Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Sunday, 17 November 2024

[Travelogue] Cauldron Con, Saturday and Sunday

Saturday: Tigers & Taverns

After a hearty breakfast, I played in Der Oger's Tower of the Tiger Tyrant. Our party started in a camp at the end of a valley, where the titular tower — a legendary site of a bygone era — stood. After hearing some rumours about hobgoblin amazons, a water spirit, and the tower itself, we hired ten horsemen and began our journey into the valley. Our hex crawl didn't last long: after evading a hunting chimera we discovered a floating balcony over a river. Hobgoblins were feeding the hungry eels that lived in the water. We ambushed them, left our mercenaries behind to guard our back, and climbed the aerial structure.

Behind its door was a storage room, beyond which awaited our doom. It turned out we had both found a shortcut into the tower and alerted everyone within. What followed was a tense and seemingly never-ending encounter with hobgoblins, their mother, their beastmaster, and two smilodons. Those goddamn cats had hit points like a truck — and hit like one too. It was mostly sheer luck that we survived. I vividly remember my character lying on the cold floor for half the encounter, too busy trying not to bleed out, and praying to the gods that a smilodon wouldn’t hit him again.

Once we prevailed, we wandered around a bit. We evaded further encounters, picked the diamonds out of a vault door that was meant to hold something back, had some weird hallucinations of dead sisters, and activated an ancient defence mechanism that carpet-bombed the valley into oblivion. Remember how the sessions in the first report all ended with more henchmen than we started with? Not this one... While this session began a bit slowly and we were acoustically challenged till the end, it still ended up becing a fun gonzo science-fantasy romp. Fingers crossed we'll see this one published.

The moment where shit hit the fan.

Grützi ran Lipply's Tavern, which was published in the Adventure Sites I compilation by Coldlight Press. Can one create a tavern adventure, which has a cool layout and engaging exploration? Turns out the answer is yes. Lipply's halfling hill complex has everything a proper dungeon needs: multiple entrances, two levels, loops, branches, secrets, traps... Our Dungeon Master utilized every piece of technology at his disposal to ensure we didn't have to do any mapping. I'm thankful for that, because the tavern didn't seem to have a single straight corridor or 90-degree corner in it.

Our zealot-heavy party ventured into the old, burnt-down tavern to investigate if it has anything to do with recent disappearances. It turned out the owner owed both his fortune and his eventual demise to making a deal with a devil. His ghost still haunted his old office, waiting for someone to bury his corpse in sacred ground to free his soul. Meanwhile, an imprisoned erinyes waited in the cellar for someone to release her, so she could claim the halfling's soul. If this wasn't enough, a bunch of giant spiders had taken over one of the upper sections, while an entire orc tribe had tunnelled into the tavern from below, and began refurnishing it into their lair.

On our first trip, we smoked out some spiders, explored Lipply's known and secret offices, massacred half the orc tribe, stopped our thief from making a deal with the devil, and escaped with Lipply's corpse. After giving him a proper burial, we returned for a second round to clear out any leftover orcs. They expected our return and were better prepared this time, but not enough to make us sweat. We cleared the entire place and rode off into the sunset with fat loots. A damn fine adventure, I can wholeheartedly recommend it to everyone.

High adventure using high tech devices.

This year's auction featured a bunch of awesome items for sale, many offered to support the noble cause — aka Cauldron Con. As usual, it was filled with moments of friendly trolling, duels of will, great losses, and great victories. Settembrini has a knack for presenting even the biggest piece of trash as something worth dying for, which made the whole event immensely amusing. I didn't pick up anything this year, since I already paid a small fortune on a stack of HackMaster 4e books Iudex saved for me.

Sunday: Awards & Au Revoirs

Since Sunday was sabotaged by the castle's owners, there were no official sessions that day. I do remember Melan holding a guerilla session in the morning. We packed our shit, threw out our trash, had breakfast, then patiently loitered around until the closing ceremony. I was pretty satisfied with the magyar raiding party's results. Chomy, Premier, and I earned a runner-up certificate for our participation in Children of the Sea. Our group looted the most treasure and would have won if we hadn't suffered three casualties. Premier also got a small cauldron for "human resource management", for having the most hirelings and henchmen on an adventure. Of course, it helped greatly that he participated in a naval wargame with a fleet rowed by 800 slaves...

Settimbrini announcing his future plans for dominating the german scene.
Behind him his family, who put the "awww" in "awwward ceremony".

Leaving the con was bittersweet. Behind every handshake was a shared adventure, a sense of camaraderie, or at least a foggy memory of having a drink together. There wasn't an ounce of enmity between the players, despite all the conflicts their characters had with each other over the last few days. Alas, the farewell also meant that many of us won't see each other again for a year.

The journey back was mostly long and uneventful. I'm now eagerly waiting when the registration for Cauldron Con 2025 starts. It will be at a different place, it will be bigger, and I'm pretty sure it will be better too. Kudos to every organizer, staff, player, and DM who participated! I hope we'll see each other again soon. If any one of you is planning to visit Budapest until then, drop me a line.

I'm off to Lisbon soon. Once I'm back, I'll compile and share my remaining photos of the event.

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Thursday, 24 October 2024

[Travelogue] Cauldron Con, Thursday and Friday

Thursday: Bratwürste & Brauereien

Thursday morning we left Neubiberg in a black Mercedes we christened "The Hearse". We stopped in Bamberg for lunch. We marvelled at the town's old half-timbered buildings, majestic churches, and visited Schlenkerla brewery for some sausages and smoked beer. Awesome place, I can't wait to visit it again.

Bamberg, the perfect place if you need some Oldhammer inspiration.

We arrived to  Schloss Hohenroda late afternoon. While that night's Braunstein game was tempting, Chomy and I decided to do some "networking" instead using the two and half bottles of pálinka I brought with me. We were too tired anyway to meaningfully participate.

The Hungarian OSR pope packing out from his carriage.

Friday: Corsairs & Corpses

Friday's first session was Jonathan Becker's tournament module, Children of the Sea. Our referee was Philippe, who turned out to be such an expert in AD&D1e, that in the end I just asked stuff from him instead of borrowing rulebooks - except for casting times. Our quest was to retrieve the Hand of Saint Emma from an old temple that was repurposed as a pirate base.

We assaulted the temple from above, through an opening at its roof. Our magic-users put a bunch of pirates to sleep with Sleep (duh) and we killed their pet wyvern as it ascended from below. We left one survivor to interrogate, who told us that the hand was already used by captain Rodrick to bypass a tunnel of shadows in the undertemple, but he hasn't returned yet. We found the tunnel, got ambushed by shadows from above (typical Becker), turned the shit out of them, met Rodrick, who turned into a crab-mummy hybrid by the time we arrived.

After a good start he fled south thanks to my cleric's turning. Following him we ran into three sea hags (typical Becker), who got an Ice Storm and Fireball in their faces. They resisted them all and still got pissed. That manoeuvre cost us three characters, plus Chomy's and Premier's friendship. After we fled we finally killed Rodrick in a cave, and levitated up a shithole to meet his second in command and some leftover crew. Later we learned that the shithole was literally a latrine, which explained why they were surprised to see us coming up. Anyway, after murdering them we returned to the undertemple, found the hand, looted a shitton of treasure, and escaped with the pirate ship. Good times!

Not our proudest moment.

In the afternoon we played a true classic: baexta ran Lichway from White Dwarf #9. Prince of Nothing wrote a pretty good review of it. I was becoming sleepy by the afternoon thanks to the food, beer, and snoring roommates, but after the prelude the game shook me up. We faced most of the iconic encounters of the dungeon, from the whimsy to the creepy. 

After freeing him from bandits, we became "henchmen" of a delusional guy thinking himself to be a magic-user and the husband of Odo, the sorceress who moved in to the ancient tombs. We murdered some goblins torturing a stirge, then turned the remaining two into followers of Ra - and our henchmen. Just in time so the newly joining Michael could take them over! We met some xvarts, laughing at halfling jokes while on break. We walked the mammoth halls, where over 600 corpses were sleeping only because of the eerie music of the weird wicker man-like creature whistling in the silver cage at the southern end of the dungeon.

Since we didn't have a better goal, our more zealous members thought we should hunt down Odo. After alarming some of her minions though, the tides turned, and we were basically chased out by her companions from the dungeon. While I was diving in a flooded room, looking for treasure and an exit, the party was cornered by Odo, but someone popped a Wall of Fog to keep her away while everyone escaped. I wish we had another session so we could return with a vengeance.

The original NAP champion shitposting in the middle of a Lichway run.
Iudex is trying to remember if he has the White Dwarf issue with the module.

The rest of the night was spent with more "networking". To be continued...


Thursday, 17 October 2024

[Travelogue] Into the Cauldron

It was 5:30 in the morning when I got out of the bed in Neubiberger Hof. Even far from home I woke up three times during the night to listen if the kids are asleep, only to realize I'm all alone in a room and I'm an idiot for messing up my opportunity to sleep well. That's what you get for eating german food all night long.

Of course excitement didn't help either. Today our humble magyar raiding party (Chomy, Iudex, Melan, Premier, and yours truly) leaves for Schloss Hohenroda, to meet all the OSR luminaries, fans, and freaks, who attend to Cauldron Con.

It will be tons of fun. Especially if the beer is free this year too.

I lost 4 kgs just for this trip.


Early haul I got from the absolute gent Iudex
and the remains of some good homebrew pálinka.


Neubiberg by Night


Wednesday, 29 March 2023

[Musings] Reminiscing About Swords & Wizardry Complete

True original S&WC fans have this cover.
The Otus titan cover is awesome too.
The box set is okay. Let's forget
about the weird uterus stag, though.
It's safe to say this year's Mothership is going to be Shadowdark. While we can argue all day long how much of an OSR game it is, Shadowdark is admired by a lot in the OSR community and had a shockingly successful Kickstarter campaign. On one hand, it's nice to see the game gain such a huge popularity, even if it's not my cup of tea. On the other hand, I was afraid it is going to smother other projects that start after it - particularly the revised edition of Swords & Wizardry Complete, which launched its campaign yesterday. It seems I was wrong - while it is a more humble project with far weaker marketing, it had a pretty strong start.

But why is Swords & Wizardry so important to me?

When I started GM-ing again after my high-school burnout I experimented with different games and styles, until I finally found my expectations in running sandboxes using OSR games. My first memorable sandbox campaign took place on the exotic Coconut Island and used Swords & Wizardry as its core. The party arrived into the single bastion of civilization on the island called Merchant's Port, a colony founded by the imperial Roman-like thuleans. The adventurers explored the darkest depths of the jungles, pieced together ancient maps, dug up buried treasures, traded with slaves1, saved hostages from the local tribes, murdered their shaman2, and finished the campaign by exploring a crashed spaceship.

Soon a cooperation with Frog God Games and Swords & Wizardry Complete was announced, and I immediately jumped on the bandwagon. I had a soft spot for OD&D plus its supplements, because they provided a good amount of content while still being less crunchy than AD&D1e. Wrapping your head around it was no small feat though, so a more accessible entry point was more than welcome. S&WC mostly delivered that, though it lacked some of the content I wanted to see in it. Thus I took the effort to write up some house rules that introduced percentile ability score improvement, Empire of the Petal Throne's skill system, Eldritch Wizardry's psionics rules (that was a tough one to digest), half-orcs, amazons, maybe even bards. After I was done with it, I grabbed my Ready Ref Sheets, Wilderlands of High Fantasy, and Modron booklets, and started what I called the Fantastic Wilderlands campaign.

It was one of my favourite campaigns ever. It is easily in my top 3 campaigns. I still have all my session reports, which I posted on the lfg.hu forums back then. Alas they are all in Hungarian and it would take too much effort to translate them to English. Besides, this post is first and foremost about my experiences with running S&WC, not reminiscing about what happened during that fateful campaign.

Character creation is blazing fast in S&WC. Unless you have a player who likes going through every fucking thing from the equipment chapter and ask mindnumbing questions about them3 it takes a few minutes only. This is a blessing first and foremost for the Referee, not he players. The players will have to roll up only a few characters during a campaign compared to the Referee, who needs an unlimited amount of NPCs, often out of the blue. After the first few sessions I stopped preparing NPC stat blocks, because I could do it in seconds on the fly. Class, level, important equipment, maybe some fitting spells, and you are good to go.

Gameplay is similarly swift, even combat encounters. After messing with the wrong people the party's henchmen were kidnapped by a local bandit chief, who delivered the torchbearer's head in a box as a warning. That warning ended up becoming a campaign of revenge. With some kobold help the party sneaked into the bandit hideot, an old manor through the cellars. There they angered the chief's pet gorilla, whom they had to murder. The scuffle alerted the entire manor. The party of 7 level 2-4 adventurers fought a mixed group of 28 bandits, dogs, altanian barbarians, halfling cooks in one of the most intense battles of my refereeing career. I felt exhausted once it was over, and surprised when I checked the time and realized, that the whole encounter took less than 30 minutes. I wasn't used to this. I just finished a D&D 4e campaign where even a 4v4 match could take up an hour.

This swift and light gameplay is combined with a surprisingly large amount of content. S&WC packs a lot of punch for its page count. It has a solid amount of character options4, monsters, magic items, spells, random encounter charts and so on. And just like the source material, it doesn't limit itself to arbitrary sweetspots in gameplay - it goes all the way up to high levels, with +5 Holy Avengers, Meteor Showers, and 30 HD Orcus! Alas the Fantastic Wilderlands campaign never reached such high levels, although my players did fight several red dragons (at once!) and some tough demons.

How good it is at being a retroclone though? S&W diverges in several ways from its progenitor. Using a single save value instead of categories is a well known, and generally liked one - even by me! The way it handles random treasure is radically different, and far more divisive - I still have issues with wrapping my head around it. The lack of some content like stat blocks for gods, some monsters, hit locations, psionics are understandable, while others morale table, reaction table, random castles, and some other minor stuff from are still baffling even today. Matt said there are legal reasons for that, but if he can revamp the treasure tables then so can he make an alternative for these. I have a hunch they weren't included becase he didn't use them - after all the game is partly meant to represent how he plays OD&D. Fortunately I had other clones and the Ready Ref Sheets to fill in these holes. Despite these differences I could use old Judges Guild products5 with zero effort, which should serve as a benchmark for the OD&D compatibility.

For a long time Swords & Wizardry's three variants (Whitebox, Core, Complete) served as the definitive retroclones for the various flavours of OD&D. That's not really the case nowadays. If you want to play 3LBB OD&D, Delving Deeper is more faithful and WhiteBox: Fantastic Medieval Adventure Game is sexier than S&W Whitebox. If you want to play 3LBB+Supplement I, Iron Falcon is superior to S&W Core. But S&W Complete is still the king of a niche, which while often overlooked by purists, provides a fun, fast, and substantial old-school experience. It has near-AD&D amount of content, but far less crunch. While most OSR games out there are pretty light and flexible too, they often offer a smaller scope and less stuff out of the box, and if you want to run a campaign, especially a long term sandbox, you are going to need stuff. Lots of stuff.

I don't plan to run S&W Complete in the near future, because I have enough already on my plate and if I wanted to run an OD&D campaign I would use my reprint boxed set and a few sheets of house rules instead. I'm still buying it though, because it is a game I have fond memories of, it helped me to learn and understand what makes old-school games and sandboxes tick, it might come handy when I need a quick and dirty rpg for a quick session, and also because Matt Finch proved several times that he is one of the nicest designers of the OSR scene. Tomb of the Iron God deluxe edition next, please!


1 Needless to say they weren't really good guys, and were prone to abuse Sleep.

2 Killed by the fighter Rogar, who survived a lightning bolt, then threw the invisible shaman in the head with a coconut he bought on the market the day before. His descendants carried the coconut as a +1 weapon in future campaigns.

3 In our case that was the lawful evil grey wizard Anonymous' player, who did a great job at forging a team from a party of ne'er do wells using Sleep, Charm, and various disciplinary tools.

4 For race you can choose from human, elf, half-elf, dwarf, halfling. For class you have assassin, cleric, druid, fighter, magic-user, monk, paladin, ranger, thief. Yeah, rangers were not in the OD&D booklets, they are from Strategic Review.

5 Of course this means pre-JGU Judges Guild products. Using post-JGU products requires doing tricks like ignoring half the stats and covering the last number on each.


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Wednesday, 13 July 2022

[Review] DIE! DIE DIE! PIG ORC!

Oink oink, motherfucker!
Eldrad Wolfsbane of Meat Grinder fame is back and does exactly what you expect from him: unleashing his inner twelve year old to create cool modules for old-school D&D with shitty art1, monospace fonts, and lots of exclamation marks! If the title of DIE! DIE DIE! PIG ORC! was not enough to get you in the mood of slaughtering humanoids, then absorb the introduction too:

The kingdoms of the Northwestern Lands have fallen and the wars have been lost! MAN, ELF, DWARF and HALFLING are on the run or are waiting for THEIR DOOM!
Gnolls from the northeast!
Piece of SHIT Gnolls!
Fuck Gnolls!
Goblin's, Hobgoblins and Bugbears from the East!
Killing! Snorting! Raping!
Goblinoid FUCKS! We hate them!
Fleasheaters! They kill and eat the women and children!
They even eat the babies!
The ROTTEN Undead from the Southeast!
That ROTTEN Undead! That SMELL!
In the Kingdoms of the East, Mankind is being wiped out!

Do you feel the raw energy, the unbridled passion, the sense of imminent doom immediately? It makes the blood boiling! Yes, fuck those humanoids indeed! And this goes on as the author introduces the land from the point of view of desparate refugees who cannot find peace until finally reaching HIGHHILL town. The port town has a handdrawn map, some rumours, a paragraph for each quarter, and of course random encounter tables! Day encounters are your run of the mill port town encounters, with the sole exception of some rakshasas2 serving as a middle finger to player characters. Night encounters have a better chance of ending up nasty, with the table including a wight, a vampire, or the specter of Old Mr. Gunderson the old dead Werewolf Hunter. That's what I call local colour!

Well hello Mr. Fancy Pants!
Highhill is followed by The High Forest Wildecrawl. We get eleven local encounters, including pompous mercenary douchebags waiting to take advantage of the local conflict, a haunting nightmare, a pack of hell hounds, a huge ass necropolis, and a sprawling swamp ruled by morlocks, among others. I love the NPC names. DEATH MONGER, Groggy Monley, Big Stinky Betty, Chopper the Ogre - even without description they immediately evoke an image about their owners. Beside names most encounters have some detail that make them memorable. One that really stood out  to me is the Lone Troglodyte:

A Lone Troglodyte lurks here. He wears ornate Plate Male and Shield and carries a grand sword. He has a backpack full of supplies. He appears to be looking at a map and is strangely far more intelligent than an average Troglodyte. He plans to find the treasure on the map and quietly retire. He had an entire party of fellow Troglodytes but they had all slowly been killed off and he is the LAST ONE!

That's a surprising amount of background for a surprisingly unorthodox NPC. He has the potential to be remembered and talked about years later by your players. Cool wilderness encounters earns +10% for the final score. There are no hexes on the handdrawn wilderness maps though, which earns -10%.

The final section is about the Old Holy Fort, a 21 room dungeon invaded by those goddamn pig orcs! The map is disappointingly linear. It has some branches, but there are no loops, there are barely any secret doors. It needs some heavy Jacquaysing, right now! The party will face all the orcs right in the very first room, and if they are laser focused on killing them they will quickly finish their mission - or die trying. There is more to the dungeon though than orc barracks and shitting rooms! Beyond their quarters lie a path to the underworld, rooms of critters, crypts with lurking undead, and a mysterious underground area hidden behind an altar where morlock priests breed humans as livestock. The latter was unexpected and got close to Lamentations of the Flame Princess territory, but the author stopped at barrels of pickled humans and generational slaves.

21. Past the secret door is actually where the Key of Deadmoore is held. In an untrapped display case. A mysterious laughter erupts for a few seconds when a PC gets the key. END

Awesome! That's how you end an adventure! Don't tell me you wouldn't be hyped after such ending to see what's coming next!

DIE! DIE DIE! PIG ORC! is deliberately amateurish, juvenile, minimalistic, but does not feel artifical like 50 ShaDes Of vOrpal3 and is actually playable. Behind the rampant ramblings of a youngster lies an adventure with terse, evocative, and fun encounters. It ain't no Meat Grinder, but hey, you cannot churn out a cult classic everytime!

Rules system: B/X
Publisher: Eldrad Wolfsbane
Publication date: 2022

Format: pdf
Size: letter-size
Pages: 24

Available from:
  DriveThruRPG (pdf)
75%
It definitely has pig orcs
who should die - and more!

1 Except for the occasional public domain images of course.

2 I had flashbacks of City State of the Invincible Overlord, where your daily stroll to the grocery store can easily become a deadly encounter with a high level monster.

3 50 ShaDes Of vOrpal does deserve a praise for its art, because that feels totally authentic. When I was twelve those who were "good at drawing" drew exactly in the same style as seen there.

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Friday, 10 December 2021

[News] No Artpunk, Vol 1

The First No Artpunk Contest,
as depicted by Rubens.
We are living at a time when the OSR is dominated by two cosmic forces. One one side the agents of Law worship functional, clean, elegant presentation. On the other end of the spectrum the followers of Chaos subjugate everything to their avantgarde visuals and weirdness. While none of them seem to have the upper hand yet, the Grey Lords of Cosmic Balance decided that the latter is the more harmful power overall, and have sent their Champion Eternal Prince of Nothing to diminish its influence. Under his banner a number of companions gathered to show everyone, that the old guard still alive and can pack a serious punch. Their valaint crusade was known as the First No Artpunk Contest. Their deeds are immortalized on the pages of the almanac known as No Artpunk, Vol 1.

Jokes aside... Congratulations to everyone who participated! It was an exhilirating ride, even if keeping up with the reviews was a bit exhausting by the end. I'm particularly proud of my dear friend/player/referee Chomy, whose victory furthered our little country's efforts towards becoming a major power in the OSR scene.

The No Artpunk, Vol 1. compilation will be Pay What You Want in its first three months, with every ounce of income donated to the Autism Research Institute. While you can get it for free, please consider paying for it to support a good cause.

Friday, 9 July 2021

[Loot] Opening OpenQuest

The new edition of Ducks & Dragons.
OpenQuest is belongs to the huge family of games based on Chaosium's percentile system. It promises a similar gameplay and experience as RuneQuest or Mythras, but in a more streamlined fashion. It is crunchier than early editions of Call of Cthulhu, but not as complicated as RuneQuest - it strikes a solid middle ground with its mechanics like Stormbringer and Elric! did. It is by no means my sweet spot when it comes to percentile games (otherwise I wouldn't be hacking my own), yet it is still a game I adore and keep recommending to people who are fed up with D&D, leveling, hit dice, and stuff like that. But this post isn't a going to be a review. Maybe next time. This is just plain gushing about production values.

OSR games are all over the place when it comes to quality. You can find utterly amateurish stuff like The Meat Grinder, deluxe books like the Hacklopedia of Beasts, cool boxed sets like Old-School Essentials, artpunk experiments like Mjölk Bork alike among them. While each style has its charm, my heart belongs to simple, sturdy, black & white books. Dungeon Crawl Classics RPG has been the gold standard for me in this regard: a massive tome lavishly illustrated with characterful black & white art that often blends into the layout. Zweihänder is also worth mentioning. OpenQuest 3rd edition is the latest that made me smile. When OpenQuest 3rd edition's Kickstarter campaign started Newt wanted a print on demand print run. Eventually the Signed & Sent tier was introduced, with a more expensive, proper printing, and some neat extras. 

That's how a rulebook should look like.

While OpenQuest 3e Signed & Sent might not be the absolute fucking unit my first printing DCC RPG rulebook is, it still ticks all the right boxes and kicks a lot of ass. Both versions will get you a cool Jon Hodgson cover and a cleanly laid out, neatly illustrated black & white interior, but the sown binding, sturdy paper, red bookmark, endpapers, and colour plates of the Signed & Sent tier elevate the product to a next level. Introducing that tier was the right decision on Newt's part. Coughing up the extra cash for it was the right decision on my part. It is a rulebook that looks damn good while also feeling like a rules reference instead of a coffee table book. It also oddly feels like a mix between the RuneQuest Classic reprints and the Games Workshop RuneQuest 3e rulebooks. Well done.

Did I mention it has colour plates?


Sunday, 27 June 2021

[Musings] Back in Black

Welcome to a different, darker shade of the Simple Blogger theme. It's probably the most overused theme, but I guarantee it will be better for your eyes when you open up the Vorpal Mace blog from your phone in the middle of the night.

Summer is on the loose, and it got pretty serious here this year. I already got a T-shirt tan just from walking to work, and the temperature within the flat goes easily above 30 °C if we aren't careful. Summers is also expensive. Even if we don't travel anywhere with the kid arriving in two weeks, there are some Kickstarters and new releases to drain your funds.

A few familiars from the first Rise of the Minons Kickstarter.
Don't hang out with wizards who have friends like these.

Even if I had to put my Warhammer Fantasy Roleplay preparations on hold, I can't say no to the next Dunkeldorf Kickstarter campaign: The Kingpin of Dunkeldorf. I'm not here for the thugs though (except for Lenny, he is a musthave), but for the witch hunters and mutants. While there are some great witch hunter and mutant minis available from other Oldhammer manufacturers, their numbers are still dwarfed compared to the variety in greenskin and dwarves.

Paul Smith of Creative Sculpt Studio has barely finished his Random Dungeon Encounters! campaign, he is already pushing another project forward, called Rise of the Minions 2! I have the entire lineup from the first batch, and they are some absolutely characterful little buggers that are a joy to paint. This is also a good opportunity to get some of his earlier sculpts. I was thinking about sitting this one out, because Paul said he has plans for champions of Order (a true niche among Oldhammer manufacturers), but that modron, mini-Cthulhu, and demon fish are hard to resist. Also, another Moonfaced Horror! You can't have enough Moonfaced Horrors!

Goodman Games also started their long-awaited DCC Dying Earth Kickstarter campaign. While I absolutely adore Vance's work and have high hopes that Goodman Games will do justice to the source material (just look at the contents of The Primer of Practical Magic: curses, manse-building, magical associations!), $50 with shipping will be a bit much for now. I'll be the first in line when it comes out next September, though.

And as usual, Venger is back again, with Cha'alt After Dark, going full R-rated with the sleazy stuff. What's more interesting for me though is that he got his hands on Encounter Critical, the best garage-made science-fiction fantasy rpg from 1979 (published in 2006). Cha'alt conversion with cheap black & white illustrations and typewriter text when?

The most important OSR news (probably of the year) has absolutely nothing to do with Kickstarters though. In fact, one of the best thing about it is that you don't have to risk your money on a Kickstarter campaign, and wait months or years to get the final product. Helvéczia - Melan's picaresque fantasy RPG - is available, right now. You can get it as a hefty boxed set, or a single rulebook. 

That's all for now. Some unknown guy called Unknown asked for some DCC RPG resources in the comment section of my last post, which were lost when I rebooted the blog in 2016. Expect some of those soonish.

Monday, 31 May 2021

[Musings] Excuses and Expectations

Unintendedly the cycoyles ended
up looking like the Ahrimans
of the Final Fantasy series.
May went by so fast I didn't even notice there was one. Yesterday I sat down to write a review, but after an hour or two I scrapped it entirely, because it felt like doing homework. Hobbies should be fun, and if something feels like a chore, you should give it a rest. Thus instead of a review, house rules, or whatever, I will give a little status update about what I actually did in the last month, and what I'm going to do in the near future.

Hecatomb is crawling forward nicely. I'm at 24 breezy pages that cover character creation, game system, spells, equipment, basically everything players would need, though spells are currently undergoing major revision. While my original intent was a homage to the original Basic Role-Playing and Magic World, my manuscript inevitably began to divert more and more from its roots. As the rules began to take shape, so did a sword & sorcery setting, which over time began to affect the rules it has grown out of. I will write a more detailed retrospective around the 6th month milestone.

Despite dropping or pausing some campaigns during the quarantine I still have two of them running. One is my old D&D5 Wilderlands of High Fantasy campaign's B party, which will end soon - though I've been telling this my players for a year or two by now. The party finally found what they have been looking for at the bottom of Fortress Badabaskor, just destroyed Blackrazor using Whelm, and are now enjoying an otherworldly landscape on a demonic plane. Will they defeat the demon that inhabited the sword on home ground? Will they return to the Wilderlands and take over Fortress Badabaskor? Will the half-orc barbarian who was turned into an antagonist by the sword survive and recover his player character status? We'll see on Thursday. 

The other is the usual OSE Eremus campaign. After murdering some sirens and scalping them to get new strings for a dark elf vampire's lyre the party did a hexcrawl back to the ruined baths hiding the entrance to the Underworld. Their journey was mostly uneventful until they ran into a ruined tower infested with cycoyles, who they awakened and almost died fighting. Now they are back in the Underworld, trying to commit genocide against a spider-worshipping kobold tribe. That will be Wednesday's entertainment. "That's all nice and dandy, but what the hell is a cycoyle?" I'm glad you asked! It's just a slightly reskinned gargoyle, but it was altered enough that my players had no clue what they were fighting. Still, here is your stat block:

Cycoyles look like stone eggs with bow legs, gangly arms, small wings, and a crooked horn. From the middle of their rotund body a huge red eye is glaring evilly. They disguise themselves as grotesque statues near ruins and prey on weary wanderers who take a rest among the rubble.

AC 5 [14], HD 4 (18hp), Att 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) or cursing eye beam, THAC0 16 [+3], MV 90’ (30’) / 150’ (50’) flying, SV D8 W9 P10 B10 S12 (8), ML 11, AL Chaotic, XP 125, NA 1d6 (2d4), TT C

Ambushers: They wait for the prey to fall asleep.
▶ Blend in with stone: May be overlooked or mistaken for inanimate statues.
▶ Eggs: 50% chance for a pair to have a rocky egg worth 100 gp.
▶ Mundane damage immunity: Can only be harmed by magical attacks.
▶ Spell immunity: Unaffected by sleep or charm spells.
▶ Cursing eye beam: Can place a curse on a character once a week with a shimmering red eye beam. Save versus spells or be afflicted by a curse of the referee’s choosing. (Maximum possible effects: –2 penalty to saves, –4 penalty to hit, an ability score reduced by 50%.)

Probably the last goblins I painted for a while.
After some pause I did a surprising amount of miniature painting, preparing for a Warhammer Fantasy Roleplay 4e campaign that I ended up putting on hold. Now all those primed beastmen, greenskin, skaven, and renaissance townspeople were pushed to the bottom of my backlog, and instead of them I started working on some ancient miniatures, hoping I can use them for Hecatomb. I just received a package from Lucid Eye Publications today, containing some amazing miniatures from their Ziggurat line, a bunch of Death Dealers for a friend, and a Conann of the Fianna figure from their Jim Fitzpatrick line for my better half, which is both surprisingly big and amazingly detailed.

Speaking of other halves, our first child is expected to arrive early July. It's a wonderful new adventure into the unknown, one that's both exciting like nothing else before, and because of that, also slightly terrifying. Fingers crossed my experience with "winging it" and "herding cats" will come handy on our journey. This also means I will probably have even less free time, so don't be surprised if I'm gone for a month or two without posting anything.

Before that would happen I have two things I would like to cross out on my bucket list. One morning while it was still dark I opened my blog on my phone and was blinded by the light. Thus I will move to a dark theme, though that will require some minimal tinkering with the CSS for the info boxes. The other is a review. Emperors Choice's storefront unexpectedly resurfaced a few weeks ago on DriveThruRPG, which is the perfect occasion to finally write a review about their Arduin Grimoire Trilogy. It won't be an easy task though, for I will have to find a fine balance between being grateful and pissed off.

That's all for now. Fight On!

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Monday, 26 April 2021

[Homebrew] Getting Shitfaced

Advanced Taverns & Tankards
While browsing through my Google Drive folders, I found a bunch of house rules from the past - some for campaigns we actually played, some for campaigns that never launched. One of the recurring unused homebrews was a bunch of rules for drinking yourself under the table, which were originally written for Delving Deeper1, then revamped for Swords & Wizardry, before finally getting lost for years. Now the time has come to convert it to Old-School Essentials so we can finally give it a proper shot on Sunday's session.

The character's Drink Threshold is equal to 1 + CON modifier (minimum 0). It shows how many servings of alcohol the character can drink within an hour before its effects start to kick in. One serving equals a mug of ale, or a glass of wine, or a shot of spirits. After reaching the threshold the character must make a Save vs Poison for every further drink, with no penalty for the first one, but a cumulative -2 for each drink after that.

After the first failure the character becomes tipsy, receiving a small penalty (-1 on d20 rolls, -5% on percentile rolls) for every action. After 1-2 hours of rest he becomes sober again.

After the second failure the character becomes slightly drunk, receiving a medium penalty (-2 on d20 rolls, -10% on percentile rolls) for every action. He is also braver and more tolerant to pain, resulting in +1 hit point for every hit dice. After 1-2 hours of rest he becomes tipsy again.

After the third failure the character becomes drunk. He is incapable to do anything effectively (-4 on d20 rolls, -20% on percentile rolls), but is always eager to prove the opposite. He is fearless and shrugs of pain easily, resulting in +2 hit points for every hit dice. After 1-2 hours of rest he becomes slighty drunk again.

After the fourth failure the character passes out, usually after saying good bye to his lunch. He is incapacitated and totally unaware of  his surroundings. He will sleep for 4-8 hours before becoming sober again and he must make a System Shock roll to avoid losing one point of a random characteristic permanently.

If the character reaches at least the slighty drunk stage, he will have a hangover the next day. The length of the hangover depends on how drunk he was. For slightly drunk it lasts for an hour, for drunk it lasts for a  day, for passed out it may last for 1-3 days. During hangover the character is fatigued and sick, acting as if he had lost half his levels. Druids and alchemists might know cures that can shorten the length of hangover. The Remove Disease spell cures hangover, while Remove Poison nullifies the effects of alcohol.

We'll see how they work out in practice. They seem a bit lenient, but this is for an age of hardy people and less refined alcoholic drinks. Cheers!

1 I have absolutely no clue if it was written from scratch, or was based on already existing rules. The levels do remind me of HackMaster 5e, but it's been a while since I've read those and my books weren't available when writing this post. If anyone finds any similarity to other drinking rules, please let me know.

Wednesday, 31 March 2021

[Review] Delving Deeper V1 Boxed Set

A photo I did this morning because I couldn't
find a proper picture on the internet.
Originally I wanted to end March with something d100 related, like an OpenQuest 3e review or  musings about Hecatomb1, but then I ran into Paul Smith's Random Dungeon Encounters! Kickstarter campaign and got in the mood for some old-school dungeon crawling goodness. So let me tell you about my favourite OD&D retroclone ever: the Delving Deeper V1 Boxed Set!

My first retroclone was Swords & Wizardry. I have fond memories of running sandboxes using Core and Complete, but as I got familiar with OD&D I realized that S&W altered its ancestor in way too many ways I didn't fancy.2 I yearned for something closer to the original, and eventually my prayers were answered. It was probably the ODD74 forums where I first read about Delving Deeper, an OD&D retroclone written by Simon Bull, Cameron DuBeers, and David Macauley. The promise of a more faithful adaptation of the LBBs, awesome Mark Allen art, and kickass boxed set by Brave Halfling Publishing whet my appetite immediately. The pdf version was released in October 2012, the boxed set in December 2012, but it was only in July 2013 when I finally got my hands on it.

Brave Halfling Publishing was ran by John Adams, who mostly published unremarkable OSR supplements, adventures, and an occassional retroclone until his business collapsed thanks to the dumpster fire Appendix N Adventures Kickstarter3. Despite all his faults John does deserve some praise for two things: he loved boxes and had an eye for quality. The Delving Deeper V1 Boxed Set is a proof of both. The game came in a thick cardboard boxed set with a glorious black & white Mark Allen cover. Mark Allen is my all-time favourite black & white OSR illustrator. His thick outlines combined with thin cross hatching and dot shading not only look great, but also evoke the feel of medieval engravings in the same way as Dave Trampier's art does.

While the pdf version of the rules are presented in three booklets, the boxed set split them in six sturdy saddle-stitched digest booklets. Forging A Hero introduces the rules players should know on 28 pages. Codex of the Divine and the Arcane contains the rules for spell casting, spell lists, and even some spare spell worksheets on 36 pages. Index of the Fiendish and the Malign has all your beloved classic monsters on 44 pages. Vault of Treasures covers treasure on 24 pages. Delving Deeper and Blazing New Trails has all the advice, tables, rules the referee needs to run the game on 38 pages. All five of them are pleasing to look at thanks to the lavishly illustrated interior and the tight design. Delving Deeper doesn't overdo highlighting and layout, it keeps it minimalistic, but effective.

That alone would have been enough to make me happy, but the box has a few more surprises! First, it has Rob Conley's Blackmarsh setting as a neat saddle-stitched digest booklet accompanied by a neatly folded hexmap. Second, it also has a pad of 25 digest landscape character sheets. It has everything you need to kickstart a sandbox campaign, except for a few dungeons, dice, and pencil. Ironically, dice and pencil are mentioned on the back of the box, and I remember John Adams promising to ship them in a second wave, but I never got those. If anyone has ever received dice and pencil from Brave Halfling Publishing, please let me know!

"Don't worry, according to the rules
trolls don't rend in this edition!" - said
the brave halfling to comfort his friend.

Of course as it is a product that was put together in a garage by some dude and his family, it has a few faults. Some of the art is blurred or slightly pixelated. The character sheets were printed with a tiny bold font that takes some effort to decipher. The Blackmarsh booklet was printed on a thinner papper than the rest, and while the folded map is neat, it's far from the indestructible accessory that comes with old Judges Guild products or the issues of Echoes From Fomalhaut.

The actual rules themselves are exactly what was promised: it's OD&D cleaned up. While the authors didn't cut anything out of the original game, they did take some liberties with the source material, and made small changes like adding the strength damage bonus from Gygax's house rules, tinkering with the attack matrix, filling in holes in the spell list from supplements, introducing an optional thief class which uses the x in 6 method used for dungeon exploration activities for thief skills, and throwing in some monsters that were mentioned but not statted in OD&D (eg. thouls, robots). The writing is functional: it doesn't have a strong author's voice, but it does a good job at explaining the rules and best practices. I can safely hand the rulebooks out to my players without worrying about if they will understand it. Overall the Delving Deeper V1 Boxed Set hits a sweetspot where I have enough stuff to start a campaign, but I still want to house rule the shit out of the game.4

Alas the boxed set is no longer available, so if you want a piece of this your best options are the digital editions on the Immersive Ink forums and DriveThruRPG, and the print-on-demand book on Lulu. Despite being a retroclone Delving Deeper went through a surprising amount of changes since the boxed set was released. The game is currently at V4, with a V5 seemingly stuck in development hell. Later versions began moving closer to the source material by introducing more Chainmalisms, and dropping some of the added content. If you find all the versions confusing, just pick V4.

In the last decade OSR production values leveled up to epic tiers. Fancy boxed sets, chunky leather bound tomes, coffee table books are not uncommon nowadays. I'm a sucker for them too - my faux leather HackMaster rulebooks are some of my most treasured posssessions, and whenever I visit a friend I take a minute to stand in awe of his silver foil DCC RPG rulebook while thinking about how can I get away with murder. But just as I find low to mid level adventuring the best in old-school D&D, so do I prefer simple, elegant, sturdy rulebooks at my table. The Delving Deeper V1 Boxed Set nailed it with its design perfectly, and if it came earlier than Swords & Wizadry it would be defining OD&D retroclone and not just a sidenote in the history of OSR. Even if the majestic boxed set is no longer available, it's a solid rules reference for original edition roleplaying.


Rules system: Delving Deeper
Publisher: Immersive Ink,
    Brave Halfling Publishing
Publication date: 2012

Format: boxed set
Contents:
 six digest size rulebooks
 a folded letter size hex map
 a pad of 25 digest size character sheets

Available from:
 out of print, see review for other versions
85%
The closest  a retroclone
ever got to OD&D.

1 Since the name Hecatomb stuck with everyone involved I decided to drop the Project prefix.

2 Some examples off the top of my head: morale, reaction, treasure tables, random encounters with NPCs in the wilderness, et cetera...

3 One of the reasons I rebooted my blog and started writing reviews was that I was pissed off by the Appendix N Adventures products.

4 While gathering my thoughts for this review I found some of my old homebrews for Delving Deeper. There is nothing earth shattering among them, but they might worth a post or two.

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Sunday, 28 February 2021

[Review] The Palace of Unquiet Repose (DCC RPG)

A Domain of Decay.
A few years ago Prince of Nothing and Malrex released The Red Prophet Rises, an OSR adventure that did a stellar job at capturing the essence of sword & sorcery with its ultraviolent barbarian cult, dreary canyons, and antediluvian ruins. I can't recall when the Prince of the Lowlands started teasing his next project, The Palace of Unquiet Repose, but I was hyped from that very moment, and it seemed like an eternity until the Kickstarter campaign launched. The campaign was successful enough to spawn three conversions of the module: one for Labyrinth Lord, one for Old-School Essentials, and one for DCC RPG. Poor For Gold & Glory got the short end of the stick this time - it's a shamefully underrated retroclone that deserves more attention. But I digress... I have all three versions at my disposal1, but for this review I went with with the best game the OSR has ever seen: DCC RPG.

The DCC RPG version of The Palace of Unquiet Repose is a 75 pages long book accompanied by a 14 page bonus adventure called The Screaming Caverns. The almost monochrome still-life of the cover stands in stark contrast with the violent ritual seen on The Red Prophet Rises, and the eerie black and white interior further reinforces that the days of high adventure and barbaric splendour are over - welcome to the Age of Dusk, a bleak era still suffering from past calamities!

While art is great at giving first impressions and setting the tone, it's purpose is to supplement the writing2. Prince nails it effortlessly. He focuses on the important set pieces of each scene, highlighting their defining features in a terse but pompous prose. Ominous features are left for the last, making them linger on. That's smart pacing, that's how you do effective foreshadowing. Once you absorbed the feel each of the bolded keywords gets its spotlight in a bullet point list. The art and the writing together create a powerful atmosphere unlike any other. The Palace feels like an oppressing, melancholic, and haunting relic of bygone, alien times. It is grandiose dark fantasy reminding me of the depressing world of Berserk, the melancholic journey of Dark Souls, the disturbing art of Giger, the droning songs of Celtic Frost3.

"The Glass Wastes were once the site of an empire, so horrible none dare remember it."

The Palace of Unquiet Repose doesn't waste much time with introduction and summary: it starts throwing useful stuff at you right away, including some damn good hooks (like horrific visions of antropophagy driving a character to the wasteland), juicy rumours (some of them are needless to say utter bullshit), and some random NPCs (most of them aren't right in the head). Besides being useful in kickstarting the adventure these also give a good picture about the status quo. Deep in the desert an earthquake revealed a ruin built by the race of Tzyan - an ancient people who not only hated the gods, but built weapons to kill them. A squad of Sial-Atun mercenaries deserters, a cult of Tzyan called the Nine, and various ne'er-do-wells are looking for the place.

The Palace is a week's travel on foot from the city, during which Dusk Stalkers will harrass the party. They are the cooler cousins of the owlbear - they have a paralyzing scream, they use smart tactics to stalk their prey, they wrap themselves in the skin of their victims, and are actually the descendants of degenerate humans. Their behaviour is smart and believable, and will force the players to think through how they camp if they want to both rest and survive.

"Eroded by the ages, the malevolent visage of some ancient prince gazes down imperiously from a monstrous body of ancient stone."

Once the party reaches the basin they can enter the mythic underworld either through a basalt sphinx [sic] or a fissure. The sphinx leads to a collection of chambers full of ancient traps, eerie murals hinting about the place's forgotten history, and some unusual treasure in form of gilded skeletons. The fissure is shorter, safer, but much more foreboding. Infiltrators are greeted by a camp of mutilated corpses and a Dusk Stalker impaled on a spear among a row of statues, whose mate will attack the moment someone starts tampering with a nearby treasure. 

"Rising from a lake of shimmering quicksilver and misty vapors, back-lit by eerie witch-light, the Palace of Unquiet Repose stands monstrous vigil over a city of the dead."

The two entrances offer different kinds of horrors, but ultimately both lead to the Black Shore. A lake of mercury with a colossal statue of the sorcerer Uyu-Yadmogh emerging from it, wall full of miniature carvings depicting torture and perversion, an evil shrine where one can be baptized to protect himself from the upcoming horrors at a cost, a forest of petrified trees stalked by a glass concubine, the dispirited rearguard of the Sial-Atun mercenaries... The disheartening landscape already offers memorable encounters, and it's still just a prelude to the Palace, which awaits patiently in the background, behind the lake of mercury.

"Nothing can be heard in the city but silence."

Even the walls have mouths.
The haunted ruins of the Necropolis is where the shit hits the fan. The Sial-Atun mercenaries have a base here. They were lead here by Captain Sarakar looking for untold riches, but are stuck here and tired of this place. Among the terracotta and obsidian plants of the Gardens stands the Crystal Tree, which prevents any kind of violence within its sight. It's worshipped by the Children of the Tree, a bunch of hippies living on the fungi growing on the tree. Their leader is the Father, who went crazy and can change from Mother Teresa to Hitler without warning4. He also has an Infinite Dart, a branch of the esoteric tree, the only weapon that can be used in its presence and can damage even the gods. Finally, among the ruins lurk the Nine. They are cultists of Tzyan with unique special abilities and pretentious names - they are not unlike JoJo villains. The Thousand Faced Prince can shapeshift without magic, The Walker in Dreams can leave his body and enter people's dreams, The Shaper of Things to Come can shape clay and stone into weapons, et cetera... Their leader is the hauntingly beautiful Khabareth Who Comes Before, who bound a Wolf of the Final Night into her bidding, a nightmarish shadow creature from the End of Time even she can't fully control.

If the potential faction play wasn't enough, the Necropolis still has some tricks in its sleeves. Nomen est omen, the place is full of corpses, and is haunted by the Azarog, a nigh invincible and invisible creature that is limited in movement but can reanimate the dead to its heart's desire. The scenery also has some memorable objects to play with, but my favorite is probably the Vae Victis, where the still-alive severed head of a lesser god is held on display. When the gigantic face is questioned he keeps repeating creepy prophecies. When the shard from his forehead is removed he answers a question truthfully before perishing. The shard is a deiphage, a dagger that can wound the gods, but can also grow into the wielder's hand and slowly turn him into one of the undead.

"A baroque monstrosity hewn from basalt, obsidian and crimson marble, every square inch covered in reliefs and figurines, super-imposed over one-another as if capturing all possible facets of their nature."

There are several ways to enter the Palace. There is a hallway covered by gaping mouths, that drain your soul unless you have one of the pebbles from the Black Shore, or you threw enough people at it to deplete the trap. If the players manage to bypass the traps the Sial-Atun and the Nine will follow. There is a secret entrance in the Necropolis through an optical illusion revealed by meditating. And finally one can enter through the roof, but it's a difficult climb made harder by the tiles turning into gargoylesque guardians.

How blood sausage is made.
The Palace is baroque, grotesque, and rich beyond imagination: walls are made of gold, treasure stands in piles - literally. There are even rules for vandalizing the place for treasure, which I found amusing. While it might be tempting, it's not necessarily a wise idea. Like the Necropolis, the Palace has its watchdog too. Diorag the Breaker is the re-animated corpse of a demigod chained to the throneroom with 1000 feets of adamantium. Once he learns there are intruders he will follow them and even pop up as random encounter. If the characters can avoid or trick him, they can still be eaten by salivating walls, seduced by glass concubines, impaled in the heart by an immovable nail, splashed with cursed gore by the half-idiotic Master of Cerenomies, or betrayed by a chaotic artifact.

Intrepid players can also descend to the second level, where Uyu-Yadmogh, the Tzyanese prince who built this Palace can be found. He is more of an abominable object than a monster, a colossal fusion of the sorcerer and his minions. He is surprisingly firendly, willing to show his visitors what Judgement awaits them, and offers the secret of avoiding it for the head of the Sial-Atun and the Nine. If his offer is refused or someone tries to take The Tome of Iron and Glass from him he will go mad and start animating corpses and draining souls until he is destroyed - though only two objects can kill him permanently...

The module ends with almost as many appendices as the AD&D1e DMG. I will highlight four because they cover topics I want to dwell a bit more on.

Appendix A sums up the factions, a defining element of the Necropolis area. All three of them has character, iconic NPCs, and a goal which they actively seek to achieve. They are equally willing to ally themselves with the players or murder them to get what they want. Even the hippies when the Father gets in paranoid mood on his random table. Fuck, he is willing to destroy his own, who are willing to sacrifice themselves for him... Though they have less important roles in earlier and later parts of the adventure, the factions make the Palace and its environs come alive and provide memorable friends and foes.

Appendix B lists a bunch of magnificent magic items. One of my favourites is the Cask of Unknowing, which makes people forget about the bearer, but too much use will reduce the bearer's personality and turn him into a non-being. The Many-Angled Instrument of Ethereal Imprisonment is basically the trap from Ghostbusters. The Tome of Iron and Glass contains Nth level spells which require an hour of chanting and a DC 20 spellcasting check to mess up an entire area - except for the imperfect Transcending the Fetters of Mortality, which destroys the ritualist and blinds those around him. The book also contains two adventure hooks (or sneaky advertisement), foreshadowing what modules to expect from the Merciless Merchants in the future. While not as exciting as the magic items, even the mundane treasure is kept interesting, often by the sheer amount of it and the challenge its recovery poses.

I loved you in Dark Souls!
Appendix C collects some of the new monsters. Horrifying beasts are just as important for creating a dark fantasy atmosphere as the eldritch environment. An evocative description is only half the battle though, the creatures must have abilities that put the fear in the metagamer's heart too. The Palace of Unquiet Repose satisfied me both visually and mechanically. Some encounters feel like something right out of Dark Souls. I'm particularly fond of the invincible boss monsters that requires cunning or the serious waste of resources to get through - straight up fighting them usually means quick death. Then there is shit that's just plain weird, like the glass concubines. The idea of autonomous realdolls isn't that weird by default, but making them from glass and electrum, and making one with the lower body of a dragon? I wouldn't touch Prince's browsing history with a ten foot pole...

Appendix F is a topic near and dear to all DCC RPG fans: patrons! The Palace of Unquiet Repose introduces two of them with unique Invoke Patron results, patron taints, spellburns, and spells. The Tesseract Tree worshipped by the Necropolis hoboes is older than the gods. It can not only cease violence, but awaken animals to sentience, hand out Infinite Darts, and even alter reality. To form a pact one has to crucify himself on its branches. The Tree is only willing to have one pact at a time, so before nailing yourself to a tree you have to kill the Father. Uyu-Yadmogh on the other hand is not so picky, though his spells aren't as exciting either: they can sow discord, age creatures, and petrify. Invoke Patron can summon Azarog though, which is nice.

The Screaming Caverns is the cherry on the cake. This exclusive adventure is about slaying a Sial-Atramentar, a maimed servant of the fallen gods that can be only harmed in one specific way. The players will have to figure out that condition through rumours, oracles, or random luck. There is an unpleasant twist though once they enter the monster's lair: he has a friend too. One of them can resurrect the dead but with malfunctions and a hatred against all things they loved in life, the other can shape stone and entomb living creatures in it. The Screaming Caverns is a fun monster hunt that requires a lot of preparations and is very easy to fuck up because of false rumours or lack of information.

I left the layout for the last. While mostly it's clean and uses highlighting, bullet points, cross referencing effectively, it's far from perfect. The way NPCs are presented is confusing. There is an italic description first, followed by stat blocks, equipment, and details. The problem is there is no heading or title telling you that a new section begins, and whom it's about. Even a cheap trick, like putting the stat block first would have helped in differentiating the sections. My other issue is with charts. They are chunky and often flow into other pages. This is a frequent problem for charts with large chunks of texts, like random encounter tables containing stat blocks. They are also ineffective: the cells are full of unused whitespace, making me cringe. I recommend formatting tables so they fit in a single page, and rethinking how columns and rows are used to minimize wasted space.

The Palace of Unquiet Repose exceeded my expectations. It walks on the razor's edge, finely balancing between Negadungeons and Monty Haul. It's a horrible place that can destroy your precious characters, but it isn't unfair and offers unimaginable rewards for the risks you take. It is dark fantasy done right - there is no self-irony, no random bullshit for the sake of weirdness, just foreboding atmosphere delivered with unparalleled craftsmanship. Well done!


Rules system: DCC RPG, Labyrinth Lord,
    Old-School Essentials
Publisher: The Merciless Merchants
Publication date: 2021

Format: softcover
Size: letter-size
Pages: 75 + 14

Available from:
 DriveThruRPG (pdf, print on demand)
92%
An atmospheric
dark fantasy masterpiece.

1 I originally backed the DCC RPG version only and gave some feedback after reading the beta version. Not sure if it's because that or to honour some silly old agreement in the Age of Dusk blog's comment section, but my pledge level was upgraded to have all three versions.

2 I wanted to write a review about Xanadu last autumn, but scrapped it because my judgement was clouded by how I didn't get what I expected based on the pixelated old-school crpg art.

3 The book even starts with some Celtic Frost lyrics on the second page. Another band it reminds me of is Melechesh because of the Middle Eastern influences and occult topics.

4 He also has a 10% chance to die during a seizure. Good times!


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