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[BLOG] The Scoundrel’s Progress (Helvéczia Character Generation)

Sat, 05/08/2021 - 19:52

First, news on Helvéczia’s progress! Production is well underway, and boxes on our checklist are ticked off one by one. It is a complicated list, but there is a point with a large “ENDE” sign, and that sign is approaching. Here is where we are:

  • The book interiors, covers and endpapers have been printed, and are at the binder for assembly.
  • The Ammertal and the Oberammsbund supplement (a 72-page A4 book with hex-level world description and a handful of adventures) is printing.
  • The boxes are being manufactured (these are hand-made by one of the last boxmaker ladies active in town).
  • The maps have been finalised, test prints have been examined, and adjustments have been made. They will begin printing soon.
  • This leaves the reference folder with the “other stuff”. This still needs to be finalised, but will be done in the next days – it is not complicated stuff.

With all things considered, it looks like the first boxes may be assembled in the second half of May. They will not go on sale immediately. The box would be available NOW if it was in my hands, but this kind of work does take time – the increase of product complexity is not linear, but geometric. As the plan goes, I will take a short holiday in late May and early June (during which time the store will be closed), after which Helvéczia will be available. If everything comes together, a small initial batch will be sent to NTRPGCon, and the game will make its international debut there – check the Black Blade Publishing stand!

For this post, let’s delve into the game’s character creation rules – I shall make a random character to demonstrate how the rules work, and how they are balanced between the familiar and the unknown.

Boxed set prototype with a hand of cards

Unless otherwise specified by some special circumstance, all Helvéczia player characters are randomly generated, and at the second level of experience. Since the game encompasses six experience levels, power differences are rarely bad enough to merit starting above second level. Enterprising NPCs can be promoted to adventurers during play (Little Juan, whose adventures we have recounted before, started his career as a servant, and rose to fame and fortune after his master, Don José Emilio de Gálvez y Rivera, had to depart with speed from the inquisitors who had wanted to burn him for practicing black magic).

For our character, we shall generate ability scores with the 4d6, drop lowest method. The scores are always in order, but the player can select between two sets – this results in generally competent characters, but often with a few interesting flaws. We roll the dice, and get...

  • Str 16, Dex 10, Con 15, Int 13, Wis 12, Cha 9
  • Str 15, Dex 13, Con 12, Int 15, Wis 15, Cha 8

Neither of these mostly similar sets make for flattering cads, but both are essentially qualified for any class in the game: there is no overwhelming reason not to run a strong Vagabond, or even Student (who are not as frail as D&D’s magic-users), and Father Taddeo Previti, the renowned inquisitor, had a Dexterity of 18, with an almost supernatural ability to silently appear behind someone’s back (“Nobody expects the Italian Inquisition… in Catalonia!”). For now, we will pick the second set, note down the ability score bonuses on the character sheet (more on this later), and create a fighting-oriented character.

Our character, Pascual de Perales (name generated with this very useful random generator) shall be a Spaniard – somewhere midway between safe bets like Frenchmen and Germans, and wildcards with like Poles and Hungarians (who come with higher benefits, but severe drawbacks). The Catalonia campaign introduced several varieties of smaller groups on the Iberian Peninsula, from Andalusians to Basques and Gallegos, but for now, we shall stick with the rulebook. Accordingly, we can note down the following special abilities:

  • They receive +2 to their Bravery and Temptation saving throws.
  • In all circumstances, they must spend a quarter of their money on elegant clothing and expensive jewellery befitting Hispanic fashion.

Helvéczia’s Fighter class is divided into six sub-classes, and – in keeping with the swashbuckling theme – we shall make Pascual, who seems like a bravo or troublemaker with his high abilities but below-average Charisma, a Duellist. This means the following:

  • They can transfer part or whole of their base attack bonus to AC to protect either themselves or others. This AC bonus can be granted to one person for every odd level. [Here, it is +2, and one person – either the character, or someone he is defending]
  • If it is higher than their Strength bonus, they can use their Dexterity bonus for melee attacks. [Not applicable here]
  • Finally, they receive a +2 to all combat checks. [Combat checks, or CCs, are a general action type for all kinds of “special moves” like disarming, tackling, forcing back an opponent, seizing a hostage, etc. They are played with contested attack rolls.]

We note down this information on the character sheet as well. Pascual currently has 2000 experience points (for 2nd level), and needs to hit 6000 for 3rd level.

As one of its points where it departs the furthest from common “OSR” systems, Helvéczia has a simple skill system. Pascual de Perales has three skills by default, and plus two for his Intelligence bonus. Since Fighters are more versatile than other classes, he will receive one more each on 3rdand 5th level. We pick the following skills, beneficial to a troublemaker:

  • Climb (Str)
  • Gambling (Dex)
  • Jump (Str)
  • Ride (Dex)
  • Science (Int)

All of these skills are rated at a value equal to the sum of the character’s level [2] and the relevant ability bonus [-3 to +3]. In his youth, Pascual must have had some formal education, as he has a science skill... which, for added fun, we shall roll randomly from a table with a d6 and d12 (there is a similar one for crafts): a 2and 1, making Pascual trained in the useful art of Aesthetics! Note that Pascual shall not be restricted to the use of the selected skills: he can use any skill available to his class (which is “most of them”), he just does not get to add his level to those rolls. Helvéczia characters are jacks of all trades… granted, on low levels, they are also masters of none! Difficulty Classes (DCs) for most rolls are 12 (for Normal tasks) or 18 (for Hard ones).

After these steps, we can determine Pascual’s secondary values, various stats derived from class, ability scores, and a few other factors.

  • First things first, Pascual’s hit points shall be 10 (maximum on first level – this benefit is solely for player characters), plus 1d10, plus his Constitution modifier on each level. We get: 10+2+2=14. Pascual can talk the talk and get into trouble, but he has a glass jaw. (Like all other PCs, he will fall unconscious at 0 Hp, and die at -5 Hp. There is no bleeding rule in Helvéczia.)
  • His initiative shall be equal to his Dexterity bonus, a +1.
  • His Armour Class shall be left for after picking equipment.
  • His attack bonus as a Duellist is Level*1 (other classes are Level*2/3), to which he can add his Strength bonus (for mêlée) or Dexterity bonus (for ranged attacks). Thus, we get 2+2=4 and 2+1=3.
  • Helvéczia has three saving throw categories: Bravery, Deftness, and Temptation. As a Duellist, Pascual is good at Bravery, with a value of Level/2+2, and the others at Level/2. To these, he adds his relevant bonus values (Constitution, Dexterity, and Wisdom, respectively), as well as his special bonus as a Spaniard. Therefore, we get 1+2+1+2=+6 (this is a very good value in the system!), 1+0+1=+2, and 1+0+2+2=+5. We note down the scores.
  • There is one more thing to be done here: it comes later in the book, but we shall roll Pascual’s Virtue! Virtue functions as Helvéczia’s equivalent of an alignment system. The beginning score is rolled with a flat 3d6 roll, and positions the character on a 21-point scale that goes from 1 to 21. This score describes where the character stands in the struggle between Heaven and Hell, who both have a standing interest in the affairs of mortals. Pascual rolls 12, which is right in the middle, and comes with no remarkable effects – but every virtuous or sinful deed shall be recorded in the Catalogue of Sins, moving him towards one extreme or the other, with various consequences! (See the scale in the upper right for the simplest ones.)

We’ve got Pascual, now it is time to give him equipment. At the beginning, he has a set of inexpensive clothes, and 2d6 golden Thalers or equipment to the same value. As a Duellist, he is also entitled to one weapon of his choice. We roll 3+4=7! There are options to take out a starting loan at a sympathetic banking house like the Fuggers, Die Gebrüder Lehmann, Rotschild & Söhne, or Goldmann-Sachs, for those who enjoy paying compound interest on relatively short notice, but this will be enough to get by. We will convert our Thalers to 70 Pfennigs for ease of use, and start shopping.

  • For his free starting weapon, Pascual picks a spadroon, a good fencing weapon: it only causes 1d6 damage (plus the Strength bonus), but it has a good critical hit range (18–20/*2), and it grants +2 to Combat Checks, which will be Pascual’s forte!
  • From the 70 Pfennigs, Pascual also equips himself with a cloak and a main-gauche(parrying dagger): both of these function as armour, granting him +2 AC each. We can now count Pascual’s Armour Class: 10 plus Dex bonus plus armour type, making for 10+1+2+2=15. Later in his career, Pascuall shall try to get his hands on a cuirass, but so far, so good… These two items only cost 11 Pfg, while the cuirass would set him back 15 Th!
  • A gun would come in handy! Pascual can still afford one pistol (40 Pfg), with two pouches of powder and shot (20*, 6 Pfg). Firearms are “first-strike” weapons, requiring precious combat time to reload, but that initial shot can be decisive. Pistols do an impressive 1d10+ damage (meaning the 10 will add an extra damage dice), and have a critical of (20/*3). They take one round to reload.
  • Pascual only has 11 Pfg left. He passes on a handful of grenades (“Some day!”), thinks about taking that loan, then settles for minor personal effects: a feathered hat (5 Pfg) to look like a semblance of a gentleman, a deck of cards(2 Pfg, but they pay for themselves!), a haversack (1 Pfg), and a wineskin filled with wine (1 Pfg). Having only 2 Pfg left in this world, sufficient for four days of poor room and board at some low-class inn, Pascual now has sufficient motivation for embarking on his adventures, and getting more money... at gunpoint if n-eeded be!

The reader might note an “X” in the second column. This is for encumbrance values: characters can carry one object (or a logical combination of small ones) in one slot, and depending on Strength, some may be crossed off – Pascual can carry 15 items on his person, but Szymon Czarniecki, a much weaker Student with a Strength of 7 (-1) would only be able to carry 12.

All that remains are background details. In Helvéczia, it is recommended to give your character a brief and to the point backstory – perhaps a paragraph to establish the hero or heroine – and let the rest emerge over play. It never hurts to have that persona (Pascual is a violent and charmless bravo, but more smart than one might assume), along with a sampler of past sins or good deeds. Since Pascual’s Virtue is average, he might not have done anything bad, or he could have just been a person of extremes – which is what we will go with:

Would you buy a used
glaive-guisarme from this guy?Character notes:

"There is no greater teacher than Life; and this was the wisdom Pascual de Perales followed when ending his studies and embarking on a life of swordfighting, highway robbery, and daring escapes from places where the previous two had proved unsuccessful. After a misadventure with the stagecoach of a great hidalgo named Don Alejandro Luís de Santillan, he thought it better to leave his native land, and head for the lands of Helvéczia, where the Law shall rarely follow."

The Catalogue of Sins: 

–1 point: Plundering the Inn of the Barbican
–2 points: attack on the stagecoach, and killing the bodyguard
+2 point: defending the peddler from the guards
–1 point: robbery at gunpoint

Pascual is now ready for his first adventure!

In my experience, explaining character generation for Helvéczia takes longer than actually doing it, especially after the first PC or two (initial character turnover can be rapid). Of course, the process above only applies to player characters. If he was a throwaway NPC, here is how the Gamemaster would stat him:

Pascual de Perales: Duellist 2+2; AC 15 (Dex, cloak, main-guache); Atk +4 spadroon 1d6+2 (18–20/*2, +2 CC) or +4 pistol 1d10+ (*3) [1 r]; Spec attack to AC [2], +2 CC; +5/+3/+5; V 12; 2 Pfg, powder&shot*20, wineskin, cards.

Hp       14

You will note that the translation is not entirely accurate – some things are simplified or omitted – but the Gamemaster, who has to move several characters in the game, shall surely appreciate the simplicity!

Pascual de Perales -- character sheet (0.1 MB PDF) 

Hex map test prints (GM/player)

Categories: Tabletop Gaming Blogs

[REVIEW] Crypt of the Lizard Wizard

Wed, 04/21/2021 - 18:49

Jeff Rients, Eat Your Heart Out!

Crypt of the Lizard Wizard (2021)

by Sawyer Young


Levels ?Low? 

The clash of different genres and the resulting gonzo aesthetic has been a basic pillar of D&D since its beginnings. The game’s early years are full of bizarre non-fantasy stuff cropping up in fantasy worlds, from fallen starships in Temple of the Frog and Wilderlands of High Fantasy to The Dungeoneer’sless fondly remembered tin foil monsters. Dave Hargrave, barely remembered in the modern OSR, was perhaps the king of this sort of thing, of balrogs versus battle tanks, mantis man and demonkin player characters, and star wizards battling kill kittens. RPG fantasy was yet undefined and without boundaries; and when the boundaries were fixed, something was definitely lost – even though that “something” was often just stupid, random, and ultimately dissatisfying. The tradition lived on here and there; in RIFTS, one of the great summits of traditional gaming; in Encounter Critical; and a few old-school modules here and there (perhaps best in Anomalous Subsurface Environment, which combines a wild imagination with craft).

Crypt of the Lizard Wizard is a module in this manner, and if you look at the ultra-cool cover, you will immediately see what kind of thing it aims to be. Hell yes! And it gets weirder: you are not buying just an adventure in the package, but a home-drawn illustration booklet and the module’s own soundtrack: not since Dragonstrike have such peaks been trod. However, the review is about the module: production values are appreciated, but they should not allow them to cloud our mind!

Crypt of the Lizard Wizard is a mini-dungeon amounting to approximately five loosely typed zine pages’ worth of text, a map (one page), and the illustration booklet. There are no stats, nor much in the way of treasure – but this is an odd module. There are eight keyed areas, which is not much, although all eight are actually descriptions of larger areas than your typical dungeon room, more like a small sublevel in scope. This is not a flaw by itself, but it does miss out on some development potential. In very broad strokes, the scenario outlines a swamp dungeon leading to the inscrutable relics of a fallen high-tech civilisation. It is a wild ride with decaying supercomputers, a step pyramid in a subterranean jungle with a radioactive altar (cool!), and man-eating plant life; mostly linear with the odd detour.

There is fine imagery throughout: “The ruins can be found several miles downriver, towards a morass where the river slowly sinks into the blood-sodden earth. Two heliotrope and crimson moons regularly drift above the primeval stone monument, but never set beyond the horizon.” Or: “Beyond the steel doors lies a temperature controlled walkway, leading to a great glass fixture, and a jungle biome beyond the arched panes.” That’s brief and essential; little more needs to be said to set a scene. The encounters effectively combine technological decay and bizarre bio-horrors. There are interesting interactive elements and environmental puzzles responding well to player curiosity and creativity throughout. Some are always present (e.g. the portable jungle biome always has amphibious leopards, man-eating tulips, and a water generator), and some are added with a room-by-room random content generator whose results can radically change the nature of a baseline location or encounter. For example, the first area where you approach the ruins may have something like “Souls of the swamp fields rise, looking for the enemy!” or something like “It is raining plagued frogs, again.” No two games in Crypt of the Lizard Wizard shall be identical!

It is, of course, too small and the scope is too narrow, like every release ever made. When we look at the random tables in the different areas, we see some good variety, but this setup actually describes six radically different situations, even though the players will probably only experience one. What if these tables were six actually different places scattered around a wider swamp map? What if it was all developed – not into essay-length entries, but a paragraph each, on a more expansive map? There are no stats, nor even a description of monster numbers. Too much is left ambiguous. Ambiguity is good in moderate doses, since it allows for customisation and a sort of co-creation process between the writer and the GM; here, it just hangs in the air. In many respects, Crypt of the Lizard Wizard feels more like an outline for an adventure yet to be developed than the final deal – the detailed concept document of something bigger. It is a cool grab-bag of ideas but not a good adventure. Much is forgiven if something is done well, but not everything can be.

There is the start of something in this module, and it could be quite good with some expansion and improvement (perhaps something like the Five Cataclysms modules). Imagine the same energy, given more structure and a larger framework. Dare we dream of a 20-40-area dungeon in the same vein? Still not megadungeon territory, but something we can actually bite into. This is the curse of, where genuine creativity is being wasted for lack of structures and ambition: and in this dark swamp, many talented writers shall be lost! This is one of the better releases on the platform. Even in its present form, Crypt of the Lizard Wizard has its homemade charm, and if I saw it on the Acaeum, it’d easily be classified as some dodgy OD&D-era relic which was still struggling with the ideas of presenting game materials to a brand new audience. It is, however, not the 1970s anymore.

No playtesters are credited in this publication. In fact, even the author is only credited in a small footnote on the last page. Weird flex but OK.

Rating: *** / *****

Categories: Tabletop Gaming Blogs

[NEWS] Helvéczia: Announcement and Preview

Thu, 04/15/2021 - 16:03

Helvéczia: cover art by Peter Mullen

“Venture into a rugged land of stamp-sized, steadfastly independent petty states, populated with robber bands, pious clergymen, wig-wearing philistines, adventurous countesses, and wily cheats: the cantons of Helvéczia, a territory of forbidding mountain ranges and endless forests betwixt rival empires. (…) A re-imagination of old-school fantasy role-playing in a late 17th century Switzerland that never was, Helvéczia is a fast-paced and colourful game of guns, dames, deviltry and steel, based on swashbuckling tales, penny dreadfuls, local legends, and the strange stories of the Brothers Grimm.”

I am happy to – finally! – announce the forthcoming release of Helvéczia (pronounced “Helvetia”), my pseudo-historical fantasy RPG set in a strange alternate-world Switzerland. This is going to be a self-contained game system published as a 204-page hardcover ($40, so fully packed that I could not even fit a product list into it), and what’s more, a very sturdy and handsome boxed set ($60, so fully packed that together with the packaging, it is just barely below the postal shipping limit), with a cover painting by Peter Mullen, and player map by Sean Stone. We are now in the production phase where things are being printed, bound, and assembled: not yet there, but there-ish, and perhaps ready for a May release. And now, for the details – for that’s where the Devil tends to lurk!

* * *


Helvéczia is built on a simple premise: what if old-school gaming was built ground-up on a different list of inspirations? What if their creators had watched the Three Musketeers and countless swashbuckling films about robbers, stagecoaches, and swordfighting scoundrels? What if, instead of the great American pulps, they read historical adventure, picaresque stories, and penny dreadfuls? What if the games’ mythical and folkloric inspiration came not from the Anglo-Saxon and Northern European tradition (with a bit of Greek myth via Harryhausen), but the Brothers Grimm, and the broader legendarium of Central Europe? What if Gary Gygax had set his campaigns in a fantastic Switzerland, the homeland of his ancestors, A.D. 1698? The game is an exploration of these questions.

To the death!Like D&D is slightly different than a sum of its parts, Helvéczia brings the same transformative quality to its source materials: it does not strive for historical or mythical accuracy or a representation of any specificbook, movie or legend that went into it; rather, it treats them as ingredients for a fantastic adventure game which freely mixes historical fact with historical fiction – and both of them with the modern imagination. You do not have to be a student of history or 17th century pulp literature to play and enjoy Helvéczia (although neither does it hurt if you happen to be one – as it happens, picaresque stories are often the precursors to modern adventure pulps, and immensely enjoyable). It is game first and foremost, and the Devil take the rest! Speaking of the Devil: you will certainly meet him at Helvéczia’s crossroads and seedy taverns, and the game shall teach you how to play cards with him – or how to thwart his plans with the Holy Bible.

The tone of Helvéczia is above all meant to be light-hearted and adventurous: from history, it mainly draws that which is action-packed, strange, and colourful, and does not dwell on its miseries. While life is certainly cheap in Helvéczia (just ask the young Giona Baruch, devoured by a pack of striga in his first adventure; or my own poor Brother Rodrigo Cordial, who perished in a failed first aid attempt – many such cases!), this is not a “grim and gritty” game, nor one about horror and atrocity. In the game setting, the Thirty Years War is a distant, dark memory, and the choice of the era is deliberate: it is a time of healing and reconstruction, although also a time which still has much of the past’s “gothic darkness” as well as its rustic, human charm. Helvéczia has room for darker tales and gothic horror (a sub-chapter discusses running doomed romances and similar fare), but its interest lie more in fast-paced adventure, tests of wit, social satire, and quick reversals of fortune.

Players' map by Sean Stone


Many old-school systems offer relatively simple hacks of the original games they are based on: their changes are mainly aesthetic, and do not go very far – they are broadly compatible with the (usually) B/X-based systems popular among old-schoolers. Helvéczia took a different path, more comparable to the likes of Stars Without Number or Wolves of God. This is a complete and in-depth reworking of the old-school game experience to serve its set of influences, while leaving intact the underlying structures of play. That is: everything is changed, but everything is in a familiar place.

The company prepares
for an adventure...Classes, levels, hit points, spell memorisation, random encounter tables, dungeons and hex-crawling procedures are all present in the game, but all of them are altered to fit. Your character might be a Spanish Sharpshooter or a Polish Student, their weaponry might be a fine sabre and a brace of pistols, the Student in the group might know spells such as Dr. Mabuse’s Mesmeric Mirage or The Devil’s Astrology, and the Cleric might employ Judicious Lesson on a group of robbers or an advancing crowned serpent, but the end result should still fit like a comfortable set of clothes – although perhaps a different cut than you are used to.

Secondly, Helvéczia is a complete game. In the book, you shall find more than a collection of alternate rules: the game comes with a bunch of procedures, playing advice, context, and examples of play, 120 spells (most of them new), as well as a loosely described setting (the titular Helvéczia – although, as our more recent campaign in fantastic Catalonia proves, the basic concept translates well to other corners of late 17th century Europe). And that’s only the player’s half of the book: the Gamemaster’s Almanac contains plentiful gamemastering advice (both general and specific), adventure design methods, a bestiary’s worth of strange new monsters (foregoing the usual dwarves and giants we know all too much, it dips into the weird end of European folklore and the author’s imagination), comprehensive encounter tables, setting-appropriate magic items (many of them stemming from actual 16thand 17th century magical superstitions), and an appendix of random inspiration tables. That is: he core rules themselves are simple, while much of the book’s 204 pages is supporting material – designed to be helpful and fun, not overwhelming.

* * *


A diabolical plan is
set into motion...Helvéczia
employs a quick, vastly simplified, old-school variant of the time-tested d20 system. This bears some explanation, as d20 does not enjoy a stellar reputation in old-school circles: indeed, games with this foundation are often excluded from the “OSR” label altogether (whether this makes the author a “shitbrewer” or False OSR Enthusiast is up for debate). Nevertheless, this is the lineage Helvéczia’s rules come from – and the results only retain the basic framework of the system found in 3rd edition D&D. The rules have been drastically simplified to allow for quick character generation and smooth, fast-paced play, and where it matters, they have been altered to follow old-school ideas. Some parts of d20 have been cut altogether (feats, the abundance of oddly specific classes, or the emphasis on tactical combat), and other elements have been significantly toned down or revised (the pace of advancement, skills, stacking bonuses, combat complexity). This is, I believe, a simpler, cleaner system than the original. The rules have undergone a whole lot of polish over the years; in fact, this is the second edition of the game, improving and expanding on the Hungarian-only 2013 boxed set in all respects – first and foremost in presentation and ease of use.

One feature of special note is found in the game’s closed advancement scale. Following the “E6” variant (the smartest take on 3e-era D&D that I know of), Helvéczia is a six-level system. No more and no less: characters, NPCs and monsters are all restricted to the sixth level. Not even the King of Spain or the aristocracy of Hell are above this rule – although they, of course, have a few tricks up their sleeve to even the odds. From combat abilities to skills and spells, all fit this scheme. Player characters typically start on the second level, as slightly seasoned adventurers who are a cut above the rest. Practically, the E6 power scale establishes an implied setting where none are super-powerful, but a combination of luck, ambition, and wits can save the day even in the most dire circumstances.

Ammertal and the
OberammsbundTo mention one outcome of these rules, adventures designed for Helvéczia do not have a level designation: any company can attempt them, but a group of second-level beginners will probably have to employ a more careful approach than a table’s worth of sixth-level veterans. Second: fortune plays a strong role in the game (it is fairly “swingy”), and rolling with the punches or seizing a good opportunity are important elements during play. As a picaresquegame, Helvéczia is filled with sudden reversals and odd detours – once up, once down; easy come, easy go. Third: where much of modern role-playing is about “the adventuring day”, resource management in Helvéczia is usually more of a weekly affair. Characters can expect to do much of their adventuring while wounded, low on spells, poor (money is relatively scarce, and easily spent on gunpowder, fast horses, and fine lasses), inconvenienced, or otherwise depleted: and they shall triumph nevertheless! Fourth: Helvéczia has somewhat weaker niche protection than B/X or the AD&D lineage tends towards. Combatant characters can excel at a few scholarly pursuits, and Students can stand their own in a duel – although they will be no match for a master swordsman like Álvar Diaz Garcia Vega de Valencia y Vivar (who also carries the sword of his distant ancestor, El Cid!)

* * *

Release plan

Helvéczia will be released in two formats, followed by a PDF release a few months down the line. The hardcover ($40) will form the basic edition, with the following content:

  • the A4-sized hardcover book (204 p.);
  • a double-sided, hand-drawn foldout players’ map, labelled on one side and unlabelled on the other;  
  • and a deck of cards to play with the Devil (this is a 32-card Hungarian card deck depicting the main characters of the Wilhelm Tell legend – ironically, entirely unknown in Switzerland proper).

The first supplement, Ammertal and the Oberammsbund ($14), shall also be available. This A4-sized, 72-page supplement includes:

  • a hex-level description of the two eponymous mountain cantons, with a wealth of ruins, strange homesteads, brigands’ nests and adventure opportunities;
  • three adventure modules providing examples of dynamic wilderness scenarios, dungeon crawls, and both the mundane and odd side of Helvéczia;
  • a handful of mini-adventures, additional materials, NPC adventuring parties and local legends;
  • two foldout hex map sheets depicting one quarter of the lands of Helvéczia, one for the GM, and one (with much left blank) for the players.

Generous treasures
are found in a chest!Last but not least, the boxed set ($60) shall also be available for purchase. The Helvéczia boxed set – a sturdy thing packed to the brim – contains the following:

  • the hardcover Helvéczia rulebook;
  • Ammertal and the Oberammsbund;
  • nine map sheets, including the players’ map and four hex maps each for the GM and the players, respectively;
  • a deck of cards;
  • a folder containing character sheets, an almanac for timekeeping, and reference charts.

Shipping for the hardcover and the box set will be $23 to Europe and $28 Worldwide, while Ammertal shall ship at the rate of zines, for $6.5 or $8, respectively. Do note that the boxed set is heavy, and we had to be careful not to exceed the 2 kg (4.4 pound) shipping limit with the packaging. Accordingly, every box will ship separately from other ordered items.

* * *


The following 21-page preview provides the introductory chapter of the game with an example of play, a basic introduction, design principles and an “Appendix N”; and a handful of pages showcasing the game’s spells, GMing guidelines, and bestiary.

Helvéczia Sample (24 MB PDF)

Categories: Tabletop Gaming Blogs

[STUFF] The Nocturnal Table – Fantasy Grounds Integration

Sat, 04/10/2021 - 11:25

Now Even More NocturnalGuest Post by EOTB

I am pleased to announce the release of the Fantasy Grounds version of The Nocturnal Table. This version of the city adventure game aid was developed by EOTB for the virtual tabletop, and integrates the different features of the supplement into a complex system. You can use it to generate encounters and local colour, with all statistics and details at your fingertips.

I have to stress that this is a tremendous work that takes a loosely interrelated collection of “idea” tables, and not only connects them in a way that makes sense, but adds fine-grain detail on the level of individual statistics, and features like caravan generation (something that’s fun but rather busy work on paper). It should be a formidable toolset for FG users who like city adventures. Whether you prefer to use the general encounter system, the 300 more specific entries, or the “local colour” tables to generate inspiration for your games; individually, as a whole, or in unimagined combinations: these tools are here for you to use at your leisure! I am much indebted to EOTB for his conversion effort, and particularly with sharing the results with the gaming community. Much appreciated!

With that, I give the floor to EOTB!


* * *

This Fantasy Grounds module requires the Fantasy Grounds rule set for 2nd Edition AD&Dfor use. Three (free) community additions or modifications to that base rule set are highly recommended to fully use The Nocturnal Table's ability to generate content in addition to table results:

OSRICfor2Emod found at:

OSRIC Magic Items Mod found at:

AD&D Core 1e Extension (if you want to use the module in the most 1E-like environment possible; not really required if preferring to use OSRIC content in a 2E rules engine) found at:

The Nocturnal Table - Fantasy Grounds adaptation (39.8 MB)

* * *
Adapter's Notes

A good set of tables is gold to the harried DM. The 1E DMG is still used by referees of many varied systems just for its tables; other supplements have similar utility. But for urban encounters, The Nocturnal Table by Gabor Lux (Melan) is one of the best table supplements this adapter has ever encountered.
The book itself is not very large - 56 digest-sized pages. But like all excellent sets tables their impact to the game can't be counted.
In adapting these tables for Fantasy Grounds in my own campaign, I sought to leverage their utility by ensuring all the content they indicated was pregenerated. I wanted the tables to produce gameable results in Fantasy Grounds as opposed to mere direction or ideas. This necessitated creating all the various record types implicit to the tables, and linking them their output. The very useful OSRICfor2E mod by Sterno , and OSRIC Magic Items mod by AlterZwerg were drafted for contributions to the effort (many thanks to you both for you great work!), and their entries are prominent throughout this mod, but the unique flavor of Melan's implied setting demanded many new records of varying types.
Please note there are some table results which draw upon content in the above modules. The user should load them if desiring all of the entries to auto-populate . Otherwise such results will generate a error message. (The user may still manually generate details in these cases)
These mods are freely available at:It is hoped that in addition to serving up results for immediate play, that the templates bundled into this mod ease and speed the creation of adventure modules and other content. While OSRIC monsters are well-represented in existing mods, this mod contains an NPC of every character class from levels 1 through 12, including new types from Melan's world such as Amazons, and the Kung-Fu Monk adapted from Kellri's Dangerous Dungeons. There are also types of fighters with appropriate equipment, such as Northmen, Pirates, Nomads, and more. All of these include such conveniences as XP formulas, with a maximum XP value pre-entered (to be modified according to the appropriate XP formula as the DM sees fit).
Use of Celestian's 1E Extension
This adapter uses Celestian's extension with the 2E ruleset, to get as close to the "OSRIC Experience" as possible in Fantasy Grounds. In using non-monster NPCs this requires a compensating effect for To-Hit rolls and Saving Throws in the combat tracker, as NPCs by default use the 1E monster to-hit table and fighter saves - and the monster to-hit table is particularly generous at low levels compared to most non-fighter class types.
These compensating effects, found in the "Effect Features" area of the main tab on NPC entries, may not be useful if using this module without that extension, or different ruleset. If so each DM should remove those entries.
Celestian's 1E Extension is freely available here: ... -Extention
Adaption Choices
Due to the layers of "pulls" required by the multiple levels of tables in The Nocturnal Table, the tiers of tables are set up and named alphanumerically; beginning with a number, lower numbers belonging to higher-order tables so as to make them appear first on the lists. Odd-numbered tables generally apply to encounters; even-numbered tables generally apply to "dressing" or "colour". The basic structure as follows:
  • Primary tables in the group "The Nocturnal Table - Encounters" are named starting with an "00", "01", or "02"; however, for the most part "00" tables don't pull playable content directly - I am not sure why, perhaps there is an upper limit to how deep in a table structure FG can pull into an encounter. The "00" tables are primarily to determine which of the largest "01" tables will be used, anyway, but when embedding the "01 tables into the "00" tables, no results returned. Unlike when using the "01" tables directly. So use the "00" tables as direction only, unless they return a "special" encounter - which they would pull directly.
  • "02" tables comprise most of the "urban dungeon dressing" type tables in the book.
  • "03" tables feed the "01" encounter tables; e.g., a table of fighters is an "03" table that feeds an "01" result that could be any of multiple character classes.
  • "04" tables feed the "02" tables; these are less numerous but many of the colour/dressing tables are implicitly two layers deep as they contain a null chance; so the first layer yes/no choice is a "02" table, while the "if yes" table with all the individual colour entries is an "04" table.
  • Late in development it was determined to add systems for pilgrim and caravan generation, as these are table results comparatively hard to wing (and rarely do DMs have a few caravans or pilgrimages just lying about). These also followed the two-tier system with the main tables taking "05" designations, and their sub-tables "07"
  • treasure results are "06" tables in their own group, feeding other tables as needed
  • A fully numeric system proved hard to search in related groups as the table list grew. So, while it is admittedly ugly, relevant abbreviations were used and tiered. This kept groups together and also allowed quick searches such as "npc" to pull up small lists of related tables, such as when generating pilgrimages.
  • It is hoped that by maintaining list proximity and search distinction, that users will be able to navigate the many tables should they need to find a feeder table quickly. But the main tables, always near the top of group lists, should be the only necessary references in normal play.
  • One item to be aware of: FG doesn't seem to perform multiple sets of die rolls into one encounter; e.g., an encounter with travellers will generate the leaders(s) into the encounter but not the second set of random number of common travellers. Some few table results direct you to manually ADD a random number of some NPC type to an encounter result generated.
Every adaption requires choices to make certain things work. A close comparison of the tables in the original work with the table structure in this module reveals some structural differences; e.g., in Melan's tables you generated a fighter and then rolled the fighter's level. In FG, to generate a working encounter record it is necessary to have a subtable of pregenerated fighters of the entire level range, that the master table draws upon. While the structure may vary slightly by necessity, every effort has been made to ensure the table function is maintained.
In some instances of low probability, this would have required even more tables than is included. An example is alignment. I was faced with a choice of generating multiple tables of alignments so that classes with restrictions wouldn't return incompatible results. It was chosen not to do this, as incompatible results are possible but not frequent; the DM should instead review and modify in such instances. But this and similar examples are few and far between.
Often the complexity of the table interactions raised questions as to which type of output (chat, story, encounter, etc.) was the most efficient selection for inserting results immediately into play while also recording/transmitting to the DM the most useful information provided by the tables (sometimes which output omitted the most useless data squibs the interacting tables generated, too).
In each case the DM should consider their own preferences vs what this adapter has set, and change as they see fit. Encounters, stories, and chat are the most frequently used for results other than treasures.
Most encounters have a random element to the number of NPCs appearing. When output to chat you will see this number; when output to an encounter this information is not provided. In testing, the fastest path from "encounter has occurred" to the combat tracker was to have the encounter box and type auto-generate and throw dice to adjust the number appearing in the box, rather than get the number appearing and manually create an encounter box. If the other method is more convenient, reset the output type to "chat" from "enc" in the top-level table.

Here a ghoul entry was rolled and a ghoul encounter box was created, but it only has "1" ghoul in it. Cross referencing the roll of 41 showing in chat with the table, we see there are 2d8 ghouls encountered. Those dice are thrown and the encounter box is updated to 12; I hope there's some elves in the party...

If the referee wishes a spread of hit points among large numbers appearing of the same type, drag-copy that NPC type in the encounter and assign; e.g., the referee wants to throw five militia with 2, 4, 6, 6, and 9 hp at the party. The one militia entry in the encounter box should be drag-copied three times so that there are 4 militia entries; each entry assigned one of the hit point results and the entry of militia assigned 6 hp set to two appearing. If one entry for the militia type is used in the encounter box and hit points are left blank, the number of hit points will be randomly rolled (once) on 1d10 but all militia will have that same random roll result of 1d10 hit points. If it doesn't bother you that all militia in the encounter have, perhaps, 4 hp, then none of the above is necessary of course.
The more detailed encounters numbered from 100-399 are listed in story entries and include embedded encounter and parcel entries. We've discussed adjusting the encounter boxes, but also review the parcels to ensure the appropriate amount of equipment loot remains after an encounter completes. Some number of each type of loot is already in a parcel, but this will rarely be accurate for common equipment to that encounter as-played.
Purely random encounters generated from the tables won't have parcels pre-made; the referee may manually generate one and add such treasures and items to it as are appropriate.
To reduce the size of the file, common armors were not added as discrete items to NPCs or parcels, but if taken by PCs as loot these can be added as necessary to parcels via drag and drop from The Nocturnal Table or OSRIC Items group(s). Likewise, experience points derived from an encounter likely require adjustment for number encountered, possibly hit points rolled, and the value of treasure taken.
Every effort was made when customizing a base template for a specific NPC to update associated stats; e.g., if different armor resulted in a different movement rate, or if morale was higher or lower than base template morale for this level. However, each time I review results I'll find another instance where some aspect was missed. If you notice any anomalies between the record entries and any story entries, presume the anomaly is an omission and correct it. The 3rd level fighter in standard plate mail shouldn't have a move rate of 90 or 120; the stray thief or assassin with a high dex but utterly standard thief ability scores should be adjusted, etc.
There are magic items, spells, and other odds and ends named in The Nocturnal Table as published in hard copy which aren't detailed; the detailing is left to the user. In Fantasy Grounds I have put some flesh on those bones in order to provide a useable game item for play, but that flesh is my best guess and not further direction from the author. In all cases you, the user, should modify such items at will.
Near the end of production this module was back-ported to FG Classic due to issues with the Author extension that creates the module from the entries, and also embeds the illustrations, not yet being compatible with FG Unlimited. This introduced some anomalies in that multiples of D4, D6, and D8s were dropped from items, spells, etc. (e.g., weapons doing 2d4 damage, etc.) and also some text were re-rendered with formatting artifacts. Every effort has been made to locate and correct these anomalies, but if some are missed you have the adapter's explanation, and they may be corrected by inputting the missing information.
Lastly, this adapter is still a novice at Fantasy Grounds, ignorant in coding and unable to work in the raw data files, scouring wiki pages and forum posts when unable to find a way to produce a result. It's entirely possible, and likely, that a FG pro would notice parts of these tables constructed inefficiently, or even clunkily, because I didn't know a better road to Rome. In these cases, I apologize in advance.
Categories: Tabletop Gaming Blogs

[REVIEW] Fire in the Hole

Sun, 04/04/2021 - 09:55

Layout magic: No fucks givenFire in the Hole (2021)

by Derek Jones


Levels 4–6

This adventure is one of a rare breed: a Castles & Crusades scenario. While much of the modern “OSR” owes its existence to an ancient flame war among C&C’s playtesters, the game itself does not seem often discussed, and the official adventures have not really ignited the public imagination. However, Fire in the Hole – an amateur module available for the cost of ONE Dollar Americain – is not only a recent publication, but an actually decent effort. It will not win awards for cover art by OSR luminaries (being a white page with a page number and Times New Roman text on it), nor layout (using mostly two-column Times New Roman), nor digital maps (the maps are perfectly legible scanned pencil work), but it is a fine modular scenario to fit into an ongoing campaign, and occupy perhaps one night of gaming.

Fire in the Hole has a strong “little people have big problem” premise: while extending the wine cellars of hobbit gentry Mr. Thistletine, the workers found a mysterious tunnel leading downwards. One worker lowered with a rope disappeared with a horrid scream, and was never seen again. Adventurers were called in to investigate. On the other side of the tunnel, we find a dungeon level populated by a band of gecko-men, who raid the outside world through maic portals. These not particularly formidable, but decently organised chaps are divided between their allegiance to a chief and a group of scheming priests, offering opportunities for sowing division and making short-term alliances with the dungeon inhabitants. Or just killing them all without going into deep contortions about their motivations (sorry, gecko guys). It is all small-scale, petty, and walks a fine balance between “raiding humanoid lair” and “strange underground place”: low-concept, just done well.

The area where the module shines is found in its basic construction. The dungeon level is a real pro effort of alternate routes, ambush points, reserve barracks and hidden passages. A loud and messy assault will end up with a bloody and desperate corridor battle against overwhelming odds (even for a strong party). Quick and decisive action and some improvisation helps lead to victory. The level’s relative openness allows the characters to execute a surprise strike (and the entrance hole is right in the heart of the gecko-man lair), but also to have them surrounded and cut off from escape.

The quality of the design shines through in the small details. The order of battle provides an outline of gecko-man defensive measures, while the random encounter chart features them engaged in random activity – “tormenting a cuddly little animal” and “plotting to harvest a little stink-juice from the troglodytes” are possible outcomes, providing not just colour, but information and a possibility for more complex interaction. There are “barrack rooms” treated correctly; in a few broad-strokes sentences or just as a room name instead of meticulous-obsessive detailing. Special rooms with a stronger spotlight receive more attention, as they should, and they showcase the adventure’s imagination and whimsy: a forge staffed by mechanical ogres who will cart off fallen combatants from a melee to forge them into enchanted bone weapons. A tiny pocket dimension accessed from a fire pit. A magical tapestry which follows the balance of power on the level through what it is depicting. A less powerful and less deadly cousin to the deck of many things, with fun draws like “enmity between you and Squishsquash, a water elemental” and “gain service of an ogre”.

Not everything is good. Fire in the Hole repeats C&C’s annoying “feature” of embedding whole stat blocks into the flowing room key, perhaps the least practical solution ever devised for presenting monster info. The tactical setup, while it represents one of the adventure’s main strengths, is a bit too tight in the beginning. There is a non-negligible possibility that the characters descending into the very first chamber make enough noise to bring the whole combat roster down on their necks. In this case, the adventure may take place in a single cellar room; and should the company be victorious, the rest will be a not very challenging mop-up operation in a dungeon largely emptied of its defenders. In this case, having the first areas be lax and even temptingly easy should deliver a more even play experience. There could be a bit more treasure.

In summary, Fire in the Hole is a labour of love, and a very fine effort if a beginner work. It has charm, good fundamentals, a very solid map and combat setup, and the right scope for a modular one-session adventure. It fulfils the original promise of Castles & Crusades. It is just one buck, too, making it much better value for the money than pretty much everything from

No playtesters are credited in this publication.

Rating: **** / *****


Categories: Tabletop Gaming Blogs

[ZINE] Echoes From Fomalhaut #08 (NOW AVAILABLE!)

Thu, 04/01/2021 - 17:36

Welcome to Castle Sullogh!

I am pleased to announce the publication of the eighth issue of my fanzine, Echoes From Fomalhaut. This is a 52-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Stefan Poag, and illustrations by Denis McCarthy, Graphite Prime, and the Dead Victorians.

The first adventure in the zine takes players to the shores of the Twelve Kingdoms, a cold land of rival petty kingdoms and strange wonders. Here stands Yrrtwano’s Repose, a ruined manor house whose walls now protect an entire village. Lord Yrrtwano’s time has long passed, but he sleeps under the manor still, and the great hunter is said to slumber most uneasily! This is a dungeon adventure with 15 keyed areas, for levels 3-4 (my players brought a small company of NPC knights to share the glories and the dangers).

The sullogh are coming! The zine’s titular scenario, Castle Sullogh, was the penultimate adventure in our Isle of Erillion campaign. This woodland ruin had stood in its place from the beginning, just within reach, but always too formidable to tackle until the adventurers had no other choice left. It is suitable for levels 5-9 (much depending on the party’s approach – ours was repelled pretty badly on their first foray, and had to turn to more careful infiltration on subsequent tries), and covers 55 keyed areas, including buried secrets, the quarters of three powerful witches, and the halls of the murderous sullogh who were brewed for murder!

This issue also describes the western half of the lands of Thasan, “beyond the City of Vultures”. Arid wastelands dotted with tiny pockets of lush vegetation lie next to deep blue seas where islands hide weird inhabitants and unknown dangers, and two great empires, one ancient and sinful, one recent and fanatically pure, clash over parched wastes devastated by ancient catastrophe. Venture into the dreaming ruins of Zangul and shadowy Korlag Thyr; walk the Road of Iskarades, and try your guile against the wily masterminds of Virkat and its great Judgement Machine! Great phantasms and jewelled palaces await – and therein lurk beauty, strangeness and death in equal measure. This is a large hex-crawl describing half of one map sheet with 103 keyed and briefly described locales (which is where our games were located).

Long time in the making, Echoes #08 is a larger than usual issue, with a double map sheet: one of them a splendid players’ colour map of the Isle of Erillion, courtesy of Istvan Boldog-Bernad, who made it in Wonderdraft. (He also played Armand the Scumbag, human assassin, in our campaign.) The other sheet contains GM’s maps: one of Castle Sullogh, and one of Thasan and its strange lands.

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Map sheets, booklet, and UVG dice

Categories: Tabletop Gaming Blogs

[BLOG] Great Tables of D&D History

Mon, 03/22/2021 - 14:10

...very pleased to meet youThe random element in D&D gameplay is one of the great, underappreciated design features of role-playing games. We rarely question its presence, and only notice it when it is absent from a particularly contrarian ruleset. Things could have gone differently: if RPGs had emerged from experimental theatre, randomness would presumably play a much lesser, even marginal role. But random chance in game, character generation, and game prep, is at the heart of the role-playing experience, responsible for a lot of its variety and unpredictability. “Roll a saving throw against poison” is one of the tense moments in any adventure – for a moment, the whole world stops as the fate of adventurers hangs in the balance, and great things are decided by the roll of a 20-sider.
Random and semi-random methods have added a curious layer of chance to running the game as well. The GM runs the game, but even with a pre-written adventure, he does not know exactly what game he will be running. What if the players blow a few crucial rolls and they cannot get through a particular locked door? What if the bad guys roll terribly, and a dangerous foe goes down in a few rounds of desperate melee? What if a random encounter is taken as a major clue, derailing the course of the campaign? These factors, even beyond player decisions, make sure we are kept guessing – and hopefully at the edge of the seat.
And of course, random generation is useful in preparing adventures, from the general framework to the room- or encounter-level descriptions. Random tables – used intelligently – take our mind where it would not go without prodding. What the computer people call “procedural generation” can determine a lot of incidental detail in a lot of CRPGs beyond the basic RNG – going all the way to the construction of random landscapes and political systems. But computers have not been given an imagination yet: they work fast, but they can only regurgitate and combine; they cannot truly create and interpret. And so, tabletop gaming’s random tables remain wedded to a combination of random rolls and the human personality. Your take on “ruined tower, giant snails, archives” will be different from mine, and from one random “seed”, we would build radically different worlds.
Of course, not all tables are created equal. We may try a lot, but we will gravitate to a few which are particularly useful.Some are plain better, more useful than others. This is why I present here my personal list of favourites, all of which I have used extensively due to their usefulness and longevity. No distinction is made here on the basis of age, nor official or unofficial status: tables are a meritocracy. However, there is no order to the choices in this final selection: all are great in their own way, and to rank them further would not be useful. So!
* * *
The Concept Generator: The Locations (Overview) Table (Tome of Adventure Design)

It would take long to sing the praises of the great ToAD, this modern classic of utility products, so let it suffice that its over 300 pages of tables is an inexhaustible mine of what the author, Matt Finch calls “deep creativity” – half-formed idea fragments which emerge into full-blown game material. Like Charles Foster Kane’s Xanadu, its treasures are endless. Someone in the middle, there is a four-page 1d100 table for the generation of random thrones. There is enough in that table alone to create and stock The Dungeon of Thrones, if you wanted to. That’s the kind of book the ToAD is. But there, among the tables for “complex architectural tricks”, “corpse malformations”, “religious processions and ceremonies”, and “mist creatures” – which I am sometimes using – there are some that come up all the time (such as a table collection for generating individual-, item-, location-, and event-based missions), and one that is beyond useful. And this is actually the first table in the book: the “Locations (Overview)” table.

The Locations Overview Table

This is a four-column 1d100 table to create basic concepts for major locations (there is one for dungeon complexes, dungeon rooms, and strange features, of course – the book scales down nicely). It could work as a module title generator, of the “Adjective Noun of the Adjective Noun” variety. I have been using this particular table since its original appearance in Mythmere's Adventure Design Deskbook, vol. 1., and found it a great companion for coming up with the initial building block of future adventures, or just interesting places to scatter in a campaign world. Consider these examples:
  • Moaning Chapterhouse of the Bat-Sorcerer
  • Collapsing Edifice of the Many-Legged Burrower
  • Dilapidated Castle of the Bitter Apparition
  • Aerial Cliffs of the Hyena-Keeper
I am not saying every one of these results does something for me right now, but three or four rolls almost always provide a basic framework to build on. I can imagine the Moaning Chapterhouse of the Bat-Sorcerer as a place in a campaign inspired by Clark Ashton Smith’s Hyperborea stories, and the Dilapidated Castle as a locale in a chivalric high fantasy/fairy tale setting. The other two, as the average result tends to be, is weird fantasy; the Aerial Cliffs are great, while the Collapsing Edifice just gives me “centipede monster lair”, and that’s not much added value. The other three, I could use. Sometimes, I take a folded paper sheet, and fill one page with random idea seeds that seem to fit my current mood, then build an adventure around them (The Singing Cavernsfrom Echoes #01 was partially built with this method).
Of course, there is something about this table I have not noted yet: it is not just one table. It is followed by another identical d100 table with different keywords (Sinister Grotto of the Howling Wolves… OK, this is not much – but how about Fossilised Pagoda of the Mist-Pirates, the greatest wuxia OSR adventure never written?), and a two-column table that uses the “purpose approach” for truly weird but sometimes quite cool results (Skin Altar, Time-Well, Spider Separator [?], Perfume Pools [that’s a winner]). That’s a lot of stuff to work with. You could fill a mini-setting with adventures based solely on these tables, because why not.
* * *
Muddle's Generator

The Wilderness Workhorse: Muddle’s Wilderness Location Generator

Yes, this is an internet tool, and you can try it for free, so go ahead. The ToAD, exhausting as it is, is not much focused on wilderness play, and its tables in this section are cool but just not as varied as the dungeon chapter. Muddle’s wilderness table is a good alternative. It combines nouns and adjectives into a list of 50 locations for your wilderness adventure. A lot of these results will be irrelevant to your current project, but you can check these and delete them, then replace them with a new batch of entries, repeat until you have the precise 50-entry roster you need. Here are the first few from the selection I got this time:

  • Deep Hills of the Elder Piller (sic)
  • Mausoleum of Adamantite Drows
  • Dreary Treasury
  • Inner Tomb
  • Skeletonelder Hole
  • Slimefist Tower

A lot need to be weeded out (I have developed a soft spot for Awful Peak, it is staying), and the vocabulary is much more limited than Mythmere’s thesaury(Sorry! Sorry!), but it is quick, cheap, and often does its job. You can use it to build. Deep Hills of the Elder Pillar sounds like the place where people possess a lot of good ol’ folksy wisdom, much of it involving goat sacrifice and non-euclidean things, Dreary Treasury is a place offering an interesting internal contradiction, and Inner Tomb either lies deeper in the wilderness, or it is a tomb with a hidden sub-section. And we have a cultist hideout at the end, I believe.

But that’s not all! Muddle’s set also has a dungeon room generator that’s almost as decent,  and you can force it to select by theme. The other tools are less useful, although the deity generator might make Petty Gods a run for its money (Grundermir Ratvoid, Dread Fiend of Bad Breath; Malumdrim Biscuitfinger, Queen of Ants; Asheeltrym Grumblespoons, Lord of Bannanas (sic); Mulelroun, Godess of Apples; and Grelderthul the Beautiful, Queen of Aggression is certainly a pantheon).

* * *

The Implied Setting: Outdoor Random Monster Encounter Tables (AD&D Dungeon Masters Guide)

In the book that has everything, everyone will find something. Gary’s magnum opus is less methodical guidebook than an occult tome that teaches you, the fledgling DUNGEON MASTER, that horizons are infinite, and the true scope of the reaches far beyond a few narrow possibilities. Last evening, we looked up its advice on underwater combat after two characters fell into a deep pool inhabited by a water spider, and I am sure the “how much damage will I take in my armour type if I transform into a specific lycanthrope type” table has been useful to someone, somewhere – at least once in history.

When the DMG’s readers are asked which is the most important section in there, the teenage munchkin will say “Of course it is the magic items table! Here, have a vorpal mace and two Wands of Orcus!”. The journeyman will point to the dungeon dressing appendix – it is useful indeed – and the old-schooler will at once point to Appendix N for its listing of AD&D’s thematic roots, which we all know is better than the stupid dreck everyone else is reading. The connoisseur of obscure gems will note the “Abbreviated Monster Manual” from Appendix E. Bad people who need to be put on a watchlist will cite “the Zowie Slot Variant”. These are not bad answers, but for my pick, I would go with Appendix C, AD&D’s outdoor encounter system.

You encounter 2d6 Catoblepas

Random dungeon dressing and treasure tables help you fill your rooms, and Appendix N will help you develop a refined taste in genre literature; Appendix C gives you the most practical tool for AD&D’s implied frontier setting. We can appreciate the points of light concept because it gives us our points of light in the practical sense – not as aesthetic, but also as practical procedure. Random encounters, particularly when also used to populate wilderness areas, as in a hex-crawl, give you the gameplay texture to make expeditions in the outdoors varied, fun, and very hazardous. That is, they give you the everyday reality of travelling between two points on the landscape. Here is an expedition of six encounters moving between two cities separated by plains, then hills, a stretch of forest, more hills, marsh, then plains again, assuming one encounter occurring on each stretch:

  • Plains: Men, nomads (150), with 13 levelled Fighters between 3rd and 6th level, a 8th level Fighter leader with a 6thlevel subcommander, 12 guards of 2nd level, plus two lesser Clerics and a lesser Magic-User. Assuming the nomads do not force you back in town, or just take you as captives, we can move on to…
  • Hills: Elves (140), with 10 levelled Fighters of 2nd or 3rdlevel, 3 Magic-Users of 1st or 2nd level, and 4 multi-classed elves (4/5 level, plus a 4/8 leader). Let us not consider the giant eagles in their lair – the elves are bros, anyway. We share lembas and move on.
  • Forest: 2 Giant weasels, which are 3 HD creatures. Luck was with us, unless the encounter occurs by surprise, since giant weasels suck blood at a rate of 2d6 Hp/round. They have no treasure, but their pelts are worth 1d6*1000 gp, each enough to hire 100 porters for 10 to 60 months of work, or an army of 50 heavy footmen for the same time span!
  • Hills again: 16 Wolves, the basic unit of fantasy wildlife. They are 75% to be hungry when you meet them. Of course, they are hungry this time, too.
  • Marsh: this is a great place to meet a beholder, catoblepas, or other high-level monsters, but instead, we get Men, pilgrims (60), 9 Clerics of 2ndto 6th level, and a 8th level Cleric with a 3rdto 5th level assistant. There is 60% of 1d10 Fighters (random level, 1st to 8th), and 30% for a Magic-User of 6thto 9th level, but they are not here right now. Still, these badasses are travelling in the world’s most dangerous terrain type except mountains. Don’t screw with.
  • Plains again: 1 Huge spider, which is a good roll on 1d12, and fortunately, it is not the calf-sized 4+4 HD type, but the dog-sized 2+2 HD type. The only downside is that they surprise 5:6, which is a bad value, considering their poison is deadly.

Just a random encounter, bro!

After this trip, you start to appreciate those sexy harlot encounters in the city (and hope if it comes to worse, it is 8th to 11th level Thieves out for your purse, and not a Weretiger or a Goodwife out for your blood), and you start understanding why those points of light remain points, not larger blots, or why those pilgrims travel in groups of 10-100. It also puts your mind into a different frame than level-balanced games with random monsters numbering in the 1d4 or 1d8 range. You can’t fight all those roving death armies, and besides, it does not pay (weasel pelts excepting). You learn to scout, you learn to run, you learn to leave behind food to distract your pursuers (this scales up from rations to pack animals and fellow adventurers – as the great Grey Fox once shouted back to a companion stuck in a bad situation, “What ‘party’? The party is already over here!”), bribes of gold or good, old-fashioned bullshitting to tip over that reaction roll. You learn to grovel before that dragon, planning future revenge. You learn to plan an ambush to plunder that lair you just discovered, and carry away the best valuables. Welcome to the AD&D World Milieu!

* * * 

The Chad Sword & Sorcery Milieu: Ravaged Ruins (Wilderlands of High Fantasy / Ready Ref Sheets)

Wilderlands of Highly AwesomeSo you got to know Appendix C, and suddenly gained a new understanding of AD&D. You are on a different level. Here is where it gets stranger. From the OD&D era, Judges Guild’s Wilderlands setting presents a truly bottom-up sandbox setting of minimal detail and high weirdness – recognisably D&D fantasy, but more “Appendix N” and Frazetta than the comparative classicism of Greyhawkor Steading of the Hill Giant Chief. The “High” in Wilderlands of High Fantasy might stand for something else than “Tolkienesque” here, even though the setting also has a generous helping of Tolkien pastiche – right next to old-school Star Trek, classical mythology, pulp fantasy, and Dark Ages Europe/Near East mini-kingdoms. It is just general fantasy enough to kick you out of your comfort zone when it turns out the Invincible Overlord has captured a stray MIG fighter, or that the dungeons under Thunderhold, castle of the Dwarf King have half-buried railway tracks and a gateway to Venus on their fourth level. The described Wilderlands is filled with odd, short idea fragments and juxtapositions, a few throwaway lines like

  • “Villagers charged with a centuries old oath to the ‘King of the Lost-Lands’, maintain an eternal bonfire atop a crag to warn ships off the hidden reef.”
  • “In a well hidden crypt is a ring of Brathecol, one of the kings of old Altantis. (sic –  ‘Altanis’ vs. ‘Atlantis’ is one of the strange ambiguities of the setting)) A stone golem is  guardian of the crypt which appears as a monolithic block of limestone.”
  • “The crystallized skeleton of a dragon turtle is buried on the sandy beach. The skull houses a giant leech.”

However, there is also a procedural Wilderlands that lives in its weirdo random tables and guidelines, which were collected in the supremely fun Ready Ref Sheets, Volume I (no second volume was released, but the first one is a great look into OD&D, and remarkably easy to obtain). Here you can find rudimentary rules for taxation, trade and mining – but the most useful table is the self-explanatory Ravaged Ruins. This table generates wilderness locations to scatter across your hex maps, and let your players wonder about the fallen glories of past ages – something that already establishes one of the major themes of the Wilderlands. The table is relatively small, a simple two-pager with results drawn from archaeology... at least at first glance. It generates a basic ruin type, with nested sub-tables to determine the specific subtype – there are not that many results, but the number of combinations is at least decent. Supplemental columns also establish the condition of the ruins, their covering (definitely archaeological in sensibilities), state, and the monsters guarding the ruin. And it gets weird, as seen in these six rolls:

  • Statued fountain, found in a large crater, covered with vines, crumbled and decayed, protected by lycanthropes.
  • Bones, above ground and covered with slime, partially operational, no guardians. (What does partially operational mean in the case of a bone pile? Mediocre Judges will frown and reroll. Superior Judges will find an explanation. Perhaps this is a bone mine of extinct creatures, still excavated by locals as trade goods or building material? What of the slimes?)
  • Sea-horse carriage, partially sunken and buried in a thicket, dangerous operational, protected by insects.
  • Periscope inside cavern, covered in rocks, collapsed and tumbled, mechanical guardians. (Wait a minute! We are not in Middle Earth anymore, Bilbo!)
  • Man o’ War inside cavern, dangerous operational, protected by trap. (It has to be a fairly big cavern for that… and what if we roll it for a place far, far from a sea coast?)
  • Asphault (sic) road, partially covered in thickets, corroded & eroded, protected by giant types. (So this setting has old, overgrown, eroded asphalt roads.)

Ravaged Ruins

Something, even a random detail, becomes a theme through repetition and exploration: and this is the Wilderlands’: picking through the remnants of older ages, part Dark Ages, part Classical Antiquity, part fallen star-faring civilisation. Antigrav sleds, nuclear submarines and re-entry capsules lie wrecked in ancient ruins guarded by dragons and mechanical guardians next to crystallised skeletons and eroded old idols; the grand works of past cultures lie abandoned in dusty deserts and frozen tundra. There are rat chariots pyramidal palaces. What is this place? In a compact, two-page table, Wilderlands of High Fantasy speaks louder, and in a more game-relevant way, than a full supplement. Yes, this table can be exhausted through use, but by that time, you get the Wilderlands.
* * *
The Panic Button: The Table of Despair (Original D&D Discussion / Fight On!)

Not every great table is enormous, and this one is just a throwaway forum post by korgoth. However, The Table of Despair is a great gameplay innovation, and a high achievement of old-school design. It becomes useful when the characters don’t get the hell out of Dodge before the curtain falls; when someone is separated from the main party for longer than healthy, or when someone flees in blind panic. You roll on the table and weep, mortal. Those are not great odds – in fact, they are downright crummy odds – but this is Jakkalá, and they may in fact be the best odds you can get. All that for a fistful of káitars!

The Table of Dessssspair!

Aside from its chuckling evil glee, the table communicates the danger of the Underworld very clearly. The results are appropriate, and should be pronounced in a booming, hollow voice. It is not applicable to every campaign, and it is a bit repetitive, but it is a work of simple genius. I have included a milder variant in Castle Xyntillan (“The Table of Terror”), which is derived from Helvéczia’s “Through Branch and Bush”, but all of these trace their lineage back to korgoth’s now classic post.

* * * 

The Carousing Table

The Equation Changer: Party Like it’s 999 (Jeff’s Gameblog)

Curiously, very little of the definitive old-school gaming blog has seen print; Jeff Rients just wrote tons of material he gave away for free. And 2008 was a great year, even by the Gameblog’s standards. These carousing guidelinesare not radically new, since they build on older principles which go right back to Orgies, Inc. (The Dragon, 1977) and even Dave Arneson’s First Fantasy Campaign (Judges Guild, 1977), already in vogue by 2006-2007. But Jeff’s take is the iconic, recognised version; he was not there the earliest, but he was there the mostest. It is simple: at the start of every session, you can just throw away a bunch of gold pieces in wild parties, and earn the same amount in experience points. There is, also, a random table to add risk and complication to the downtime activity. The party may have just been looking for some good fun and easy XP, but a few bad rolls later...

  • Brother Otto wakes up with the hangover from hell, cramping his spellcasting.
  • Nick the Knife accidentally burned down the inn, and everyone in town knows.
  • Sir Wullam wakes up and finds himself with the symbol of the Brotherhood of the Purple Tentacle tattooed on his... oh no! Oh nooooooo!
  • Sorceric has a minor misunderstanding with the guards, and is hauled in for six days in the lockup.
The adventure has not even started yet... or has it just started?

At least this inn is not on fire, RIGHT, Nick?

The carousing rule inverts D&D’s core equation, the 1 gp = 1 XP rule. Here, you do not gain XP for treasure you find, you gain XP for treasure you spend. AD&D’s model – which, mind you, works great, although for different reasons – hoovers up excess gold from the campaign through training costs (most of my current Hoard of Delusion party is stuck at their current level, having the XP but not the gp for training), and introduces the strategic dilemma – do we spend it on advancement or other useful stuff? It is also quintessentially 80s action movie – our hero, experiencing hardship, goes to the gym or the old karate master to bulk up for the tougher challenges coming his way. The inverted model removes money through living it up through excessive partying. OD&D’s upkeep rule is a predecessor (1% of your current XP total per arbitrary time period), but Jeff’s carousing table turns it into a mini-game and a source of new mini-adventures. You can also see Ffahrd, the Grey Mouser or Conan doing this, more than them learning new moves under the watch of a wise old instructor. Of course, it is just a table of 20 entries, with a comical aesthetic. But it is a hell of a beginning. I have my own 64-result downtime complications table from the Helvéczia RPG: here are four results for late 17th century picaresque adventures:

  • One of Father Gérome Gantin’s noted enemies has vanished from town, and everyone is eyeing him suspiciously.
  • Bettina von Vilingen, the noted scoundrel, finds herself the elected mayor of a tiny podunk village.
  • Sebastiano Gianini, Bettina’s partner in crime, has indulged in sins better left unmentioned, and loses 3 Virtue.
  • Domenico Pessi, retired mercenary, survives a close encounter with Death, but to correct the mistake, the Grim Reaper is once more on Domenico’s trail...

* * *

The Dipper: The Monster Determination and Level of Monster Matrix (OD&D vol. 3)

For our final table, let us return to the roots: OD&D’s random monster chart. OD&D has often been called badly designed (and until its mid-2000s revival, it was mostly considered a historical footnote), but what it is is badly written, and barely if at all explained. The design itself, taken at face value instead of handwaved or second-guessed, is surprisingly tight – blow the dust off of the covers, and you find yourself something that hangs together quite well as a game. We have already mentioned AD&D’s wilderness encounter charts – here is a simple, elegant and universal matrix for running expeditions into the Mythic Underworld.

The Dipper

The matrix cross-references level depth – the basic measure of zone difficulty – with a 1d6 roll to select a random chart, followed by a roll on the chart itself. It is trivial, but it is quite different from modern random charts, which usually go for weighted results for every level. The matrix mixes up the results by occasionally introducing lower-level (more powerful) monster types to the first dungeon levels, or hordes of low-level types for the depths below. Dangerous monsters travel up from the depths, and weaker creatures band together to establish strongholds and outposts in the deeper reaches. Consider the following expedition, going down to Level 3 and back, with two encounters on the average each level (it is not stated, but usually implied that the number of creatures appearing will be worth one dice per baseline, adjusted upwards and downwards):

  • LVL 1: 6 Kobolds (LVL 1)
  • LVL 1: 3 Lizards (LVL 2)
  • LVL 2: 1 Hero (LVL 3, a 4th level Fighting Man)
  • LVL 2: 1 Manticore (LVL 5 – ooops!)
  • LVL 3: 2 Superheroes (LVL 5, 8th level Fighting Men)
  • LVL 3: 9 Gnolls (LVL 2)
  • LVL 2: 2 Ogres (LVL 4)
  • LVL 2: 3 Thaumaturgists (LVL 3, 5th level Magic-Users)
  • LVL 1: 2 Goblins (LVL 1)
  • LVL 1: 1 Swashbuckler (LVL 3, 5th level Fighting Man)

Although basically meant for on-the-run wandering monsters, this little chart comes into its own during stocking dungeons. Follow the general stocking procedure for rooms along with the room treasure charts on p. 7, and you will soon have something fairly serviceable for a starting effort. It is quick and a lot of fun. Of course, for established monster lairs, I would use a higher “No. Appearing” – perhaps not the 40-400 goblins of the outdoor charts, but at least 1d8*5 for a start – if it’s got treasure, it can defend it. You can also expand the monster listings, or “slot in” alternate subtables while preserving the master matrix. You could have one for mediaeval fantasy, desert tomb-raiding, undercities, or what have you.

The AD&D Matrix

Now, I am not 100% happy with this table – chalk it up to personal preference, or the benefit of hindsight. I do believe it goes too deep. Six levels of difficulty should be enough, for a neat 6×6 matrix. Second, it is weighted towards the more powerful encounters, dredging up deep horrors as soon as you enter Level 3. On Level 2, you are more likely to encounter Level 3 monsters (Wights, 4th and 5th level NPCs and Giant Snakes) than Level 2-ones; on Level 3, you will regularly meet Mummies, Wyverns, Hydrae and Balrogs. On the other hand, fun low-strength critters are phased out too soon – Orc, Skeletons, Bandits and the like disappear after Level 2. That is too steep for a good difficulty curve. In our LBB-only, reasonable by-the-book Morthimion campaign, I have adjusted things by using the Level 1 charts for the first two levels, Level 2 for the second two, and so on: that was more than enough for a modern OD&D game (i.e. one played casually, not obsessively every day, every week, as people would do in the 1970s). I also tended to bump treasure values up by one row for largely the same reasons.

E..excuse me, is this Level Two? I thought this was Level Two

All that said, the OD&D monster table is an excellent example of compact, elegant design. With a few alterations – cut it down to 6 levels, rebalance a little, increase encounter numbers for some monsters – it would be powerful even in our day and time. I would adjust it just slightly, but keep the “dipper” aspect. AD&D’s equivalent dungeon encounter chart (Appendix C) is certainly more balanced, but missing some of the cool chaos introduced by its predecessor. It is weighted a bit too much towards “slog” instead of “swing”. Somewhere between the two, I believe we could find the perfect monster encounter chart.

Categories: Tabletop Gaming Blogs

[CAMPAIGN JOURNAL + STUFF] The Infernal Wedding (Helvéczia Campaign Journal and Mini-Adventure)

Sun, 03/14/2021 - 18:12

[This play report covers two sessions of our most recent adventure played with the forthcoming Helvéczia RPG. Like the previous similar post on this blog, the Capuchin, an infamous brigand leader, makes his appearance – but in different circumstances than the last time, and to an entirely new stable of characters. This excerpt goes more deeply into the magical and supernatural side of Helvéczia, and features a larger cast of characters, as well as a short dungeon expedition. There will be a more formal announcement with a preview of the game’s introductory chapter (and a few more things), but this introduction is as good as any.
Courtesy of the author, Istvan Boldog-Bernad, I have provided a transcription of his GM notes in a separate post: these are, of course, minimal notes (which Istvan is a master of spinning into much larger adventures), but they should serve to illustrate what follows below.

Once again, unlike the game default, this campaign takes place in an alternate Catalonia, in the year 1697. The Catalonian Republic is now a distant memory, but ruins from the time of its suppression dot the countryside. Prince Franco’s forces, dispatched by the court in Madrid, rule the coastal cities with an iron hand, while the Saint Hernandad Society and the Inquisition scour the land looking for rebels and heretics. Off the main roads, however, the law is weak, and the grip of power very tenuous. Bandits, monsters, revolutionaries, hermits and much stranger beings prowl the forests and mountains, and only good steel and a brace of pistols can guarantee survival…]

Exactly two months have passed since three adventurers routed the rapacious bandit leader and defrocked clergyman, the Capuchin, and saved the damsel he had wanted to marry in the mockery of a wedding ceremony. Our company has changed much in these times: Jean-Fado de Béziers had retired to the small lakeside town of Lagoscoro with a pretty widow, and the cheerful Little Juan Cordial had joined his brother’s band of highwaymen and freedom fighters, while losing Rodrigo Cordial, his oldest, Franciscan brother. Two more 6th level characters (the highest in Helvéczia) followed them: Farkas Cserei, the Transylvanian scholar had decided to return to his homeland, and Santiago, the revenge-obsessed Aztec, had forgiven his defeated mortal enemy, and disappeared from Migalloc (although some might suspect a pretty Gypsy girl had played a role in this decision).  It was time for Álvar Díaz Garcia Vega de Valencia y Vivar, who has since claimed the sword of El Cid, and become the greatest swordsman of Catalonia, to go his own way. Leaving the great city of Migalloc, he parted from his companions, and rode towards the estate of Don Santiago Serrano, where the cruel aristocrat was known to keep slaves captured from the mountain villages.

The others pressed on towards the ranges of the Picos del Bosque, where they had heard rumours of an enchanted garden belonging to the mythical Hesperides. Diminished in numbers, the company now included:

  • Father Taddeo Previti, 5th level Italian Cleric, and a member of the Holy Inquisition (yours truly);
  • Gérard Pradas, 6th level Occitan Student, now in possession of the game’s most formidable destructive spell, as well as an intelligent giant parrot calling himself Jago, and a nest’s worth of giant raven hatchlings (captured way back after the adventure with the Capuchin);
  • Guiellmo Gallardo de Barcino, 1st/2nd level Catalan Duellist/Student, a freethinker and pamphleteer recently returning from Engeland;
  • Rupert van den Rosenfluyt, 3rd level Dutch Vagabond 3, a wandering botanist looking for rare cultivars;
  • Benito Cortizo de Soto, 2nd level Gallego Vagabond 2, a low-born scoundrel; and
  • Luís Bartolomeu Lopes de Coimbra, 2nd level Portuguese Vagabond, a sailor following a mysterious treasure map.

Into the Picos del Bosque

On the forest trail, the company found a camp of loggers clearing the forest. Inquiring about the way to Altinadea, their intended destination, a woman stirring an enormous cauldron of soup pointed them north: the village would be to the north-west, but just a little way to the north, there would also be closer shelter: the cloister of Saint Agnes. Father Taddeo immediately seized on the opportunity, and guided the group towards the place, where they might find a place to rest, and the father might learn useful spells. By mid-afternoon, they had spotted a walled enclosure with vegetable gardens, side-buildings, and a central structure. A dozen robed monks were outside in the fields, offering friendly greetings. They were not nuns, as expected, but brothers; and they welcomed the travellers, asking them to leave their mounts at the stables before joining them in prayer.

Father Taddeo happily led Eusebio, his donkey, to a manger, and returned to the brothers who were already explaining the way to Altinadea to his companions.

“¡Manos arriba! Hands in the air! You are now the prisoners of the Capuchin!one of the monks shouted, levelling a blunderbuss at the party, while a heavy-set, greying man in monks’ robes strode forward with something that had previously seemed a rake, but was actually a concealed Lucerne hammer. Multiple guns, and as many swords, were pointed at the party. The Capuchin looked at the guests before him very carefully, but he recognised no one, especially not those who had previously spoiled his wedding. Unfortunately for the brigands, this was a party of six heavily armed and freshly rested adventurers aching for a fight, and soon found themselves outclassed. They fled in several directions; and the Capuchin shamefully beat a hasty retreat, catching a bullet in his cuirass, and riding off on his horse amidst curses and invective. The garden was entirely deserted.

From the large building emerged two dozen nuns, who had been under siege from the concealed brigands just when the newcomers arrived. Worse, one of them, Sister Agnes, had disappeared. She was known to often wander off and seek out an abandoned old house to the east for meditation, and perhaps she was still there. If the fleeing bandits would get their hands on her, the consequences would be terrible. The nuns also recommended caution, as there was rumoured to be a large black dog living in the area, which came straight from Hell – and would drag its victims down with it. Since sunset was approaching, time was of the essence: the eastern mountain trail too narrow and treacherous for horses, the company proceeded on foot through the thickets and forests.


The ruined house was found by nightfall: it was dark inside, and there were signs of long abandonment. A lonely owl sat ominously on a nearby tree branch. Seeing no light but wary of an ambush, they approached and called out for those inside to come out; but as there was no answer, they entered the ramshackle building. A small eerie light illuminated the only room: a transparent, sad old man. Father Taddeo raised, then lowered his cross: the apparition was not hostile. Indeed, the spirit introduced himself as a Hermit who had lived in this small house, but receiving no proper rites, could not go on to Heaven, and was stuck wandering this world. Worse, the devil had stolen away his physical body, making burial impossible. After questioning him further, it turned out the spirit had seen Sister Agnes: and she, too, had just been seized by devils, and taken down to Hell. Worse, she had drawn the interest of none other but Don García Deselvado, one of the aristocrats of the infernal court, and the second highest-ranked in Catalonia – below the mighty Don D himself! Don García had decided to marry the pretty Agnes, and the wedding was set for tonight: all manner of guests would present themselves at the high occasion.

“And how might we follow in their tracks and save the worthy sister?” Gérard inquired.

“The black dog runs at night! Go you to the crossroads, and follow if you dare!” spoke the apparition.

“Thank you, oh noble spirit. We will try to recover your body as well.”

“Just remember! He who goes to a wedding, should bring wedding presents!” whispered the pale lips.

The Black Dog Runs at NightReturning to the crossroads the company had recently passed on their way to the abandoned house, they sat down on the nearby rocks and waited. This was a strange place, for their trail was narrow, and the one crossing it just seemed to disappear in both directions after a short while. Hours passed and an unnatural cold settled on the Picos del Bosque. From the dark woods came a blood-curdling howl, and an enormous hound the size of a calf appeared from between the branches. The hound looked over the characters with its bloodshot eyes and growled; then turned and slowly ran towards the end of the crossroads.

“Don’t lose it!” whispered Rupert van den Rosenfluyt, and broke into a jog. They entered the forest on the trail of the beast, through branch and bush, and passed a dark opening leading underground. Now they were beneath the earth, and lit lanterns to see the cavern descend downwards, their guide gone. There was a thick smell in the air, and the walls were dark with soot. Here and there, sulphurous gasses hissed from cracks in the walls. The black dog had not gone far, in fact: pressing on, they found themselves before a pair of enormous wooden gates. The hound had settled itself on a large pile of skeletal remains, and was busy gnawing on an enormous, juicy bone.

“Well, here we are – he gates of Hell. Are we sure we want to pay a visit?”

“Very sure. Who is a bad boy?”

The dog growled, but gave them no further heed. They opened the heavy portals, which swung outwards to let out billowing smoke and the stench of sulphur. They entered, and the gates closed behind them, to reveal a gallery of vividly painted frescoes and plush couches. If this was indeed Hell, it was a remarkably comfy part of it.

The Church of HELL

On examination, the frescoes proved to be tantalisings depiction of the seven cardinal sins. Benito and Luís were lost in the study of two particularly fetching ones (having failed their Temptation saving throws), and had to be dragged onwards. The next chamber was an anteroom. Stairs descended downwards, while from forward came the sounds of music of merrymaking through a heavy door. Opening it just a crack, Benito Cortizo spied a room with about a dozen thin, spindly apparitions of smoke resembling small devils, dancing to the tunes of unseen musicians. Another door lead further on. After short discussion, Father Taddeo suggested that Sister Agnes would probably be kept imprisoned, and she might be found deeper down. Taking the stairs, they found themselves in a small baptismal chapel, but it was a most unwholesome place: it was built upside down, with pews and a font of dark water on the ceiling, and tiny baskets hanging from ropes. There was a most unholy reek here.

“The water does not pour down from the font! It is an unholy magic!” proclaimed Father Taddeo. “If we sanctify it with holy water and good incense, the wedding may come to a bad end if it starts at all. Help me stand on your shoulders so I can reach this...”

“I do not like those baskets. We will stand ready with guns drawn.”

It is upside down, and EVIL!The elderly father, blessed by vigour despite his advanced years (and 18 Dexterity!), climbed and reached towards the dark liquid with a vial of holy water. There was a loud *SCHLURP* as the “water”, a heavy gelatinous mass fell on the three characters standing beneath. None were engulfed, and Don Guillelmo fought valiantly, but the deadly pudding proved very strong, multiple characters were badly wounded, and the company decided to flee back to the anteroom instead of fighting it in this dead end.

“I have a plan,” said Gérard Pradas. “I am good at calligraphy: we will forge a letter of introduction to Don Deselvado from... the arch-devil of Lust? Do you know a suitable name, Father?”

“That would be Belphégor.”

“Splendid! Belphégor will wish the newlyweds good fortune, and recommend that they consummate their wedding night in the baptismal chapel, an auspicious sign for strong offspring. We can turn that to our advantage, or at least delay the festivities.”

They proceeded forward to the dancing room, carefully covering their ears to defend from some sort of devilish music. The wispy smoke-devils were dancing happily, and invited the wedding guests to join them. They didn’t know anything useful, and weren’t interested in their letter, so the characters tried passing through the dance floor, but the devil spirits were very ardent, and tried to drag them into their wild frolic. Benito and Luís failed to save vs. Temptation, and joined. A melee ensued to drag them away and destroy the devils; they were dispatched, but Luís lay dead on the floor, his heart stopped due to the heavy dancing. Searching the room, there was still no trace of musicians, but someone had carelessly left a decorative walking stick worth 7 golden Escudos in a corner, as well as a lost pouch with 30 copper Maravedi, and 90 silver Reals. Luís also had a treasure map on his person, which Don Guillelmo dutifully pocketed.

The next door was quiet, and the opposite side revealed a room piled with a mouth-watering feast of juicy meats, piled fruits of known and unknown varieties, and bottles of the most noble Tokaj wines – well known for their curative and invigorating properties. [And among the Habsburgs, the wine of wedding nights!] Spiral stairs descended downwards, and from a door further on came arguing voices. On more careful scrutiny, the bottles of Tokaj were found to be tampered with, and filled not with wine at all, but piss.

“Blasphemy! Now I really believe we are in hell!” exclaimed Father Taddeo. [This is where session one ended.]

Listening through the keyhole of the next door, Rupert van den Rosenfluyt heard the boisterous laughter of three card players.


“Devil take you, you cheated!”

“It was a twenty-one!”

“You deal!”

“I hereby wager the molar of Judas!”

“That’s a fake too! Put up the real money!”

Rupert shrugged and opened the door, while Father Previti melted into the shadows. The room held a card table, around which two devils were playing cards with a manacled prisoner for a large sum of coinage. The devils were friendly enough, and encouraged anyone to sit down and play a hand. Their prisoner slid to the side and hurriedly said, “Very good, and I liked the game too! But I shall be going now, and let these fine gentlemen take a seat.”

“Wait just now! You are not going anywhere. You have not wagered your soul yet!”

Father Taddeo had heard enough. Someone’s salvation was at risk! He exclaimed from behind the door:

“Do you know what you are not expecting?”

The devils shrugged dumbfounded, then one hollered back: “Your mother!”

“Yeah, your mother!”

“Incorrect answer. The Italian Inquisition, that’s what! In nomine Patris et Fili et Spiritus Sancti!” yelled the father, charging the card players with his heavy staff. A short melee developed, and the devils found themselves completely outclassed and surrounded. One tried to flee, but was blocked by Father Taddeo and Don Guillelmo, and seeing this, they both surrendered. The miscreants proved slippery and tried to strike a bargain, but finally, when the father promised he would baptise both of them if they didn’t confess, they explained that the wedding was taking place downstairs, down in the main chapel.

“Now give back the money to that poor man you have dispossessed,” demanded the inquisitor.

“That’s robbery! It is our money, we swear!” they protested to no effect, as their winnings, were transferred at gunpoint to the company’s purses, half to the freed captive, and half split among the others. Two bottles of real Tokaji were also liberated; Don Guillelmo quickly took one. With this, the devils were ordeed to stay in the room, and Benito dutifully jammed the lock with some bent cutlery. Rupert unlocked the manacles of the former prisoner, who introduced himself as Miguel – he had just been playing cards at the inn in a far-away town in his native Castilia, and found himself in this room after blacking out from too much wine. The company was whole once again.

Miguel the Gambler

Descending a deep set of spiral stairs, they arrived at a corridor running left and right. From the right came cacophonic organ music, and there seemed to be further steps down; the other direction was more quiet, with occasional creaks or squeaks.

“The chapel is that way,” noted Rupert, leading by example. Down the stairs, they came to an anteroom again, with a very large double wooden gate. All kinds of blasphemous statues were carved on the inverted portal (as everything is the opposite in Hell), and from beyond came the music and the sounds of backwards Latin preaching. Very quietly, they opened the door, and peered in, unnoticed by the wedding guests.

The Infernal Wedding

This was a large, dark gothic hall, with statues of Judas, some ram-headed demon, and other illustrious evildoers. The congregation, a ragged host of miscreants and knaves, had their backs turned, and the adventurers quickly noticed the Capuchin and his surviving men – the brigand leader was in high spirits, loudly sharing tasteless jokes about the wedding night. On two sides of an altar, two grinning devils played pranks and sommersaults, while before it stood the bride and groom: the crying Sister Agnes, and a finely dressed, bespectacled arch-devil licking his lips in anticipation – Don García Deselvado! The don seemed to be playing a puppet with his left hand while holding the nun with his right, and the purpose of the strange act was soon clear: the priest, a lifeless old corpse reciting a litany of backwards Latin, was visibly controlled by several strings dangling from the ceiling.

Don García DeselvadoQuickly taking stock of the situation, everyone occupied their places. Father Taddeo cast the Stumble spell on the entrance threshold to cover their flight, then crept in like a shadow, hiding behind the statue of Judas, and looking around until he found the source of the organ music – a balcony reached by some spiral stairs – that rare Heavenly Choir spell he kept in mind might come in handy. Don Guillelmo and Benito hid close to the portal, readying guns, while Gérard retrieved something from his pockets. Miguel, taking the forged letter of introduction, stepped forward, and the devils by the altar immediately noticed him, beckoning to the new guest. Swallowing, Miguel stepped forward, and bowed before Don Deselvado, presenting the letter. The don nodded and pocketed the letter.

“It is from Don Belphégor, my Lord, and it concerns your wedding night! Aren’t you going to read it?” Miguel inquired.

Don Deselvado cast an irritated glance at the Spaniard, but relented, and, continuing his puppetry, handed Sister Agnes to the newcomer for a moment while unrolling the parchment. He scanned the message quickly, then spoke: “That’s all good. Give him some drink for his troubles.”

The two devils made Miguel chug a large bottle of brandy, gaily explaining: “Oh, this is Hell, amigo! We do everything backwards. The happy wedding has already been consummated!”

Miguel, coughing from the alcohol, glanced back at the portal, and showed a quick sign. He lunged forward, seizing Sister Agnes and yanking her on the floor as a volley of fire cut across the temple. Don Deselvado was hit with a bullet from Benito’s gun, but remained standing, and held on to his half of the nun. Father Taddeo, who had meanwhile snuck up to the organist’s nest and positioned himself behind him, seized the hapless devil and hurled him down from the balcony, breaking his neck on the stone floor. Don Deselvado tried to pull Agnes back, rolling a very high score, but Miguel rolled a natural 20, and jumped with her towards a northern archway, leading to an upwards staircase. All Hell broke loose in the Church of Hell, and Gérard Pradas chose this moment to throw the egg of a black rooster, procured through unholy practices and fermented for weeks in manure and sulphur, at the congregation, while speaking Latin words. The Fireball detonated in the midst of the agitated wedding guests. Don Deselvado was hurled back but mostly unhurt, but the Capuchin was torn limb from limb along with his men, and the surrounding revellers and the two sommersaulting devils. Further detonations came from the Capuchin’s grenades, and there was a tremendous racking sound as the ceiling shook and caved in, burying the centre of the church, and separating the company.

Father Taddeo stood up, still reeling. From the northern door came Miguel. Don Deselvado, seeing he was in peril, fled through a door to the west, abandoning the stunned Agnese. Knowing that raising the alarms would not do them much good, Father Taddeo reached for the last resort: his trusty Bible, which he opened at a random passage, and read aloud:

“Book of Ruth, 4:4! ‘No sooner had Boaz gone up to the gate and sat down there than the next-of-kin, of whom Boaz had spoken, came passing by. So Boaz said, “Come over, friend; sit down here.” And he went over and sat down. Then Boaz took ten men of the elders of the city, and said, “Sit down here”; so they sat down.”

To his horror, Don Deselvado found himself unable to move, compelled by the Good Book to stay where he was. Father Taddeo advanced with an ugly look in his eyes.

“Don García Deselvado, for your deeds against this innocent sister, I shall do the worst thing to you that I can inflict upon you. I shall baptise you.” and he took out the holy water, the incense, and raised his Bible. Don Deselvado emitted a pitiful cry, and pleaded for mercy, offering vast riches and infernal powers, but the father baptised him, and the arch-devil was burned into a pile of ashes.


Safe PuzzleThe company was divided by the collapsed rubble, and it would have taken several hours to dig through, an appalling prospect. It was decided that each half would try to return to the surface through some way, and rejoin when possible. Rupert, Don Guillelmo, Benito and Gérard had a known route, but before the Father, the shaken and badly shocked Sister Agnes, and Miguel, there were only unknown passages. Miguel scouted ahead while Father Taddeo comforted Agnes as he could, using his healing to heal her wounds, and the last of a blessed relic, the handkerchief of Saint Lucia, to wipe her brow. Sister Agnes somewhat regained her faculties. Miguel returned: he had found a rich bedroom with Don Deselvado’s giant portrait hiding a puzzle safe he could not crack, but no way forward. The passage went on, but was too dark without a light source. After a brief discussion, they decided to try the spiral stairs leading up from the church. Deducing that the dead, strangely mummified body of the priest controlled by the Don had once belonged to the Hermit, they carried the cadaver with them.

Meanwhile, the larger part of the company retraced their steps to the feasting room, still hearing the devilish card-players from behind the door, guessing whether it was safe to come out. By approximate measures, the baptismal chapel was somewhere above the Church of Hell – might there be a secret door they had overlooked while fleeing from the pudding? They returned, hoping the monster has returned to the font on the ceiling. Unfortunately, it did not: it pounced on the characters, and with one slurping sound, swallowed Gérard Pradas, who was now struggling mightily to get it off with his remaining spells before getting devoured. A secret door opened, and Father Taddeo, Sister Agnes, and Miguel stepped into the chapel, joining the melee.

“Nobody expects the Italian Inquisition! Now begone, you infernal aspic!” the Father tried to exorcise [turn] the pudding, to no effect. The fight continued, and even Sister Agnes joined in with a torch to avenge the wrongs done to her. The gelatinous horror was defeated, the gambler Miguel striking the last blow. Rupert van den Rosenfluyt was unconscious, and the others were badly wounded, Gérard at a single hit point. Worse, the father’s attempts at medicine almost ended up killing Gérard, who passed out from the pain, and was ony saved by the last healing spell, while Rupert had to be resusciated with a swig of Tokaj wine.

There was one last challenge before leaving this hellish place. The outside gate was guarded by the Black Dog, and obviously, it would not allow them to pass outside as easily as inside. Rupert had brought a large bone from the feasting table, while Father Taddeo again reached for his Bible. Unfortunately, the growling hound did not care for the scrap of old meat, and when the Bible was opened to a New Testament verse, the passage had no relevance for the situation. The Black Dog stood up and attacked, while Don Guillelmo heroically tried to hold it back. It breathed a cone of fire, and while none died, Gérard was at -4 Hp again (one shy of death), and everyone was badly hurt. Miguel muttered a curse and threw the mummified body of the Hermit at the creature: “Go chew on this!” He turned and fled with Gérard on his strong back, quickly followed by Father Taddeo, and then the others, Don Guillelmo being the last to head for the surface...


EPILOGUE: Returning to the Cloister of Saint Agnes, the nuns were overjoyed to see the return of their lost Sister, thanking the adventurers profusely. They, in turn, decided to stay until Sunday, and enjoy the hospitality. Father Taddeocontinued with his doctoral work, “A Most Useful Treatise on Deviltry & Other Sins, with Practical Applications towards their Expurgation Through the Element of Surprise”. He also gained easy permission to memorise the spells found at the cloister: from the first level, Bless and The Bountiful Herbarist; and from the second, Protective Circle and Withdraw Poison. Rupert van den Rosenfluyt and Gérard Pradas, who found their adventure a little too virtuous, tried to pick up a few comelier nuns with honeyed words and roguish charm, in which Rupert easily beat his rival for the attentions of one Sister Margarethe. “And that is how we do it with your colonies, too,” remarked the crafty Dutchman, which only shows us the wickedness of Godless Calvinism.

Watch out, sin!As for Miguel Hernandez, the freshly freed gambler, he was soon at the card table again with Gérard and Don Guillelmo. Noting the sinful activity, Father Previti watched it for a while, then asked if he could join in memory of his young days at Seminary. The stakes were high – two golden Escudos each, winner takes it all. To everyone’s surprise, in a company of professional card sharks and scoundrels, the elderly inquisitor came out on top, sweeping 8 Escudos into his purse – a nice sum to finance the publication of his doctoral theses. Was it blind luck? [A natural 20] That ineffable Italian magic? [Indeed, Italians are lucky at dice and cards, receiving +2 on their Gambling rolls.] Or was Father Previti’s 18 Dexterity at play? On this matter, the angels are stubbornly silent. We can only say that on Monday, the 8th of May Anno Domini 1697, the company was mounted again, riding northwest towards the mountain village of Valfogona, a place known for a ruined mill, a few abandoned manor houses, and the fiendish Comte Arnau, whose horse was known to eat the odd peasant, and who had infamous assembled a collection of kidnapped wives.


Designer commentary: This long session report is a fairly an accurate recapitulation of what Helvéczia intends to deliver: fast-paced, colourful, and hazardous adventures in a fantastic paraphrasis of historical Europe, drawing liberally from swashbuckling stories, odd legends, folk tales, and modern fantasy alike. It is not a serious study in historiography, nor an exercise in physical or social realism. Instead of grimdark – a tone that I have long felt to be creatively exhausted – its tone mixes picaresque adventure, romance, low comedy and a grotesque element. It does not shy away from the dark side of late 17th century Europe, but it is not a catalogue of atrocities; rather, it is a celebration of a certain time and its people. As such, it has a touch of the strange and alien: it is firmly rooted in the pre-Enlightment mindset, of deeply held religious conviction, military virtue and obstinately held tradition, but also relentless social climbing, low-class mischief, and an interest in the lives of extraordinary scoundrels and never-do-wells (the player characters). Is it fun? We think so.

Luís Bartolomeu Lopes
de Coimbra: By the Time
You Remember His
Name, He is DeadThe two sessions also reflect the system’s workings and the campaign dynamic. The scale of power is limited: characters usually begin on the 2nd level (although Little Juan had been a simple servant boy who had climbed all the ranks almost to the top), and players, NPCs, and monsters are limited to 6th level – but this achievement is quite a rarity in the game setting. A capable band can accomplish much, but always has to watch out for a stroke of misfortune, or the consequences of a bad decision (as the case of Luís demonstrates). There is no level scaling in Helvéczia, and none of the released adventures bear a level designation: a group of freshly rolled characters can try to tackle them just as well as seasoned hands – and as in the great picaresques, Fortune is a fickle mistress!

We could see the forms of magic at play, and their differences: Father Taddeo would memorise his spells at the churches and convents he visits (always doing his best with a limited and ever-changing repertoire), while Gérard Pradaswould have to procure rare magical components for his spells, which he has obtained from rare manuscripts and copied into a spellbook. (I do not know how he obtained that egg for the rare and supremely useful Fireball even as a player, although I am starting to have ideas about those giant raven hatchlings he carts around on the journey...) We could also see a use of the Holy Bible as a last-resort saving mechanic; but not its counterpart, involving a deck of cards and bets against the Devil himself; nor a third, very hazardous random table for those cases where nothing helps and you must seize the last shred of hope.

As for adventure design, these sessions combined a wilderness expedition with dungeoneering. Helvécziatends to have relatively small dungeons (although this is relative – the first supplement, to be included with the boxed set and also sold separately, has a much larger one), and in general, has an emphasis for situation-based mini-adventures which it calls “penny dreadfuls”. Wilderness expeditions and strange things in backwoods areas are of a particular interest, which also feature heavily in the Catalonia campaign – we have by now explored much of the south-western quadrant of the hex map, and our travels have brought us to its central areas. Helvéczia has a high interest in wilderness adventures, either as overland hex-crawls, or localised point-crawls describing a smaller area.

The Infernal Wedding (Helvéczia Mini-Adventure) (PDF, 1 MB)

The Infernal Wedding (original scanned notes in the Hungarian) (PDF, 2 MB)

Categories: Tabletop Gaming Blogs

[NEWS] From Baklin to the Black Soup: News Roundup

Sat, 02/27/2021 - 11:46

I have been flying under the radar for a while now, and haven’t had a news in a long time – so here it goes: what has EMDT been up to?


Baklin in PDF

Baklin: Jewel of the SeasFirst things first: Baklin: Jewel of the Seas is now published in PDF at DriveThruRPG. The proper thing to say on the se occasions is to note that the release was late, and that’s correct – Baklin took its time to emerge from campaign materials, session notes, and stuff that was just made up. How to translate a dynamic place like a city into a manageable, GM-friendly setting guide? Baklin’s answer is to focus on locations, personalities, and conflicts which can generate mini-adventures if the players choose to interact with them, and which are connected in a loose fashion: enough to get the sparks going, but not to entangle the poor GM and his players in a web of cross-references. And Baklin also has three dungeon levels; some of them explored, some never seen. Yes, cities with extensive dungeons beneath them are as sure to come up in my games as mysterious stone faces, eccentric mini-states, and giant frogs: they have continued to fascinate me through my life. This one is, I think, a locale that offers an interesting combination of the mundane and the fantastic – there is a bit of the criminal underworld down there, and a little bit of the proverbial mythical one (with a capital “U”).
Baklin also serves as the capstone of the Isle of Erillion mini-setting which has been serialised in various zine issues (mainly Echoes #02 to #05). That is not to say there are no more adventures from that campaign left (one is set for Echoes #08), but the main cornerstones of Erillion are all released: a primer, the wilderness hexes, and the main towns are all out there. From here, we will venture in different directions.
  • One will be the lands of Kassadia, a domain of colourful city states built on a Roman Empire that dwindled into irrelevance but never fell. Kassadia, once a label on the map of Erillion, was really co-created by Istvan Boldog-Bernad; first through Armand the Scumbag, his Assassin character, and then In the Shadow of the City-God, set in one of Kassadia’s ancient cities.
  • The other direction will go towards the northwest of Erillion, to the Twelve Kingdoms: a set of warring domains, neither twelve nor true kingdoms for the most part. This is a cold and unforgiving land, but also one of weird beauty and curious customs: it draws on sources like Lyonesse, The Lords of Midnight, Smith’s Hyperborea, and others.
  • And of course, the City of Vultures is not yet finished: its secret societies, its surroundings, and its strange Underworld realms shall be explored in due time.


Castle Xyntillan back in print

Castle Xyntillan ran out of stock sooner than expected as sales suddenly spiked after the Questing Beast review, but the book is back in print in a third printing, and available from my store. The module’s first printing consisted of 500 copies; the second, 400 – as numbers go, I am happy with them.


Das Froschgottkloster

Abenteuer #08The third thing concerns a most prestigious development (monocled parrots optional). Abenteuer #08, the German adventure gaming magazine, is set to feature my module, Cloister of the Frog-God; and more than that, it is set to be printed and distributed by EMDT.  For those not in the know, Abenteuer is an occasional magazine for and by German hobbyists hewing close to the “traditional”, or “old-school” side of the RPG world. Not unlike Hungary, the German role-playing hobby is centred around games focusing on detailed, quasi-realistic settings with a lot of historical and cultural detail, and the people around Abenteuer, like EMDT, represent a sort of counter-current to that. The current issue of the magazine is a guest issue, featuring international contributions: from Jeff Rients comes Dundagel – could this be one of the main dungeons from his Wessex campaign – and something about potion machines? That sounds utterly Rientsian. Likewise, Asen, from Bulgaria, brings an article titled “Melee” (or so I think). And then, the Cloister (also featured on the cover by Kelly Coleman).

Cloister of the Frog God is kind of a patchwork module that came together from the bits and pieces of my unpublished 2006 Tegel Manor manuscript. Since Tegel was quite dead at the time, I started thinking about reusing my original contributions to the module for something new – maybe as articles for Knockspell or Fight On! magazine. At the same time, Bill Webb was starting on a new edition of Rappan Athuk, and asked me if I wanted to contribute something to it, perhaps using these materials. This was a start. I took the figurative scissors to my room key, and reversing my usual development process, drew a dungeon around the existing encounters. A once mighty, now partially ruined and semi-abandoned cloister complex came from two mini-dungeons once located in the wilderness around Tegel; the three-level catacomb complex underneath came from the manor’s dungeons (the original module treats these as very simple monster listings, so I had quite a lot of original stuff to work with).

Tumula the Marshman,
Proud (?) FatherThe finished dungeon is a long ridge with two intact parts of the original cloister complex; one inhabited by a much diminished but still terribly dangerous group of frog-worshippers, and another one where a great evil has been set loose to cause terrible devastation. The ridge itself is crisscrossed with tunnels, forming what may be called an “inverse B2” – several alternative entrances leading inwards towards a set of core areas, making the dungeon generally accessible, but some sections still out of the way due to the multi-level maze of the rooms and passages. The dungeon provided a good opportunity to create a collection of strange tombs, each with different tricks, monsters, and furnishings. Memorably, the test party spent a lot of time climbing the outside walls and rooftops to “hack” the structure they were infiltrating without having to fight its guardians, and they eventually succeeded in triggering a localised Frogocalypse, which served as a good conclusion to wrap things up.

So Cloister shipped, got published as a chapter of the big 2012 Rappan Athuk book (where few people have found it among the mountains of other stuff), but this was not yet the end of the story. Something about the frog theme was still kicking around in my head, and in 2016, I ran the adventure in a form that was half Frogocalypse Now-style boat ride through the surrounding marshlands, and half dungeon crawl in the Cloister ruins, culminating in a deadly battle with a procession of frog-cultists, and the assassination of their leader, Abbot Grosso. Then, the wilderness section was reused again in 2018 as a standalone game for the original Cloister team (still following?), resulting in Against the Frog, the eccentric swamp crawling scenario finally published in Echoes #04. Rotar the Raftsman (a haf-orc) was reunited with his incredulous and ancient father, Tumula the Marshman (the same player’s old character from the earlier adventure), and a new plague of frogs was prevented from devastating the nearby lands.

The storied life of the module now enters another chapter: after Rappan Athuk (dungeons), the Hungarian edition (dungeons and wilderness), and Revenge of the Frogs (wilderness only, different scenario), Das Froschgottkloster is set for imminent release, featuring more frogs than you can shake a stick at. How many frogs? At least 666 frogs, but potentially even more. And that’s a lot of frogs.

The 2018 Hungarian edition


Echoes From Fomalhaut #08

The Sullogh are Coming!Yes, almost a year has passed since Echoes #07, and this is the kind of occasion when it is time to check if the body still has a pulse. It does! Other projects have demanded their due while this was sitting on a back burner, but it is now fairly safe to say Echoes #04 will be a mid-March release. This zine will feature Castle Sullogh, the penultimate adventure from our Erillion campaign, and one that tested the resourcefulness of a powerful group of 7th to 9th level characters. It is a place that may be accessible – and its treasures and secrets most attractive! – to less powerful PCs as well. You place the bait, and get to watch them reach for it. You will also get to meet the charming Sullogh and their masters, who will all be happy to have you for dinner.

Where some things end, some are set to begin: Yrrtwano’s Repose, the first adventure drawn from the cold lands of the Twelve Kindoms will be included here. And from the City of Vultures, the fantastic wilderlands around the sinful city-state – detailing the hex map whose player version was included in Echoes #06. The eighth issue will also be the first to feature two map sheets, and I hope that, seeing them, you will agree it should not be the last one.



Not the Helvéczia Boxed setMy picaresque fantasy RPG is proceeding towards a Spring release. The rulebook is complete and almost ready to print, with all indices, tables and illustrations in place, multiple rounds of proofreading (for which I am very grateful – it is the kind of work that is invisible if done well), and only waiting for the endpapers. The cover – and what a cover! – is in. The supplement still needs translation for one of the adventures. The hex maps are done; a players’ overview map is being worked on. The boxes for the boxed version have been designed, but not yet manufactured. It will come in a heavy-duty box that will stand up to prolonged use, and inflict 1d6 damage if used as a mêlée weapon. For Christmas, I released Casemates and Companies, a Hungarian B/X-based game, and we used this opportunity with my printer to do a smaller test run with boxes. It all worked out well, so we are going in.

This is a project with a lot of moving parts, but every so often, another part is locked in its place, and the working bench gets less cluttered. Now it is close to empty. April? Could be April. A more detailed preview will follow in March.


Shipping increases

“Last comes the black soup.” This is a saying in Hungary, originally referring to coffee, and meaning “bad news last”. Last year, postage increased slightly, in a way I didn’t feel like annoying customers with. This year, the increase, while not radical, is a bit steeper, and comes with added paperwork on non-EU orders – or you can let the Post do it, and increase postage further. I decided to do the paperwork – electronic data entry stuff, not too bad – and go with a smaller shipping price increase. So here is how it is going to look from now:

  • Any quantity of zines, Europe (incl. UK): $6.00 to $6.50
  • Any quantity of zines, worldwide: $7.00 to $8.00
  • Hardcovers and boxed sets, Europe (incl. UK): $20.00 to $23.00
  • Hardcovers and boxed sets, worldwide: $25.00 to $28.00

Let There be OrderThese are still flat rates, so ordering one zine will set you back as much as ordering ALL zines and pamphlet-sized modules (they may ship in multiple envelopes, but a large order deserves a discount). There will be one exception: the Helvéczia boxed set is going to ship alone, because it will weigh right below the 2 kg (4.4 pounds) postal weight limit after packaging, and if you add just one zine, shipping suddenly jumps from $28 to $60 or so.

In summary, I will go with a small price increase, you will start seeing custom form stickers on your envelopes, large and heavy supplements will be a bit pricier to order (but hopefully well worth the price). Death and taxes, ladies and gentlemen!

These changes will come into effect after the first week of March, so if you'd like to buy something with the lower shipping rates, there is still a week for that.

The Fruits of Endeavour

Categories: Tabletop Gaming Blogs

[REVIEW] Barrow of Sorn

Fri, 02/12/2021 - 22:47

Barrow of Sorn
Barrow of Sorn (2021)

by Mason Waaler


Levels 1–2

If you have been playing D&D for a while, you approximately know what kind of adventure Barrow of Sorn will be – this is one of those common mini-adventure subgenres which make up a lot of the cheaper DrivethruRPG releases. So, barrows. Every campaign setting can use them, you can put them anywhere (the barrow-building people are long dead), and they contain traps, treasure, and undead warlords. Barrowmaze, the king of barrow adventures, contains an entire megadungeon, but it is kind of an outlier, and not discussed here. This is the smaller kind that’s all plug and play, and suitable for about one evening’s worth of play.

Barrow of Sorn, originally written for a D&D-like system that is practically D&D, is short and decently made. It is a 20-room dungeon in a 12-page pamphlet, written in a to-the-point style that is unornamented but GM-friendly, with strategically used bolding to draw attention to the important stuff, and meticulously applied cross-references. The map, created with the excellent and free Dungeon Scrawl, is crisp and readable (the dungeon layout itself, a collection of rectangular rooms, is not too interesting). The dungeon has all the usual stuff of barrow exploration – six adventure hooks, an entrance section leading to a false tomb, subsequent traps, magical enigmas, puzzles, and an undead monarch.

There are a few aspects where this particular barrow stands out. Unlike the static tomb scenarios, this has a decent dynamic element with its simple but fun random encounter table. It is not just “a giant spider” or “warrior apparitions”, but a giant spider dragging a frozen body, and warrior apparitions still fighting some long-gone battle. There you have it – in a single step, we have gone from basic to inspired! Encounters with undead include a few intelligent denizens bound to the place, adding an element of interaction. Finally, there is a fun final hook of turning this beginner-level adventure into an exercise in unintended consequences, something I heartily approve of. There are a few weaknesses to note. The puzzles feel slightly artificial (the “keycard” approach, where you have to collect three gewgaws to open the way forward), there is way too much magical treasure (it is mostly low-level stuff, cheapening the thrill of finding something really good), and sometimes, the “monsters appear when the runes are disturbed” way of generating extra combat wears thin. It is a module looking for a missing "WOW" factor, perhaps, unless we count that final idea.

For a single buck, you get a beginner dungeon with a decent variety of encounters. Could you make up something similar yourself? Yes, most likely. Would it make for a good game if you ran this particular barrow module? Also yes. Does it slot easily into your campaign? Yes, as long as it is a D&D-like game, this will fit.

No playtesters are credited in this publication.

Rating: *** / *****

Categories: Tabletop Gaming Blogs

[REVIEW] Beyond the Borderlands

Fri, 02/05/2021 - 20:40

Beyond the Borderlands (2020)

by Alex Damaceno

Published by Jacob Hurst & Swordfish Island LLC.

Level 1

Ah, Keep on the Borderlands! Beginner of a million campaigns, grave for a dumpster’s worth of character sheets, and template for a host of followers, imitators, and heartfelt homages! The most meat-and-potatoes D&D fare, so influential that the original template now seems nothing special! The Keep, however, bears an unholy curse: those who seek to recreate it, are cursed to frustration and failure. Such are the bewitchments of Gary Gygax. And it is so: all B2 homages invariably lack something from the original’s greatness. Perhaps their “Caves of Chaos” lack a convincing “Keep” to serve as a counterpoint to dungeon-delving, or they are missing B2’s killer wilderness encounters to drive home how this is a dangerous world.* Perhaps their Caves are not a panorama of immediately available, secretly interconnected lairs making for a surprisingly complex environment built from the most simple of micro-adventures. Perhaps the adventure locations are not given the context of the wild frontier, beset by the forces of Chaos. For such a straightforward scenario – I think it has been revealed that Gary penned it in just a few days – it has a mystery that has not been broken, a secret ingredient that has been left out in the imitators. The closest contender and B2’s meaner, weirder cousin, Thieves of Fortress Badabaskor (“the Keep on the Borderland for assholes”), is the only legitimate rival, and it actually predates B2 by a year. The borderlands have some sort of terrible secret. And so we come to this module.

Beyond the Borderlands
(Image courtesy of Swordfish Islands LLC)

Beyond the Borderlands #1 is the first part of a three-part zine aiming to provide a reimagination of the original module. The first issue – the only one published so far – covers the keep and the wilderness, but not the Bloody Ravine, with the six dungeons of this take on the Caves of Chaos. This obviously limits the scope of this review, but with 20 pages of material to go by, it is about sufficient to form an impression, doubly so because the zine uses a hyper-condensed style to present information – even the most complex areas are covered by a few short sentences.

This is a Borderlands imagined in bold colours, the unnatural hues of some forgotten early 1990s JRPG-meets-LEGO-set. My reviews do not dwell much on artwork – they are an aspect of imagining something, but text is still the main course – yet here, the artwork is the centrepiece, and the text the afterthought. What you will get is two very colourful main maps, one for the keep and one for the 36 hexes of the surrounding wilderness. The wilderness map is also broken up so its “regions” form two-page spreads with the map and descriptions both at your fingertips. As quality of life features go, this is decent, but it will in fact be this module’s limitation, the source of downfall. Having to fit the text produces the same issue you see elsewhere in ultra-minimalist design, and limits both style and meaning to miniature snippets. You have to be a very good writer to convey meaning in short work – poetry works this way, and so does the terse, weird JG classic, Huberic of Haghill – and you have to be precise, essential. But the author is not at this stage of his craft.

Stronglaw Keep

The resulting Borderlands is one that has everything a good B2-inspired adventure should formally have, but none of it is consequential. You have Stronglaw Keep, a home base that’s a fairly close replica of the original (down to the nameless Castellan), but does not suggest ideas beyond a cursory reading of the location names. The stables have horses, and the warehouse is used to store heavy goods. The hidden skulduggery and intrigue of B2’s outpost, however elementary, are not in evidence. A noticeboard’s random proclamations are perhaps the best part, although even here, what we have is the elementary fetch quest (“Looking for fresh blue mushrooms. Bring them to the tavern!”), the rescue mission (“Merchant kidnapped by ravine monsters. Reward if returned alive.”), and the odd detail that’s kinda fun (“The scarlet night is coming. Be ready.”) Consider the cryptic rumours from gaming’s early master of terseness, Bob Bledsaw (from City State of the Invincible Overlord): “A Basilisk has wrecked havoc [sic] in Naughty Nannies, 400 GP offered.”; or “A knight of the Inner-Circle to be Yellow-Striped in the Plaza of Profuse Pleasures.”; or “Rumor of retaliation by Clan of the Venerate against the Clan of the Host on Caravan Street tonight.” Here are rumours – and they are just those, without context or detail – which sparkle, and pack a punch in a single line. “The ruins have buried treasure” is not much of a rumour. B2’s “Bree-Yark!” is simple but memorable with its in-game consequences – no wonder everyone remembers it (not to mention the one with the imprisoned fair maiden).

Similar concerns emerge in the Wicked Palovalley, the zine’s primary adventure location. This is a hex-crawl with every hex keyed, plus region-based random encounter/rumour rolls, simple travelling and weather rules, the works. Six regions of the valley, individually six hexes each, are described on the basis of the isometric illustrations. There are many mysterious sites deep in the Palovalley, and the rumours link this up in a decent fashion. It almost, almost works. But, once again, the text is inadequate to carry the vision. There is no other way of saying this. There are interesting kernels of ideas, like a mushroom grove with strange magical mushroom effects, a lost magic sword, and a few NPCs with potential, but they are mostly fairly underdeveloped, lacking a punch or clever twist. Some hidden beauty lurks in the art that depicts this improbably coloured piece of wilderness, and combining the text with the imagery may improve the module, somewhat. But the well does not run as deep as the art suggests.


Beyond the Borderlands #1 seems to be a perfect example of the art-above-writing trend that’s everywhere in the brand of old-school products. Its never-ever retrogame aesthetics may suggest something, a vague sense of strangeness that seems to be deeper than the zine’s reality, but the aesthetics are thin, and there is really very little underneath that is not blatantly obvious. The module comes with two cool frogman stickers. These are pretty neat.

No playtesters are credited in this publication.

Rating: ** / *****


* Fun note: when running B2 about 15 years ago for my then local group – none of them D&D vets – they headed out from the keep armed with backstories and elaborate “character goals” that had disappointingly little with killing goblinoids, and all of them were killed by the black widow spiders lurking in the forest. They never came near the Caves of Chaos.

Categories: Tabletop Gaming Blogs

[REVIEW] The Palace of Unquiet Repose

Wed, 01/27/2021 - 20:05

The Palace of Unquiet ReposeThe Palace of Unquiet Repose (2020)

by Prince of Nothing

Published by The Merciless Merchants

Levels 3-5 (HAH!)

Know, oh Prince, that good sword & sorcery adventures in old-school gaming are still hard to come by; and for all the talk of the mouldering tomes of Appendix N, few have struck the right balance between the imagery and spirit of S&S, and the playability of old-school D&D. Most old-school adventures do not reach deep into the pulp tradition, or fail to grasp what is in there; and most S&S adventures remain semi-interactive railroads, failing on the game level. Indeed, one of the most credible efforts in the last few years has been The Red Prophet Rises, by Malrex and Prince of Nothing; and furthermore, Tar Pits of the Bone Toilers by Malrex was pretty good too. So here is another adventure written by the Prince – and by the gods, he gets it right once again!

The Palace of Unquiet Repose, an expedition into a dead city serving as the tomb and prison of a haughty demi-god, is a monster of a module, a blood-and-guts nightmare in under 60 pages (a further ten or so are dedicated to The Screaming Caverns, an extra dungeon scenario). Those pages are not wasted. The substance – the information to help you run the module – is present, while padding is excluded. Everything serves a purpose, and the text is highly polished. No, it is not an exercise in layout-as-avantgarde-art. The maps are simple, plain-looking, highly readable affairs. The text is ultra-orthodox two-column century gothic, occasionally broken up by mini-maps showing the present area, and pieces of inky-looking art that do not really add much. Bullet points and bolding are used in appropriate places for structure and emphasis. Important details in the text are cross-referenced with the appendices and other parts of the module. It looks as adventurous as Swiss technical documentation, and it all works as unobtrusively and efficiently as Swiss technical documentation – in the background.

The writing is the heart of the monstrosity. It has power, menace, and gloomy pomp; expressive terseness. Opening it up at random points: “The double door is set in the naked rock, man-high, of tarnished, ancient bronze. Faded imagery can barely be made out on the surface.” Or: “These Sial-Atun have been led to the Palace by Captain Sarakhar with promises of infinite riches and godlike might. Instead they find only ennui and ancient horror while they wait for their comrades to return.” Or: “A great marble hall contains rows of carved sepulchers of worked obsidian, edges sharp like razors, gleaming from the light source. Alcoves on both sides of the room stretch off into darkness. Faint glimmers can be discerned within.” It earns its barbarian chops, although the appendices wander into purple prose. Where it matters most, though, the lean-and-mean writing succeeds on the technical level, as a mood-setter, and as a scenario rife with potential for conflict, exploration, and off-the-wall ideas. There are great names. Diorag the Breaker. Uyu-Yadmogh. The Children of the Tree. Gate of the Host Incarnadine. Chamber of Tribute by Conquest.

Leading to a land of dead empires, the Palace beckons. A hazardous wilderness trek is followed by two entrance levels, leading into a vast subterranean necropolis surrounded by a lake of liquid mercury, and then the titular Palace, a 26-area dungeon serving as the resting place of Uyu-Yadmogh, accursed sorcerer king, and his vast treasury. You are not alone: three factions, two coming from outside and one established inside, contend for the ultimate prize (whatever that may be). Death and horror will follow.

Mr. Thing, He Who Must Be
Fun at PartiesThe genre is high-magic sword & sorcery turned up to 11. It is not for everyone. It is macabre, loud, album cover art S&S, set to metal riffs. (Or so I think, since this is a musical genre that goes right over my head, and feels pretty much like random environmental noise to my ears.) It is a lot more baroque and grandiose than even most S&S fare, a bit in the manner of Diablo and a bit in the manner of the Final Fantasy series, and I have to confess that it feels rather over the top. Grimdark easily becomes its own parody, and The Palace of Unquiet Repose is on the borderline, because it has no “normal” to fall back on, no section that is just a modest “/11”, and no counterpoints to its sensory assault. Here is a grand grimdark dungeon-palace “dotted with all manner of hideous gargoyles”, and haunted by tattooed, cannibalistic, insane, deformed, gem-studded things. That eat souls. The writhing souls of the eternally damned. Here are the grimmest motherfuckers of a rival NPC party, one “a beautiful golden, hairless child, one of its eyes (…) an orb of absolute blackness”, another one “a monstrous silhouette etched in absolute blackness”, and he is called “An Unbearable Thing, Drawn From The End of Time, Given Hatred and Substance (Wolf of Final Night)”. The leader of the other guys wears “the gilded skulls of lords and generals (500 gp total)” on his plate mail. The leader of the third faction has “a single wild green eye staring out of a skull-like face”. Sometimes, you can’t catch a break. After a while, “Fred the Fighter” starts to look like an appealing concept.

This is not a Palace of honour. Indeed, the wasteland hellhole is more containment zone for a grand sort of evil than convenient treasure-hole, and those who disturb it mostly go here to die. Yes, the cover indicates a 3–5th-level range, but it is the sort of 3–5th-level adventure which will kill off entire parties of characters, starting before the dungeon entrance. Everything here is dead, dangerous, insane, or cursed (sometimes all four). It does not quite become what the loud kids call a “negadungeon” (a punishing killer dungeon where you are much better off backing out and not adventuring), but it is a dungeon where you have to bet with dear stuff to start rolling, and the odds are stacked in favour of the house. It is also a fundamentally static setting even with the rival factions, and in this respect, it is less successful than the lively Red Prophet Rises. “Do you touch the horrible soul-devouring trap for its fabled treasures?” This is the central premise, and it shall determine whether you and your group will like the module. If you like poking bear traps (and the sleeping bears trapped therein), this module has a lot of exciting things to poke, and princely prices to extract. Break off chunks of a massive golden idol. Pry blasphemous death masks off of a mindless golem-thing. Rouse a reanimated demi-god chained with adamantium chains to “a monstrous throne of jagged glass” and find out what happens. You know you want to.

While a bit one-note in its themes, the Palace is very open-ended. This is a place to develop bold plans and win big or lose big. There are useful suggestions in the text to run the scenario and resolve some of the encounters, but there are so many ways you could exploit the Palace and its moving parts (not to mention the rival NPCs) to “break the bank” that it would be folly to list them all. You can sic the proverbial irresistible force against the proverbial immovable object. You can build yourself an invincible army, or a Rube Goldberg contraption to entrap soul-eating 15 HD monstrosities. You can become just a bit too powerful. The resourceful will thrive, and the weak shall be weeded out. Kill or be killed.

In summary, The Palace of Unquiet Repose is a grand module of a very specific sort – one maniacal and meticulously perfected note played very loudly by people who know exactly what they are doing. It is exemplary as a “GM-friendly” module, and it has splendid imagination. All of it, or most of it is brand new – aside from scorpions, the monsters, magic, and NPCs are original creations. And it goes up to 11. Yes, it is very good, if you like this kind of fringe thing.

No playtesters are credited in this publication.

Rating: ***** / *****

Mouths. Why did it have to be mouths?

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