culture deepened. But I also like that there is a paragraph here on historical accuracy. Masyk takes pains to explain that, despite the potential realities of the place and time, as players of a game, we must strive to be inclusive before being accurate. Japan of this time was a place of terrible inequality, Kanabo at the table does not have to be.

The introduction section is reprinted in Volume 2, Chroniclers and Volume 3, Adventure. I wonder, in a set of booklets of such limited page-count, if this was necessary. Perhaps it was felt that the Characters booklet, meant largely for the players, and the Chroniclers booklet, meant only for the Chronicler had to both have it to refer back to regularly, but I would question that, especially as the Adventure booklet is also meant for the Chronicler exclusively. Maybe its so the kid who finds one of these booklets all on its own, tucked into a box in the dark reaches of a secondhand bookshop thirty years from now, knows what it is they’ve found.

Stats

The Stats section actually introduces the entire character creation process. Stats themselves are only one part of that. You roll 2d10+20 for each stat, for a maximum of 40.

I was expecting this ruleset to be a D&D clone or maybe an Odd-like but I was surprised to discover this is a percentile system. When you want to do something you roll a d100 and hope for a result equal to or under the stat you are rolling on. You will notice that this makes it necessary to roll really rather low to succeed, but there are several ways to gain a +10 to your rolls, such as using the right piece of equipment, possessing just the right skill, spending a filled segment of your Fate Clock or, in battle, gaining Advantage. There are three specific ways to accumulate +10s in a battle. If you want to disengage from combat safely, you can expend all of them and do so.

The Stats themselves are incredibly and deliberately abstract:

  • Fire: confrontation, aggression, force
  • Water: tranquility, inquisitiveness, exploration
  • Earth: stoicism, calculation, discipline
  • Wind: intuition, reflection, grace

As such, there is a lot of potential leeway in the decision on which stat to roll in any given situation. I like this sort of thing. I imagine Blades in the Dark style negotiations occurring as to how they might work out in play. However, I struggle a little with the whimsicality of the naming convention. It has a sort of mah-jong flavour to it, I’ll admit, which is not, in itself a bad thing. But, if you were to choose particular Chinese characters from the available mah-jong tiles, there are others that really describe human traits that might work better. I am thinking of things like 力, chikara (strength,) 心, kokoro (heart) etc. The use of the four elements makes it feel a little more like Avatar than any of the sword-fighting movies that inspired this game. It is a stylistic choice, though, and I’m sure it would work just fine at the table.

There are other elements to character creation, of course. Some of them remind me, quite delightfully of making a DCC character. Others have an Into the Odd feeling which I enjoy.

You can roll for your Chinese Zodiac sign. Whatever sign you roll, you can take it and apply a +5 to a stat that you think it reflects positively on. It would have been fun to have to apply a -5 to a different stat in this step I think.

When you roll on the Birthplace table, you will get somewhere like “Fishing Village,” “Hill Fort,” or even “Haunted Ruin.” Depending on what you get here, you will start with a different piece of equipment, such as a “fishing rod,” “spear,” or “lucky charm.”

Next up you roll on the Career table, which will give you another piece of equipment. Soldiers start with a matchlock pistol but Farmers only get a straw hat!

Your birthplace and career also allow you to list two things you know about or are skilled in. These can give you +10 to rolls in certain situations.

By rolling on the Curio table you might find yourself starting with a lucky cricket, a mask or maybe some rice balls. Each curio comes with a question that might help to round out your character.

After this you have a bunch of tables that will help you describe your PC. You have Mannerisms, Clothes, Face, Names etc. There should be plenty here to give you a very clear picture of your Traveler.

How to Play

This section lays out the rules quite economically. I’ve given you the basics already and there isn’t too much more to them than that, which is great.

There is a PBTA element to the rolls. You only roll when there is some risk, of course, but if you succeed, you do so without consequence. If you fail, you can still succeed, but with consequences. In combat, this means that you trade harm.

Kanabo character sheet on the back of the Characters booklet. There are spaces for Name, stats, zodia, career, birthplace, curio, description, Knowledge & Skills, Inventory, Wounds and a Fate clock split into eight wedges.
Kanabo Character Sheet

You get a Fate Clock on your character sheet. It has eight segments, which you will be filling and erasing as you gain and spend them. You gain a segment whenever you roll doubles on a d100 roll. I choose to interpret this as 11, 22, 33 etc. You can choose to erase a segment to give yourself +10 to a roll, prevent 1 Harm, recover 1d10 wounds or survive past your 5th wound. It’s a bit like stress in Blades in the Dark, a superpower that these Travelers have that allows them to contend against terrible odds and powerful forces.

Some few paragraphs are devoted to the idea of Travel. Kanabo assumes you will be hex-crawling and lays out the rules for that in relation to time, encounters, foraging, rest & healing etc. This is presented in a way that is player friendly and does not blind anyone with science. I appreciate it.

Character Advancement gets one very short section. Characters can choose one of two options at the end of each session, “increase a stat by 1” or “write down a new skill or piece of knowledge.” It’s neat and lacks frills. No room for confusion at all.

The booklet is rounded off with sections on hiring help, common equipment and refreshments. They are presented in several short and entirely non-exhaustive lists that are merely starting points for the interested player to do some research on what stuff might have been available in Tokugawa-era Japan.

The best part of the whole How to Play section is the list of Best Practices. Many of these will be familiar to the those of you who have been reading my series on Blades in the Dark recently. We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Volume 2, Chroniclers

Kanabo Volume 2, Chroniclers has the image of mythical Japanese creature, the Kirin, across between a dragon, a horse and a giraffe, dancing across the waves.
This is a Kirin. Interestingly, the Japanese word for giraffe is also Kirin. It’s also a good beer.

After the repeated intro section we get straight into a section on how to run the game. Let me reproduce here the entirety of that section:

You control the world around the Travelers and the people within in, and the places they have built for themselves. Fill that world with adventure, danger and magic.
There are no further words by witch I might describe or prepare you for the journey ahead.
The contents of this tome, much like the contents of the Universe, are mostly lies.

I think this is probably one of the most uniquely unhelpful such sections I have ever read. I understand that the author is trying for poetry instead of boring old instruction, but it reads as though they want you to think there is no advice that might help a prospective Chronicler. There is something to be said for the idea that a GM/referee/judge/whatever should trust their instincts, but it is certainly not always true. Also, there is an enormous wealth of real advice out there, both in printed books and for free on the internet. I understand the author had limited room here, so, perhaps they could have directed the newbie GM to the blogosphere, or a particular publication that they thought aligned with their own design ethos.

Anyway, as soon as they have described everything in the “tome” as lies, they go on to provide guidance on how to run the game… and it’s useful! It’s practical and answers the sorts of questions that would definitely come up at the table when playing Kanabo! Things like discussing the possible consequences of rolls before making them, determining the effectiveness of successes etc. So, my main takeaway from all this is don’t believe the bit that tells you its lying to you…

There are a couple of pages here devoted to describing very Japanese-themed encounters, we have Kappa, Oni, Kitsune etc, without ever using those words. I like the pared down descriptions and the minimal stats presented, and I can see the idea of removing the Japanese names so as to allow a Chronicler to set their game of Kanabo in a non-Japanese context. Or maybe it’s done to for localisation purposes. I don’t know really, but, personally, I would prefer to use the Japanese names. It feels wrong to me to do otherwise.

Hexcrawl section from Chroniclers booklet. There are several landmark and terrain tables and the top half of a hex rose here.
Hexcrawl

I think another very interesting element to this game is that, despite its semi-PBTA roots, you are expected to run it Old School. We have Weather tables, advice on rolling for encounters, an encounter reaction table and a whole bunch of tables to help you build your once-a-session hex map. These are, honestly, great. They are extremely practical and useful with lots of tables of landmarks for a variety of terrain types from Grassland to Hamlet. There are more tables for Factions, Communities, and Adventure Sites that would allow a Chronicler to build an engaging monster-of-the-week-style adventure with little to no prep required.

But, the advice for doing all this is limited within the booklet itself. The third of the the three booklets, however, serves to illustrate how it should work!

Volume 3, Adventure

The cover of Kanabo Volume 3, Adventure. It shows the image of a woman, or maybe a bodhisatva playing a shamisen on the edge of a cliff.
Magic music

This one if incredibly short, only eight pages, two of which have the intro again. After that, we get a bunch of ten point lists, which come together to create Peach Trees Village. The list of Locals describes each one in a single line, provides a piece of their dialogue and outlines an adventure hook. Here’s the first one:

Asuka. A farmer. So forgetful; “did my apprentice bring the cattle in?” Needs someone to go check. Something’s been at the cattle.

I love this way of presenting information. It’s incredibly efficient and is just enough to spark the imagination. You get something similar from the Shops and the Rumours lists.

Next, we have The Surrounding Wilderness section. This kicks off with a hex rose, already filled in to give the Chronicler an idea of how it’s done. Each of the 19 hexes is described in a similar way to the Locals above. Here’s no. 10:

Frozen wood. Snow-blanketed trees. A dead mile where nothing grows. Strange lights at night. What is causing the lights?

Once again, it’s just enough to spark the imaginations of both Chronicler and Travelers to perhaps pursue the mystery of the lights in the woods, without bogging you down with established fiction.

A “Searching, you find…” D100 table rounds this adventure booklet out.

Conclusion

All in all, I think this little RPG punches above its weight. I question some of the choices made regarding naming conventions, use of space and GM advice but otherwise, I am quietly impressed. I would like to try running it, but it will have to wait till after my own adventure in Japan!

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.

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!

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.

The Lost City Review

Disclaimer: I have only read this adventure. It’s unusual enough for me to review something that I haven’t actually played but I thought it was worth doing anyway.

Quests from the Infinite Staircase

I don’t know at what point WOTC decided that every D&D book they released had to be titled Noun from the Adjective Noun or some derivative thereof but they got deep into it there for quite a while. Anyway, today I’m looking at the first adventure presented in their anthology for D&D 5e, Quests from the Infinite Staircase. This book uses an unlikely framing device known as the Infinite Staircase, along which you can find portals to all sorts of adventuresome and slightly retro locales. It’s a sort of extraplanar locus inhabited by a genie who will send you and your pals to any of these spots for whatever reason. It’s a bit like the Radiant Citadel, which they made up as an extraplanar locus to allow you to easily travel to a bunch of disparate regions on, presumably, different worlds for that other anthology, Journeys through the Radiant Citadel. Come to think of it, it’s a bit like that other famous extraplanar locus, the City of Doors, Sigil, which has been in existence in the D&D universe for decades. So why do they keep inventing new loci? Do you even really need this conceit to join this collection of otherwise standalone adventures together?

The Lost City

The opening illustration and first page of the Lost City. The illustration depicts a number of people wearing different masks and a ghost.
The opening illustration and first page of the Lost City.

Disclaimer: I have only read this adventure. It’s unusual enough for me to review something that I haven’t actually played but I thought it was worth doing anyway.

I’ll keep this relatively spoiler free but there may be a few points you’d rather not know in advance if you’re interested in being a player in the Lost City.

This adventure, along with all the adventures collected in this book, is an updated version of a classic one from D&D’s history. The original Lost City was published in 1982 and was written by Tom Moldvay as an introductory adventure for the Dungeons & Dragons Basic Set. I confess, I have not read the original so I won’t be comparing the two here.

This is the first adventure in the collection. It’s meant for 1st level characters. It’s a dungeon crawl in the very classic sense with up to six levels to it and a factional element that is close to the heart of the module.

Background

The lost desert city of Cynidicea was once a prosperous and powerful place. but they delved too greedily and too deep when building a ziggurat to honour their deceased monarchs. Oops. This was the downfall of the city of course. As an answer to this, the people split into four disparate sects. None of them got along but one was definitely worse than the others. The worst of these sects led the people underground to rebuild in the darkness beneath the ziggurat as the desert reclaimed their city above.

Getting There

At the start; how to get your PCs here from the Infinite Staircase, where to locate it on three D&D worlds and a couple of adventure hooks to get them to go. The hooks are fine. Get hired by an anthropological expedition or get separated from your desert caravan. If you wanted to incorporate this into an ongoing campaign, I feel like you could do better yourself.

Advancement

There is a handy section that spells out for you at which points you should let the PCs level up if you’re using milestone levelling. By the end of the adventure, your characters should hit level 4.

About the Original

About the original - this tells us about the original adventure module from 1982
About the Original

There is a nice little sidebar here and in every adventure in the book, which tells you about the original. It gives you some info on the edition it was meant for, a few details on how it was supposed to be used and the credits. I like that here, they tell you that The Lost City was meant to be used to teach new DMs how to run and design a dungeon, allowing them to come up with the lower levels of the dungeon themselves.

People and Factions

The Cynidiceans all wear masks, usually some sort of animal mask, and they generally don the shabby left-overs of their once glorious past. Also, sometimes, they act like the animal depicted on the mask. Fun!

As I noted above, the factions are often at the heart of the adventure. They are detailed here. Each of them worships a different god, with their own portfolio, of course. Thematically, they are each quite distinct and have a look all their own, exemplified by a particular type of mask that they wear and a tattoo that they sport.

The paragraph or so that each faction gets here leans heavily on the ways they will pursue their goals, which are, unsurprisingly, influenced by the type of god they follow. We are told they all want to preside over the rebuilding of their city in their own way. They all want the same thing but they will not co-operate. This leaves me wanting a bit more, maybe some aim that’s a bit more immediate would help.

Random Encounters

Roll a d6 for every hour spent in the Ziggurat. If you get a 1, it’s encounter time. There’s a d12 table with a preponderance of cultists and other Cynidiceans, which makes sense, and an owlbear, which doesn’t (did I mention it was in a desert?)

The Ziggurat

The PCs have to enter from the top and work their way down. They’ll be sealed in once they enter, like a common hobbit and his eight fellows in a mine. The goal of the entire adventure is basically to survive long enough to find another way out. This might change during the delve, of course, once you meet the factions. But probably not.

I want to point out a cool thing right at the entrance where they can use ladders to either climb down into tier 2 of the ziggurat or up into the hollow interior of a set of statues on the roof of it. They can use levers that allow them to move the statues’ limbs and there’s a speaking tube. I like the idea of this but there is no practical use for this feature. They are not likely to encounter anyone outside on the top of the Ziggurat to impress with this display and it’s not going to do them any good once they’re on the inside so it seems a bit pointless?

Anyway, as I stated above, there are up to six levels to the Ziggurat. To be fair, the first level is just a single room right at the top, and hardly counts. But, as you would expect from a ziggurat, each level gets bigger as you go down. Even level 1 (or tier 1 as it’s called) has a pretty gnarly trap right from the get go. At worst, though, it will result in all of the PCs being rendered unconscious. If this happens, they’ll be taken by the first of the factions, the Guardians of Gorm, who will question them and try to recruit them. There are moments like this for each of the factions, partly because the place is positively riddled with traps and partly because the adventure does not want them to miss out on meeting each of the factions. It also wants them to join one or maybe more than one of them. this will, of course, complicate things for them if and when they try to interact with any of the others.

A magic joining ritual for one of the factions. Five masked individuals gather around an altar, gesturing elaborately.
A magic joining ritual for one of the factions.

Once they meet the leader of a faction, the PCs will generally be judged in some way, and, if they are judged worthy, will be given the option to join the sect. If they do, they’ll get some advice and some kind of reward for it. But, if they refuse, there’s not much of a downside, to be honest. They won’t get to use the factions quarters to rest and they won’t get the aforementioned rewards but that’s it. And the other thing is, you would expect the faction leader to ask something of the new recruits. Maybe an attack on one of the rival factions or a quest to retrieve a sacred relic from the levels beneath, but no, nothing like that. You join and then you go about your business, pretty much. Seems like a missed opportunity.

All of the faction stuff happens on levels two and three of the dungeon. That’s where they will encounter all the sect leaders and probably learn a few things about the levels below that might help them out a bit.

Tier 4 has a bunch of undead encounters. This is where the royals were buried along with members of their court. There is a good variety of undead featured here and a nice through-line of a story involving the king, the queen and a handmaiden. There are zombies, skeletons, a ghost, a banshee and a wight, as well as a mummy (which seems an unusually unbalanced encounter for 5e.) With any luck, the PCs will be able to see the entirety of the story of the royals through. If they don’t, there isn’t much else in the dungeon to satisfy them and it will lead to a bit of an anticlimax.

Tier 5 has a fun encounter with a possessed robe, the main entrance/exit of the ziggurat and a grab-bag of traps and encounters of varying levels of fascination and challenge including a drunk owlbear. As I mentioned above, the main goal of the PCs was probably to find a way out of this crazy dungeon and this is where they will find it. There is a great big door behind which the sands have conveniently shifted to unblock it. There is literally nothing here to prevent them from doing opening it and escaping.

However, there is possibly a plainly visible trapdoor in one corner that leads down to the next level. This, I think is the level that, if you were a DM back in 1982, you would have had the opportunity to create yourself. As it is, WOTC have decided to relieve of that particular creative opportunity/burden and do it for you.

A mosaic depicting the construction of the ziggurat, the rise of the demon lord and the submission of its followers.
Story mosaic

Level 6, also referred to as the Expanded Ziggurat, is an unfinished tier that has been occupied by the demonic force that brought about the ruin of Cynidicea so long ago. I quite like this level, it’s thematically foul with lots of bile and slime and the like. As well as the demon itself, there are lots of its loyal servants, a black pudding and a gibbering mouther to encounter. There is warning at the start of the section that this tier is much more difficult than the others and is meant for higher level characters. The fact is, if the party of 4th level PCs makes it to the demon, they’re not going to survive. Its got a challenge rating of 17 and a set of legendary resistances and actions. I do have to ask why. I am thinking now of the excellent Sailors on the Starless Sea DCC adventure. The 20 or so level-0 peasants who enter that dungeon probably didn’t expect to come across some elder evil at the end of it, but there is was beneath that chaos keep, awakening from an ageless slumber. They killed it. It was statted out so that it could be killed by these peasants. And it gave them such a sense of achievement and heroism to do it! So why can’t the Lost City do that with the big bad at the bottom of the ziggurat?

By way of some sort of explanation, perhaps the idea is to make a much longer campaign of this situation with the factions and the demon lord and the Underground City which is presented very briefly at the end of the adventure. The demon would then be the ultimate BBEG of the piece and the PCs might have had many adventures rated to it and its cultists along the way to gaining the sorts of levels that might allow them to face it. The problems for me are that the factions were not compelling enough in the adventure to start with, the information on the city that you do get is too sparse to be of much use and there is every chance the PCs fucked off home when they found the exit back on tier 5 anyway.

Conclusion

I actually think that, with a bit of work on the factions, the NPCs and some editing for theme, I would enjoy running this dungeon-crawl. As it stands, the factions are underutilised, some of the encounters make no thematic sense and the NPCs are quite one-dimensional. It also feels like it needs more of an ending. But that doesn’t change the fact that there are some fun traps and challenging combat encounters, which is nice in a dungeon.

One of my main reservations is its size. It’s quite long, with over 60 keyed locations in the dungeon. I would worry about maintaining interest in a dungeon crawl of that length. I would imagine it would run for quite a few sessions.

Although it is obviously presented for 5e it could be very easily translated for use with any OSR ruleset, DCC or Dungeon World. I found myself thinking about how to convert it for Trophy as I read through it too.

Dragon Age RPG: Amber Rage Review

So, off they went, following a magic raven, through the rain and the swamp, fording rivers, defeating enemies and stabling horses, until they got to the appointed place and the raven dropped dead.

Blood in Ferelden

There have not been a lot of supplements for the Dragon Age RPG from Green Ronin. Other than a quickstart guide, a GM’s Kit and Faces of Thedas, a sourcebook filled with fan-favorite characters from the video game series, Blood in Ferelden is pretty much it. It’s a collection of adventures designed by Walt Ciechanowski, Kevin Kulp, T.S. Luikart and it came out in 2010. It contains three full scenarios and a few adventure seeds all of which take place in and showcase various regions of the land that played host to Dragon Age Origins.

It came out at a time before the Dragon Age core book collected all the rules from Dragon Age boxed sets 1, 2 and 3. Dragon Age set 1 only dealt with levels 1-5 and, indeed, Blood in Ferelden’s adventures are designed to get characters from 1st to 5th level.

I discussed another published adventure, Duty Unto Death previously. That was the first Dragon Age adventure I ran for my group and it assumed the PCs started at level 3. So that’s what we did. Not only that, but they progressed to level 4 and became fully fledged Grey Wardens before we moved on to the first adventure from Blood in Ferelden, Amber Rage. I made only a few adjustments to Target Numbers (like DCs in D&D) and enemy stats to increase the difficulty. Despite this, this level 1 adventure proved quite challenging enough at times.

SPOILER ALERT! This review is absolutely packed with spoilers. Turn back now, potential players!

Overview

Amber Rage!
Amber Rage!

Amber Rage is a 39 page adventure. It’s split into six distinct parts, each of which presents its own unique challenges for the PCs, a variety of enemies, NPCs and moral dilemmas for them to wrestle with. All of these are of varying quality.

Here’s the summary: The PCs find themselves in Sothmere, a village near the Korcari Wilds. Our group of newly minted Grey Wardens had been sent south by Duncan, their commander, to determine the strength of the Darkspawn force amassing in the south, preparing for the Fifth Blight. Sothmere was just a pitstop for them. There was a festival happening there to celebrate the building of a new fort, which gave the PCs a chance to take part in some axe-throwing, mud-wrestling, archery competition mini-games. While this was going on, the village was attacked by a band of crazed Chasind stalkers. These lads had been infected with the eponymous Amber Rage and were spreading it all over town. If no-one did anything about it, all the infected villagers were going to transform into mindless Ragers in three days! After some debate amongst the NPCs, it was decided that the Grey Wardens should go and find an ingredient in a grotto in the Korcari Wilds. This shadowmoss could be used to cure the infected.

So, off they went, following a magic raven, through the rain and the swamp, fording rivers, defeating enemies and stabling horses, until they got to the appointed place and the raven dropped dead. There they boiled up a stew and this attracted the firesprites. These guys lived in the grotto of the shadowmoss, so the PCs followed them home. Kind of creepy, when you think about it. Not only that, but they then went ahead and murdered the firesprites’ Guardian Serpent. I mean, the serpent didn’t leave them much choice, but they were invading its home after all. The real problem with this, as the wardens discovered in a sort of psychic vision provided by the firesprites later, was that the firesprites consumed the shadowmoss for sustenance, and the Serpent, ahem, excreted the shadowmoss. So, with the serpent dead, if the PCs collected all the shadowmoss they would need to cure the infected, they would be condemning the firesprites to starvation and extinction. But if they left them with the shadowmoss they had, that would give them enough time for a new Guardian Serpent to mature (this weird symbiotic arrangement was further compounded but the revelation that one of the firesprites would transform into the Serpent itself!) This was the central moral conundrum of the scenario, save the villagers or allow the firesprites to live.

The blackhaller and the burning of the villagers
The blackhaller and the burning of the villagers

Once this decision was made, they had to make their way back to Sothmere where a local judge, known as a blackhaller, had been helicoptered in to force the issue of the infected villagers. As the PCs got back to Sothmere, they had the sick ones tied to stakes, ready to be barbecued. The PCs had to make another big decision here, and, perhaps, try to convince the blackhaller to back down.

Thus ends the adventure. I skipped over some middle bits, but that is the essence of it.

Layout, artwork and maps

The layout of this thing is kind of all over the place. There are NPC descriptions separated from their stat blocks by entire pages in some instances. There are some which have the stat blocks of one NPC associated with the description of another, making it really hard to find what you need in a pinch. It’s the same with the enemy stat blocks, which are sometimes so far removed from the encounter descriptions as to make them seem as though they belong to another encounter altogether. I think one of the problems here is the massive parcels of real estate demanded by the standard Dragon Age RPG stat blocks, which presents some serious layout headaches. I had to do a lot of prep to make sure I had all of the relevant info and stat blocks on hand for any given encounter, social or combat.

Statblock Nightmares
Statblock Nightmares

The splitting of the adventure into parts, like chapters in a novel, was something I found useful. I tried to aim for completing one part each session. In the end, it did take 6 sessions to complete it.

The artwork is nice, although much of it was clearly supposed to be full colour but was presented in black and white, which was a shame.

The maps are great. I really liked the small regional map and the one of the grotto. I used both at the table, revealing parts of the grotto map to the players as they discovered more of it.

Decisions, Decisions

Dragon Age is built upon difficult decisions, choices that matter and have lasting consequences and you can see that’s what the writers are trying to present as the frame that Amber Rage is built on. Should they allow the little boy be killed by ragers, or his sister? Should they kill the leatherworker who’s been infected but hasn’t turned yet, or should they give him their brew that slows the infection, endangering themselves? And, ultimately, should they condemn the firesprites to extinction or save the villagers?

Josef the Leatherworker - poor bastard
Josef the Leatherworker – poor bastard

Now, this is an adventure that is written with some trad sensibilities. There are long paragraphs that examine each and every option available to the PCs in any given situation (or so the designers thought.) It presents you with the sorts of ability tests the PCs will need to make, their target numbers, the modifiers applied due to darkness or marshiness or stinkyness etc, etc. But, in almost every situation, my PCs found another alternative. They saved both children by the clever application of (checks notes) ranged weapons, They debated over the fate of the leatherworker so long that he turned Rager while they were still talking, and the shadowmoss problem? Well, they took the long view, what if they stole all the shadowmoss, killing all the firesprites in the process, and saved the villagers, but then there was another infection later and there was no Shadowmoss to help them? So they said, screw you Sothmere, we’ll only bring enough of this shit back to cure one individual fucking villager and then leave you to decide who should get it! The firesprites were happy, but no-one else was.

What particularly annoyed me about the text was this, it assumes that the party would choose to take the Shadowmoss. Almost all of the events described after the grotto involve the “fact” that they have a potential cure for the Amber Rage and others want it or others don’t want it used or something along those lines. So, those were largely useless to me. At least this allowed me to cut out swathes of what was always going to be the least interesting portion of the adventure, the trip back to town, which was staged as a series of encounters. There is a box on one page entitled, “Sustaining Drama and Varying Beats on the Journey Back.” The text in this is there to advise you to switch things up and vary the encounters because otherwise they might seem a bit samey… Could have just left them out, in my humble opinion.

They also present a number of NPCs that are either sympathetic or not, though. I can’t imagine anyone really liking Bogdan, the blacksmith, or even agreeing with him, in fact. Everyone is going to like the personable and honourable Sherrif Milo, though. So, when the players are asked to choose between the two, it’s no choice at all.

Some of the more sympathetic NPCs were the elven performers, the brother and sister duo, Oleg and Dielza. Our very own elven Grey Warden, Halvari, developed a closeness to them early on, so when Oleg was infected and Dielza was not, she promised to save him… But of course, in the end, she couldn’t. She had had to send over the single portion of shadowmoss and the good people of Sothmere were never going to cure the elf with it, so Halvari was left with no choice but to take Ole’g life before he turned and before the villagers could burn him. This was a truly sad moment that was always a possibility in the text but which was brought alive by the player in some outstanding role-play.

Conclusion

I loved the set-up for this, the festival, the mini-games (I forgot to mention a drinking mini-game from later in the adventure that was also very fun,) the moral dilemmas. But, throughout, I found myself wishing to be freed of the constraints of the text. I wanted to have been presented with the overall situation, the NPCs and some potential encounters and locations, and then let the PCs just go and figure it out. I guess I have been playing a lot of OSR recently, and it’s had an effect on my brain. In my thinking though, this would have solved the problem of the designers assuming the decisions the PCs would make, that I pointed out above.

I also don’t feel like it was quite Dragon Agey enough. It was missing abominating mages, darkspawn, spirits and demons. It could have been set in almost any generic fantasy setting without making almost any changes.

Finally, our crew of fourth level grey wardens had a very tough time with some of the only slightly upgraded combat encounters. They were lucky to have survived the evil giant crab attack and don’t even mention the marsh wolves, the mage went down twice… Actual 1st level characters would have been completely buggered, in my opinion.

Marsh Wolves – watch out!

Despite all my gripes with this adventure, we had a great time with it. This had a lot more to do with the fantastic bunch of Tables and Tales members and Dragon Age fans we’ve gathered, who have gotten into the game, the system, the stunts and the potential for heartache, than it had to do with the scenario itself.

My advice, dear reader, is, if you’re still interested in running this adventure, go through each part of it and prepare it your own way first. Think of potential consequences for decisions the PCs might make that the text does not prepare for, and feel free to cut out large parts of the journey back to the village.

Troika! Whalgravaak’s Warehouse Review

Here’s the story: hundreds of years ago, the city’s premier logistics wizard, Whalgravaak, abandoned his warehouse, having shredded the Manual of Operations for his Sphere Pool (a mechanism used to import and export goods across the cosmos) so that his rivals could never figure it out.

One-shot fun-shot to campaign of terror

You know what it’s like, dear reader: you want to introduce some noobs to RPGs or just to your group of players, you want to make a good impression but you don’t want to scare them off by plunging them into a multi-session campaign with a complicated, crunchy system. So you pick up a location-based adventure, thinking you can just use a small portion of it, just what you need, just enough for one session, one single shot. But, after that session, the curiosity gets the better of you all. That was a weird, but enjoyable experience, you tell each-other. I bet we could have fun exploring the rest of that odd locale, you tell the players, why not have some more sessions and see how it goes? So you do that. And then the bloodbath begins.

Whalgravaak’s Warehouse

SPOLIERS BELOW! If you are interested in being a player in Whalgravaak’s Warehouse, turn back now!

The covers of three Troika! 1:5 adventure modules, Whalgravaak's Warehouse, The Hand of God and Eye of the Aeons.
The 1:5 adventures that I own, Whalgravaak’s Warehouse, The Hand of God and Eye of the Aeons. All from Melsonian Arts Council

Whalgravaak’s Warehouse is a Location based adventure by Andrew Walter for Troika! The design is by Shuyi Zhang. It came out in 2023 and was the first of the Melsonian Arts Council’s 1:5, an ongoing series of location-based adventures for Troika! There are a couple more available now and another out very soon. You can find them all here. My somewhat rotating group of Tables and Tales members just had our last session in Whalgravaak’s Warehouse on Monday night, after spending a total of eight sessions there.

Here’s the story: hundreds of years ago, the city’s premier logistics wizard, Whalgravaak, abandoned his warehouse, having shredded the Manual of Operations for his Sphere Pool (a mechanism used to import and export goods across the cosmos) so that his rivals could never figure it out.

Since then, the strange nature of the warehouse, staffed by giants and stocked with oddities, has only grown stranger, and more dangerous. It houses a handful of physics defying, Tardis-like chambers, not least of which is the terrifying Deep Storage, a swirling mass containing several pocket dimensions and a wraith-like being who wants nothing more than to consume intruders. At least one cult has taken up residence, and they are often mutated into horrific Chaotic Spawnlets by the effects of the radiation still spilling from the Sphere Pool. The warehouse is sandwiched by a vast desert of dust occupying the roof, which is peopled by the descendants of Whalgravaak’s former employees and, underneath, the tunnels of a pack of unpredictable Worm-headed Hounds.

But entrance has been forbidden by the Autarch for centuries and, even if you were foolhardy enough to ignore a diktat like that, you would still need to be brave enough to face the unknown dangers within.

The Hook and the Party

The book suggests a few potential hooks for your PCs. Since my game started off as a one-shot, with brand new characters and no existing campaign to work it into, I went for one that seemed like the object might be achieved in one session. They, along with many other groups of mercenaries were contracted to return with the head of a Cacogen, known only as the Opportunist, to their patron, an Exultant of the Autarch’s court. But we dealt with that in flashback as they all sat in the weed-choked yard of the warehouse, dotted now with small encampments of adventurers and brigands all gathering their courage to gain entry. The PCs’ band consisted of a Monkey Monger (and monkeys), a Gremlin Catcher (and dog), a Wizard Hunter and a Landsknecht. They were, to put it bluntly, a motley crew.

That first session was all fun and games. Every encounter, except for the last one with the Cacogen, was resolved peacefully. This happened mainly due to the rolls I made on the Mien table for each encounter. The worm-headed Hounds they encountered wanted to play with the Monkey Mongers monkeys, they did not want to eat them. The Flat Serviceman was happy to follow the party around and clean up after them. The Segmented Crippler in the Pigeonholery, didn’t want to wake up, so they skipped that one entirely. This is a pretty standard mechanic in Troika but I think it gave the players a false sense of security. The session ended with this motley crew finding and defeating the Opportunist quite handily. And, at that point, we thought that would be it.

But a few months later we decided to continue with their explorations of the warehouse. Obviously, their original motivation to explore was gone. They had achieved their objective, but the players were all good sports. They decided between them that the motivation was purely one of curiosity and greed. They had spotted, through a bubble like window in one of the rooms they had traversed, a vast and terrifying pool of chaos and wonder in a room far too big to exist within the confines of the building. This was enough for them. Essentially, they went in search of adventure. Although, through the sessions that followed, I did introduce the idea that they might want to find that cult I mentioned earlier and that they should seek out the incredibly valuable Tome of the Sable Fields that was reported to be stored in the warehouse, somewhere. This gave them a little direction when I thought they might need it, but, honestly, I think my players just wanted to see what new wonder/horror the dungeon had in store in the next room.

The Dungeoncrawl

It was only from this point that I started to really treat this adventure like the dungeoncrawl it is very much meant to be. The book does a good job of introducing the concepts of tracking resources like lantern oil and provisions as the party explores. It also explains the concept of exploration turns and their effect on the game, i.e. the distance you can travel in that time, the amount of lantern oil you use per turn, and the likelihood of running into an encounter. I followed all these rules to the letter and they made for some interesting moments in the game. But, to be frank, the weirdness of the setting is the real draw here, not fiddling with rations and light levels. Also, few of the characters lived long enough for starvation or oil-skins to become a problem.

It also has rules for dealing with the spatially distorted, impossibly large areas within the warehouse. It suggests that the players should make Luck or Skill checks to avoid getting lost in these areas, but, in all honesty, I didn’t really require that sort of thing.

Mapping is also a part of the dungeon crawl format and this adventure does want the party to attempt to map the space for themselves. The thing is, when some rooms appear to be a kilometre wide and the next one is spatially normal, that map becomes effectively impossible for them to draw accurately after a relatively short period of time. Eventually, I gave up and just shared the one from the book with the players, trusting their ability to separate player knowledge and character knowledge. My advice, if you are doing this, try get your hands on the PDF version, since the one in the physical book stretches across two pages and the crease obscures part of it.

In fact, the adventure has four maps:

  • the warehouse floorpan, using 10ft squares to denote distance
  • a hex crawl for the desert on the roof, replete with points of interest
  • a map of the Worm-headed Hound tunnels beneath the warehouse, superimposed over the warehouse plan
  • a largely vibes-based map of Deep Storage

These are all great but usefulness will vary. In our game, the party spent several sessions trapped in Deep Storage but took one look at the desert and noped right out of there. This seems like a good point to note how good all the artwork is in this. There are plenty of colour and black and white illustrations but they leave me wanting even more!

Warehouse Workers and other Beasties

A warehouse is a dangerous place to work, especially when the correct safety protocols are not observed. It doesn’t help at all when you are trespassers and several of the residents are large enough to crush you with a single blow.

The crimson giant, Paude, the pipe-smoking, bearded giant, Arbuthnot and the blue, jelly giant, Gamtomerian.
The giants are not what you might expect.

The giants are the main NPCs of the adventure and Whalgravaak’s only remaining employees. Each one is fabulously interesting, diverse and well-drawn. They have their own motivations and desires. I was gratified that the party managed to encounter all of them during the eight sessions we played. In fact, one player had two different characters killed by two different giants. I will point out that it is entirely possible to avoid violence when dealing with the giants, it’s just that, sometimes, the Monkey Monger on the team has monkeys who decide to fuck with them and one thing leads to another.

The wraith-like Gulf Man Roamer from the swirling vortex of Deep Storage is a potentially lethal foe who has a chance to show up each time the party moves through that already dangerous room. If it captures you in its bag, it’s going to spirit you away to eat you in its extra-dimensional lair.

No warehouse is complete without forklifts. Whalgravaak’s forklifts are humanoid constructs with the face of the wizard himself. They treat intruders like stock, and will attempt to whack them and pack them. They hit very very hard.

Its a black and white dog, with a neck like an earthworm
When you read the words, Worm-headed Hound, is this what you imagined?

There are also a bunch of random encounters, including the Worm-headed Hounds I mentioned before, desert nomads from the roof, and Bandits/Burglars/Bastards. These only turn up on the roll of a 1 on a 1d6 for each turn the party travels. It didn’t occur very often in my game. The Roof and the tunnels have their own random encounter tables as well, but I never used them as the party never spent any appreciable time there.

This is just a selection of the possible encounters you can have in this setting. I haven’t even mentioned the tiny army guys, the sentient crane parts, the Onion God or the Mulled Dead.

The Rooms

I have hinted at rooms that defy physics and rooms with pocket dimensions, and those are usually the big-ticket locations that contain some of the greatest set-pieces in the adventure. Deep Storage alone evoked some of the most inventive use of skills and spells and a great degree of fear and tension from the PCs. It killed one of them (two if you count the Rhinoman eaten by the Gulf Man Roamer.) The Roof could act as an entire short hex-crawl campaign and the Sphere Pool has some truly memorable and dangerous elements to it.

However, many of the other rooms have weird and wonderful contents as well. Some of them, the party will glance at and move on, while others will capture their imaginations and encourage them to interact. I never really knew which reaction I was going to get from them, actually. The room full of melting rope? They had to spend an hour trying to figure out how to set it on fire, the eternal battle between tiny armies playing out across a battlefield seemingly larger than the whole warehouse? Just popped their heads in and left with some captured little men.

Some of the rooms were relatively mundane warehouse style rooms with shelves and containers. The book has tables in the back to help you identify the state those rooms are in and the contents of the containers, which is useful.

One of my over-riding impressions by the end of our game, was that in some ways, the great variety of bonkers content in the rooms served to detract from any unifying theme. There were some elements that went together, such as the warehouse’s disdain for traditional dimensions. If my PCs had explored the Roof or even encountered any of the nomads who dwelt there, they might have found a distinction between those descendants of the ancient striking workers and the giants who continued to obsessively do their jobs even long after their employer had passed on. But, none of that is to say that the rooms weren’t endlessly fun and inventive.

A Note on Lethality

I recently wrote a post sharing some of the obituaries of the characters who met their ends in Whalgravaak’s Warehouse. You can check it out here. There are only three of them in that post. A few months previous to that, I wrote this post, which contained the obituaries of two more. The mathematicians amongst you will have summed those already. That’s five. In the final session, we lost another one. That makes six. That was three character deaths each for two particularly unfortunate/reckless players. Warehouse work is dangerous. Only one of the original party survived to the end. You have been warned.

Conclusions

The covers of the two different versions of Troika! that I own.
Numinous or otherwise, its the same game.

There is so much to recommend in this adventure. It is endlessly entertaining, challenging and bonkers. It has such a variety of locations and such a diversity of encounters that you would need to work hard to get bored in Whalgravaak’s Warehouse. I think it works so well to show off Troika! as a system, too. The problems it asks the PCs to solve and the encounters they have to deal with utilise things like the Luck check really well and encourage players to invent their own unique Advanced Skills. But if they get into fights, especially with the incredibly random nature of Troika! initiative, there is a very high chance they are going to come out of it dead. There are a few opportunities for insta-kills throughout the warehouse too. I can’t overstate exactly how lethal this adventure is. Luckily, my players leaned into that, even when they were creating new characters to join in the same fight the original one died in (they got very quick at creating characters.)

I think it’s also flexible enough for many GMs to easily take it or part of it and fit it easily into their own ongoing Troika! campaign. As I said at the start, our game started as a one-shot and it could have ended there. But we were able to easily adapt it into a short campaign of its own.

Dear reader, let me know if you have played Whalgravaak’s Warehouse or if you would like to! I’d love to know your views on it.