Showing posts with label Emmy. Show all posts
Showing posts with label Emmy. Show all posts

Wednesday, July 20, 2022

Cryptic Signals - The Plantiary, Bizarre Monsters, Lusus Naturae

Check out part 1 of our bestiary reviews here.


The Plantiary review by emmy


The Plantiary is a 47 page zine containing descriptions of 19 plants , published by Games Omnivorous. Written by Andre Novoa and brilliantly illustrated by Pipo Kimkiduk. Each plant contains details on its habitat, size, frequency and special ability. It is written in a playful style geared more towards silly interactions between plants and PCs, more than biological accuracy. I imagine them better suited for a gonzo or a science fantasy setting.


The zine itself is of an unusual format 29.5x14cm (11.5x5.5in), making it stand out (literally) from the other zines. Most of the page space is overtaken by flora. Each of the plants has a page of a unique colour, and all the illustrations use bright tones that pop out of the page. Joyful to flip through all in all.


The special abilities have plenty of interactivity to them. Ranging from being a helpful tool to absolutely game-changing to being a setting’s core feature. The descriptions seem to me as only a starting point, since they will need some detailing to fit into your world. Only a few sentences are given per plant, which is not enough to pick up and play for me. More information about the plant's habitat and relationship to its environment would be a great addition. My other gripe is that the zine doesn’t give any aid with rumours or player information about the plants. You will have to come up with how to inform players about the plant’s abilities.



Several of the plants feel really unfair. Their abilities activate when someone “passes nearby” and the danger is not telegraphed. For example there is a plant that gives a player a vision of death, and allows the GM to make that vision true by any means in any situation where it “might be plausible”. I really wish abilities like these were only activated on interaction and didn’t give the GM absolute power.


Overall it is a fun little zine to draw inspiration from and make your setting a little weirder.

Bizarre Monsters Review by Nick LS Whelan

Disclosure: My own most recent publication is a monster book of similar size and style to this one. As this book is 8 years old, no longer in print, and not being actively promoted, I don't believe it meaningfully competes with my own work in a way that would prejudice my review.


Bestiary of Fantastic Creatures Volume 1: Bizarre Monsters (A Rusty Dagger Supplement) is 36 pages and features 15 creatures. Very nearly all the creatures are interesting in at least one respect. They've got some bit of background, or ability that I'd be interested in playing with at my table. Unfortunately, few or none of them represent more than a single interesting idea. The entries are padded out with naturalistic justifications for the creature's one interesting feature, and the rest of the details are filled in by the sort of rote creature design that anyone can do in their sleep. The giants are dumb, the savages are noble, the the eyeless creatures have sensitive hearing.


It was a frustrating book to read because I kept getting excited about finding something good, then losing that enthusiasm as the promise led nowhere. It reads like a book that could have been a strong 4-6 pages, but had to be padded out to hit the assigned word count. Take the cover art creature, the Pohke, for example. "Exploding cattle" is a good prompt for a monster, but a whole paragraph explaining the effects of their explosion (which are exactly what you'd expect) doesn't help me run the monster better. Neither does the entire paragraph that details their domestication and mating habits (challenging), or the paragraph about the general attitude of a herd (not hostile unless there's a bull present). The paragraph explaining the exact process of internal gasses and rubbing anal sacs that cause the explosions to occur definitely wasn't helpful, though it was at least pretty funny.


Even as I go through the Pohke's entry for these examples, I am again frustrated by its highs and lows. All these paragraphs do contain bits of evocative information buried between passages like:"[…] if there is a bull present (average 1 bull per 4 Pohke), there is a 75% chance that the bull will charge if characters come within 60 feet. A charging attack needs a distance of 30 feet, and a bull charging will do 3d8+6 damage. A cow may charge, but…" That sort of hyper-specific instruction buried in the middle of a paragraph, that is itself buried in the middle of a page is self defeating. It's only possible for specific measurements like that (1 per 4, 75% chance, within 60 feet, needs 30 feet, deals 3d8+6 damage) to be useful if they can be referenced quickly during play. But since they're hidden in these blocks of text, they cannot reasonably be referenced at the table, and thus they fill space while contributing nothing.


And the Pohke are only middle-of-the-pack for good ideas. I quite like the eyeless people who wield weapons with large feathers on them that enable them to be exceptionally aware of their environment in the heat of battle. There's also the giants who can create fire with their mind, but aren't smart enough to understand their own agency in creating it; and the bugs that spit out fast-hardening, highly flammable cement. All great starting points for a creature, but none of these live up to their potential. I believe the author is capable of much better writing, but that their style is burdened by expectations that were established by the worst tendencies of older manuals of monsters.



Ideally each of these creatures could have been condensed down to one page, or even half of one page, preventing the good stuff from being diluted by boring stuff and allowing more of them to fit in the booklet. Alternatively, I'd like to have seen the table-reference info put into an abbreviated stat block form. The paragraphs of text could then be used to communicate the sort of information that helps round out a creature in the referee's mind. Snippets of history, culture, and motivation answering why a creature would intrude on the player's adventures, or why the players might be tempted to intrude on the creature's lives. The "Campaign Integration" section at the end of each entry makes some attempt at this, but they read like brief afterthoughts.


I will praise the book for how often local knowledge is referenced throughout. People who live near these creatures don't just have rumor tables. They have tried-and-true survival strategies, and #LifeHacks to share with any traveler smart enough to listen. Most of these creatures are species that live and reproduce the same as people and animals do. There's no way for creatures like that to remain completely mysterious. It's nice to see that second level of thinking about how they interact with the world, and represents one way in which this Rusty Dagger Supplement has a step up other monster manuals.


Overall, this is a book that falls too far short of its potential. Care and creativity clearly went into its production, but its ideas are undeveloped. Like a highly polished first draft.


Bizarre Monsters was written & illustrated by Casey Sorrow, and edited by Whitney Sorrow. As best I can tell it is currently only available in a digital edition from DriveThruRPG for $4.99, Though a print edition was produced at one time.



Lusus Naturae

Review by Ava



Lusus Naturae was a popular book during the mid-OSR G+ era when I first found this corner of our hobby, and I remember it being an influential book for me. It seems distinctly of that era when reading it, an LotFP-adjacent game text that is definitively horror focused, with prose more indulgent than the terse minimalism often found in OSR products currently.


The best of such prose opens the book, with Chandler declaring:

The truth then: monsters love us. They love humans. They need us.

They acknowledge the debt, in the same way that some people kneel beside an animal they have killed while hunting, and murmur words of gratitude; or clasp their hands over a holiday meal and express their thanks to some deity before cutting meat from the bone crushing between their teeth, washing the warm bolus down with wines and gravies.

When we see this perspective properly executed within the book, the work excels. Far from the somewhat gratuitous and entirely misogynistic scenes of body horror and gore that illustrated the core LotFP books, Chandler here understands that what is horrific is not the monster itself but what the monster reflects in is; how the monster recontextualizes humanity. Many monsters here, such as the Auspice, which produces prophecies when it feeds on human flesh, the Kakistocrat, which kills those who are ethical and capable, or Throatworms, which continue to be bred as articles of assassination, are less interesting in and of themselves than they are for the kind of social situation they are likely to engender and what they imply about the world.

Beyond these, there are occasional moments of sublimity, where Chandler so perfectly encapsulates a chilling human foible or eccentricity within a moment of monster description; the Abstruct, for example, who comes from a dimension where killing children and constructing citadels of their flesh is perfectly normal, and refuses to debate the morality of such an action, but is otherwise exceedingly polite, will “display happiness by wrapping its shawl around its body” if it “believes that it has made a friend.” Or the way in which the Rapturous Weaver keeps its gold it uses for sculpting fake prosthetic noses “arranged in neat stacks” and “the other treasures…dumped in a pit near the back.” Such behaviour is so lucid, so telling, so utterly human and banal that it serves as the best function of fantasy, to hold a mirror to the parts of us in something that seems so utterly unlike us. In the Abstruct I see terrifying humanity of the kind person who holds monstrous beliefs; in the Rapturous Weaver the single-minded obsession of the well-intentioned who has lost perspective.

With a collection as large as this there are often more misses than hits, however. Many monsters’ description comprises several pages of backstory that are unlikely to ever be relevant in play, or the interesting avenues of interacting with them can only be learned by incredibly esoteric means. Or, much ink is spilled on sentences which strain themselves to achieve a literary “weirdness” (as in the New Weird) and sufficient horrific effect, but don’t contribute otherwise to the theming of the monster or will be likely to be useful as descriptive fodder for the Referee. This to me seems emblematic of the mid-OSR period, which to me seemed to want to seek to differentiate itself traditional D&D through aesthetic means, emphasizing horror and surrealist fantasy themes, and that developed techniques like “don’t say the monster’s names” in service of such aesthetic goals. One also begins to see similar conventions re-appearing over and over, such as Chandler’s fondness for creatures displaced from their dimension whose mere presence chaotically alters reality, or behemoths who are insensible to the destruction they inadvertently leave in their wake, and the repetition tends to dull the initial novel effect of such creatures.

Another problem that presents itself is that, like Fire on the Velvet Horizon, these monsters all carry with them a heavy bit of worldbuilding. Most of them are unique entities, not something that you’d typically place on a random encounter table, and used as a collection from which the Referee would cherry pick one or two within a campaign, this would be a much stronger text; however, more than half of these monsters have some form of interconnection with a different monster in the text, with several “boss monster” types such as Davinia Marrow, Void’s Memory, and the Ideologue having large groups of subservient monsters with whom they form quasi-“storylines”. The book suggests a world in which every single one of these monsters is extant, but such a world immediately strains credulity by how absurdly horrific it would be; every third monster on this list is a reality warping terror, or at the very least causing widespread destruction to a region. Such unremitting horror quickly becomes bathetic in its monotony, and there are few entries which deviate from this emotional palette to offer something of a reprieve (Dr. Volt, a cartoon supervillain blasted out of their time period into a medieval fantasy world, is a notable exception).

On brass tack levels, almost every monster in this book at least presents a much more interesting potential fight than a simple hacking and slashing of hit points down to 0 (though Chandler relies a bit too much on Save vs Terrible Hallucinations Which Do Damage Also). Many of them fundamentally alter the rules of engagement, and have a strong context which makes it easy for a Referee to situate them within a world and adventure. I also appreciate the omens which tend to foretell each beast (useful for those using Hazard Dice!) and the strong, tactile descriptive language which describes them (along with some absolutely stunning artwork by Gennifer Bone). The Killing Blow mechanic, whereby a character that lands the killing blow gains some boon or effect is, I think, rather ingenious though often wasted on somewhat lacklustre or uninspiring effects. The monster generator contained within is also quite interesting, and given that it contains such concrete elements as what a monster says rather than the vagueries found in other monster entries is likely to provide a more serviceable “standard” monster most of the time than the weaker 50% of monster entries in the book.

Overall, Lusus Naturae remains one of the stronger monster manuals I have read, and a work that is worthy of revisiting. In its rougher edges I see a movement still in its aesthetic growing pains, perhaps too singularly devoted to a particular aesthetic without nuance or consideration for actual play at the table, but there are true moments of aesthetic delight within. Chandler understands horror1, and if you wish your game to bend farther that way, there is much inspiration to be found here, even if some of it may require a little bit of polishing.

[1] I actually think several of these monsters would find themselves a much happier home in a Mothership game than standard D&D.



Wednesday, June 1, 2022

Mundane Vacations - What We Give To Alien Gods

A vast unpredictable nebula! Three mysterious pillars rising from the clouds! This week our tour is landing somewhere in Gaelar XII, or The Amaranthine Nebula as they call it.

What We Give to Alien Gods is a 70 page full-colour zine module for the Mothership RPG, written and published by Lone Archivist (known for Primeval). It was funded during ZQ3, pitched as a slow burn scenario about exploring your character — a crossover between Event Horizon (1997) and Arrival (2016). As a big fan of both I did not hesitate to dive in.

Summary: reading and playing Alien Gods is in a way like deciphering alien writing. Beautiful and fascinating, but can be difficult to wrap your head around at times. In this review I’ll take you through my plights with this module, propose some solutions when I can, and see where Alien Gods excels.

I've playtested the module with a group 4 more experienced OSR players and a group of 2 less experienced players. We used my modified 0e rules, including a derelict die to track turns. It took us 6 hours to complete the module with the two player group.

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Conviction

Conviction is a key theme in Alien Gods. To represent it, characters start with a new stat (appropriately named “conviction”) that starts at 10 and goes down every time their core belief is contradicted. That core belief can be chosen by the player or rolled up on a table, where results range from Starship Troopers (“shoot first and ask questions later”) to Fermi-level (“humans are the only sapient life in the universe”). So far so good. I always enjoy solid ways to provide depth to characters. During our session, it helped a bit with worldbuilding and led to some unexpected situations. Would be interesting to see how characters with opposing convictions would interact.

When a character’s conviction reaches 0, they become susceptible to the influence of the alien god. Even helping it if the player chooses. The alien god fills the void left by the character’s fading beliefs. There is an interesting optional rule in which your character can no longer inhale oxygen. Brutal I know, but it ties into the mystery of the module later.

I was reminded of a French story game called Sphynx. For one, it has a similar idea of using beliefs as a character detail. As in Alien Gods, it presents the players with a series of questions about the world. Not all of them will be answered, but they are the main drive behind your character’s exploration.

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Xenolinguistics

It wouldn't be Arrival inspired if it didn't have alien glyphs. After our beliefs are set, we are introduced to the two languages the crew will encounter. One set will be used most of the time as they are the language of the constructors of this place. The other is how a cosmic voyager communicates with the crew, so you won't be using it as much.

The glossary is the strongest part of the zine for me. The glyphs have a simple and unique logic to them that ties into the rest of the scenario. If your players (or you, dear reader) are into fantasy writing systems, this module is for you. This part can be used even outside of the module, on a different derelict on another planet.

Translating glyphs is resolved with a xenolinguistics check or to retrieve a tome of glyphs as a sort of Rosetta Stone that will allow you to translate them.

This section also includes guidance on how to create your own glyphs. Both languages follow a certain set of rules, but are freeform enough that you can express any concept within them.

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Universal Paperclips

Before diving into the nebula, we are presented with several ways to integrate our crew into this scenario. I like hooks 5-6 (payout for chamber exploration) and 7-8 (trapped in the middle of it all) since they provide the strongest motivations for the players to venture into the pillars.

There are three tracks that will fill up during the scenario based on different conditions.

Two of these tracks are responsible for tracking the alien god's escape. The god will escape either on their own or with the help of an NPC. The tracks are advanced after periods of real world time and after PCs trigger certain events. Solely based on real world time progression, the alien god will escape in 2-6 hours of gameplay. If you want to extend the game I would propose tracking in game time instead (with ~10 minute turns). You might also want to combine the two tracks into one since they essentially track the same thing. For me it helped to lower the cognitive load and was a bit clearer as to what the status is right now.

Trithal Fluency track shows how many Triathal glyphs you have translated. When you reach 10, you are considered fluent in Triathal and are not required to make checks to translate glyphs (and are changed by the new knowledge). My house rule would be to roll a d10 under this track to see if you understand a glyph. This makes fluency a more gradual thing instead of a binary state.

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Cohesion Control

The scenario itself is divided into 4 acts: a hex crawl, three pillars of the temple, the shrine and the aftermath.

The hex map does not present interesting choices to the crew. There is only one visitable location (the temple itself) and the random table does not provide enough risk/reward to counteract that. The Derelict Merk-o-Tek ship is labelled on the map, but not keyed nor mapped. If you do run the hex crawl, my advice would be to populate the map a bit more using the derelict generator found in Dead Planet, or with locations relevant to your campaign.

The temple is the grand location of this module where the crew will spend most of its time. Outside it looks like three gigantic pillars, floating together as if tethered. Unfortunately it does not have a map or a flowchart of all its rooms, but the keys are clear about their relation to each other. I managed to draw up a flowchart in an evening. The structure consists of several hubs from which the rooms can be accessed. Usually the rooms have one core thing that can be interacted with or retrieved in order to learn about the place or delve deeper into the temple. 

All of the keys have a clear hierarchy of information. Hidden entrances, items and loot are highlighted in different ways which makes it easy to reference. The clarity with which the rooms are presented is on par with Gradient Descent, and running it was quite smooth.

Each pillar represents a certain theme (based on the Triathal brain structure): logic, abstract and hyperspace. Some rooms don't have much to them, but others can really mess with the character's convictions. This module would work ideally mid-campaign, when PCs have some background to them which can be used by the Warden as ghostly visions, or reminders of the past. Much of the interactivity in Alien Gods is based on subverting expectations (established beliefs).

The shrine is where space-time starts to break down. Being the core of the temple, it is neatly tucked away in a pocket dimension. This is where the crew will probably meet the alien god. The final chapter of the scenario is the aftermath that explains what happens after the crew’s visit to the shrine, and the repercussions of their choices in the shrine.

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Well of a Thousand Thoughts

Overall it is useful to think of Alien Gods as a collection of scenes, rather than rooms. Even the zine aptly names each part of the adventure act 1, act 2 etc. Each scene is an opportunity for characters to confront each other about their convictions, or to confront their own beliefs. The temple and it's inhabitants are there to facilitate these interactions.

When I was reading Alien Gods I kept thinking about early 00s adventure video games. Navigating from screen to screen, solving obscure puzzles, picking up items that don’t have an apparent use at the moment but will be super important later. Alien Gods incentivizes learning by doing, like the first level of Mario Bros or Myst. Players will have to deduce what had occurred before them through the environment and objects they find.

Speaking of items, the back of the book presents everything you can find in the temple on a couple of neat spreads. The list ranges from weird to really weird. One thing I struggled with was making the function of the objects interesting for the crew to figure out. For instance, one of the items is a tuning fork that will show hidden areas when struck. It involves a very specific action to work and I wasn’t sure how to telegraph that to the players without spoiling it outright.

If the crew manage to find the tome, they can use its entries for two purposes. One is getting answers to the mystery. The tome is a record left by a Triathal in the final moments of their life. The second purpose is using the tome to translate complex glyphs. Each entry in the record focuses on a single concept, the glyph to which the crew can then translate.

The zine provides multiple entrances to the temple, making bypasses for those who aren’t keen on puzzle solving. On one hand - great, the more entrances the better. On the other hand, I question the necessity of a puzzle in the first place. Some later puzzles don’t have such bypasses and will have to be solved to delve deeper into the temple. Puzzles work best when everyone can meaningfully participate in them, so be mindful of your play group.

When my players entered the temple they were very hesitant to interact with the alien language. For the most part they were afraid of negative consequences for failing a puzzle (even if there wasn’t one). Most of the tension came from random encounter monsters chasing the crew around. Eventually they decided not to try to test their luck with the portals and to find alternative paths. Some characters acted based on their convictions, which was nice to see (and made the session a bit more chaotic).

What I felt this module lacked was some sort of unifying struggle or conflict. As written, the scenario will progress towards the god’s escape; there is no one to counteract that except the players. Instead of acting as mindless husks, I could definitely see some of the wandering monsters establishing a settlement in the old temple and fighting for their new home, but maybe that’s a different story altogether.

Alternative hook idea: you are a crew of a colony ship stuck in the nebula. This old temple is the only viable option to survive. Your goal is to clear out space for the settlement and make sure it doesn’t get destroyed by an Alien God (or will you turn to its side and reclaim its rightful domain?). 

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Apotheosis

The essence of Alien Gods is about isolating the crew from the rest of the world and confronting their core beliefs about it. It is an exploration of conviction, channeled through the environment of a derelict.

Alien Gods is a demanding adventure to Warden. There is plenty of info to keep in mind (individual room climates for one). The Warden will be the one to create tension and present arguments against the characters’ convictions. I will be looking forward to the Warden and player materials coming out in the future, which will hopefully help with the issues I’ve outlined.

What do I Give to Alien Gods? M + λp − α out of 10. M being your Mastery of scene based scenarios,  λ - captivating Lore, p - Page layout, and α - the Amount of tinkering to fit the group.

Wednesday, October 27, 2021

Mundane Vacations - Mouth Brood

BOC FIELD REPORT

LOCATION: WORLD WIDE WEB

SPECIMEN #: 001 

NAME: MOUTH BROOD

PHYSICAL DESCRIPTION: 36 PAGE ZINE, MONOCHROME (CYAN)

OBSERVED BEHAVIOUR: BEING A REALLY GOOD HEX CRAWL

PHOTO INCLUDED.


Welcome welcome to the first iteration of my Mundane Vacations series, where I will go through various weird OSR modules, crawl through all the hexes and return back to safety to give you this review.

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Today I'll be visiting Mouth Brood, written and illustrated by Amanda Lee Franck (You Got a Job on the Garbage Barge and Vampire Cruise), edited by Andre Novoa and laid out by lina & nando. It is system-agnostic with a couple of generic OSR stat blocks, investigative and horror sci-fi games are recommended.

Inspired by my all time favorite sci-fi stories, Annihilation and Roadside Picnic, Mouth Brood is a hex crawl set in a dense jungle in the harsh snow of the Yukon. How is that possible you ask? Well, with an alien artifact left behind millennia ago of course! Let's look inside shall we.

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Here we see that most of the zine is taken up by the extremely detailed bestiary. Each creature (or plant) fits its own unique niche in the self sustaining and self consuming ecosystem of the alien dome.

The zine itself is as self sufficient as the ecology it is depicting. It includes procedure for hex crawling, rolling encounters, and even character creation options.

As if the adventure runs itself. Players go to a hex, GM rolls encounter, reads encounter behavior, players react, GM rolls encounter, and so on. Best thing about running this was that I didn't have to make any choices about how to approach the creatures, and I never felt unfair to the PCs since I was just following the zine's descriptions.

But GMing Mouth Brood isn't a passive role. The task becomes to build connections between every part of the microcosm, figure out how the PCs actions will ripple through the food chain. For me this was incredibly fun. We even had a "there is always a bigger fish" moment in our game, when several creatures hunting one another managed to line up.

Ophimia Marginatus

Needless to say: the bestiary is the star of the show. Over half of Mouth Brood's pages are explanations of flora and fauna behaviors (each one illustrated as well!). Each has a d4 table of things they might be doing at the moment and an 'if observed' entry. Both help the players understand how this creature works and take appropriate measures to capture it, and help the GM to faithfully portray it.

On that note, the goal of this adventure is to capture 5 live specimens for the Astralem Biotech Corp. Each hex offers plenty of opportunities to encounter at least one organism that you can add to the field report. Our well equipped party of 2 (+4 mercenaries) has completed the task in about 2 hours of real time. I imagine a bigger group with less resources would take a bit longer.

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The hexes themselves are keyed in a way that builds paths and connections between them. Blinking lights lure adventurers towards them, and scratch marks on the trees warn away. The crawl doesn't rely on PCs reaching specific points, so the party may as well explore on their own. Still, the links provide connective tissue between all the weird and independent parts of the hex map.

Speaking of which, the removable cover/map was super convenient to detach and reference during play. I love every zine that does this.

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As per Manifestus Omnivorous rules, within the dome there hides ONE monster. More monstrous than any other thing we've encounter previously in the zine (and it's been a scary ride!). This creature is at the top of the food chain in the dome. It will hunt anything and everything. It is frighteningly efficient, it has evolved to be this way.

It has an almost magical ability to move through spaces without sound. Like a ghost in the form of a saber-toothed tiger. Can the PCs escape it's wrath? Maybe, but they will have to use everything they got to outwit the monster.

 

Wiwaxia Vivarum

When I was in middle school I had this nice thick green tome "Mythological Creatures". It was a collection of all kinds of beings, neatly arranged in alphabetical order (with the rare illustration). It was my favorite thing to read, despite that it was kinda dense and lacked an epic story. I was entertained just by imagining all the descriptions come to life.

This is what Mouth Brood feels like to me. A living and breathing mega-organism of funky beings.

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So even if you are not planning to run a hex crawl in the near future, I would grab this just for the bestiary. The creatures presented can fit into any weird horror setting and exist as a stand alone monster, or just a cool encounter for PCs to freak out about.

10/10 would visit an alien dome full of primordial carnivores again

 

Folie à Trois: Trophy Gold

Below is a shared review of Trophy Gold (2022) , a fantasy adventure game designed by Jesse Ross and published by The Gauntlet. Although it...