Thursday, November 18, 2021

Dungeon Dioramas - Root Quickstart & Pellenicky Glade

In fall 2019, Magpie Games ran a success Kickstarter for a roleplaying game based on the Root board game published by Leder Games. In support of the Kickstarter, Magpie released a free Quickstart version of the rpg. In 2020, on Free RPG Day, Magpie released a free quickstart adventure, Pellenicky Glade

This year in 2021, Magpie released another quickstart adventure for Free RPG Day, and plans to release the final versions of the full Root roleplaying game. At the time of writing, the second adventure is only available to people who picked up a copy in person, and the full game is only available as a pdf to Kickstarter backers.
 
 
First Impressions

There's a certain sleight of hand that Root pulls off, in both its board game and roleplaying game formats. It's a trick that draws you in with lovely digital art showing adorable woodland animals, and delivers a game of conquering factions engaged in a brutal war. 

The board game hands you cute little screen-printed, critter-shaped meeples, then sets up a conflict between a corrupt aristocracy, an invading imperialist, locals who are by turns apathetic and divided by ethnicity, a burgeoning multi-racial democracy, and opportunistic types who live outside the law and subsist on a mix of odd jobs, charity, and grift no matter who's currently in charge.

The roleplaying game casts you as the ne'er-do-wells, and drops you into a fantasy roleplaying game where all the fantasy is supplied by casting talking animals in all the speaking roles, where there is no magic at all. Your characters are weak and vulnerable, supplies are scarce and costly, the numbers are small and unforgiving, and unlike even the lowest of low-fantasy roleplaying games, you have nothing more fantastical than a well-forged sword to help keep you alive.

Want to play a game where Robin Hood faces off against the Sheriff of Nottingham, rather than one where Hawkeye and Green Arrow go after Doctor Doom and his army of Chthuloid monstrosities? Although the art shows you something that looks more like Disney's foxy Robin Hood than any dour, "realistic" live-action king of thieves, Root will get you closer to your goal than any version of D&D, or any other fantasy roleplaying game I've seen. None of that necessarily speaks to the quality of the game design, but I want to be clear about what you can expect from the setting.


Basic Mechanics

The mechanics are organized into "moves" that require rolling 2d6 and adding an ability bonus, with rolls of 7-9 representing partial success, and rolls of 10 or more representing a greater success, a system that should be intimately familiar to players of other PBTA rulesets. The basic moves involve persuading an NPC, tricking an NPC, asking the referee questions about an NPC or about a situation, recklessly breaking something, recklessly trusting to chance, attempting a "roguish feat" like lock-picking or trap-disarming, or attempting a "weapon feat" like disarming a weapon or cleaving through armor. There are also three different moves for attacking an enemy - either by grappling, attacking with a melee weapon, or attacking with a missile weapon.

I want to call out the weapon feats as being particularly interesting. To perform a weapon feat, you need to know that particular feat, and you need a weapon that is "tagged" as being able to perform it. This is loads more interesting that weapon proficiency in D&D, and something that people should seriously consider importing. Some older editions of D&D toyed with the idea of characters learning specific weapons, like axes or polearms or what have you, but since the only difference between weapons is how much damage they deal, and that's determined by size rather than type, there was kind of no point, and those rules have mostly fallen out of fashion, in favor of just learning "simple" or "martial" weapons that are mostly distinguished by damage amount. But the weapon feats seem great, because it actually matters which ones you know, and it actually gives you a reason to use one weapon type over another!

Resources are tracked in a few ways. Each character has an "exhaustion" track and a "wounds" track. Exhaustion is acquired pretty easily, and in fact many character abilities require you to take a point of exhaustion in order to use them. Exhaustion is also the easiest to recover, both by resting, and by taking actions especially related to your character's motivation. Wounds mostly come from combat. 

There's a third resource called "decay" here and "depletion" in the finished rules. Each major piece of equipment also has its own depletion track. You deplete your equipment by using it, although you can substitute your own personal depletion track for the equipment's instead of letting it run out or break. You can also draw on your personal depletion track to produce small items of generic adventuring equipment. "Decay" is a terrible name and "depletion" isn't much better. I would have gone with "use" personally, but I also recognize that the designers were a bit hemmed in by the choice to name each track for a deficiency - for "wounds" instead of health, for example. 

Each character has 3-4 points of each major resource to start off with, although you can increase them by "advancing," which is sort of a piecemeal leveling up. With so few of these intrinsic resources, and so many opportunities to lose them, I do kind of wonder how much adventuring, in practice, can actually be accomplished before the characters run out of steam. That's a question I can't answer without playing the game though, which I haven't had the chance to yet. I suspect there's a bit of a learning curve for new players and new referees alike to set an appropriate pace.

There are 6 character types included in the quickstart rules, plus 3 more in the full rules, and another 10 in the Travelers & Outsiders expansion. The ones included here are the Arbiter, a mercenary who follows a personal code of justice, the Ranger, the Scoundrel, who's maybe closer to the Joker than to Han Solo than the name would imply, the Thief, the Tinker, more of a blacksmith than a mad scientist, and the Vagrant, who is some sort of charming grifter. All these character types have some martial ability and some felicity with thieving skills, along with special abilities related to their archetype.
 
This is a PBTA game, with all that that implies, both good and bad. The good, from my perspective, which may tell you more about me and my preferences than about the quality of the game, has to do with the comprehensiveness of the rules. While I don't really care for heavy rulesets with fiddly bonuses and penalties and situational modifiers that only crop up under special circumstances, and I can't honestly claim that I like rules light either, with barely-there mechanics that provide so little guidance you wonder what the putative game designer's contribution was at all. Instead of rules light, I like rules simple, rules consistent, and rules clear. Flexible rules that can be easily applied to similar-but-not-identical situations, like 5e's table for Improvising Damage from the environment, I personally find far more useful than a rules heavy, somehow-still-incomplete list of hundreds of possible damage sources and their very minor variations, or a rules light exhortation that I'm the referee, and I should decide whatever damage is right for myself and apply it as I see fit.

So I like that Root includes rules and advise for the most obvious things that players might try to do, not just in combat, but also traveling, socially interacting with individuals, and crucially for a game set against a backdrop of war, for dealing with the major factions. Though minimal in the quickstart, little more than just a reputation tracker, the full rules have much clearer advise for the magnitude of favors players could request, or the retaliation they might provoke, by interacting with factions based on their current level of notoriety or prestige. The travel moves especially please me - there's one mechanic for traveling along a path, and a second for going off into the trackless woods.

The bad, in my view, comes from a legacy of trying to distinguish PBTA games from D&D by changing up the vocabulary. I generally like the idea that players describe what they want their characters to do, and then the referee either tells them the result or asks them to roll the dice to find out. But start throwing slogans like "fiction first" and "to do it, do it" and "moves are triggered" at me, and even though I agree with what you're saying, something about the passive voice and the implied relationship between the players and the referee really bothers me. I recognize this is a basically irrational complaint, but I feel it anew each time I read that text. I'm also not a big fan of special abilities that basically say "when you perform X move, add this ability bonus instead of that ability bonus like everyone else uses. " There appears to be at least one special ability like that per character type, but fortunately no more than one per type.

Playbooks I consider a bit of a mixed blessing. They're great for getting started quickly, and for having all your abilities already written out with no need to hand-copy anything. Just make a few decisions, check a few boxes, and you can begin the game. But there's hardly any room to write on these things, and as you go, your character should acquire equipment and abilities that aren't pre-printed on the original playbook. Having an actual character sheet as a backup, something you could fill out once you've advanced to the point of outgrowing your first playbook, would be a really great inclusion.
 
 
 
Worldbuilding and Adventuring Advice

Arguably the biggest selling point for the Root rpg, (okay, besides its connection to the board game ... okay okay, and also besides the cute art), is the campaign setting. Yes Dungeon World isn't as popular as it used to be, and yes the complete Freebooters on the Frontier is still forthcoming, leaving a bit of a hole in the fantasy offerings among PBTA games, but probably if you're looking at the free rules and adventure, it's because you're interested in what it's like to run a campaign in a forest that's at war all around you.

The quickstart rules are rounded out with advice for setting up a map with a dozen linked communities and for running a first adventure session. Your campaign map will be a large-scale point crawl with 12 "clearings," which represent villages and their immediate surroundings. Each clearing is controlled by a faction, either the invading Marquis de Cat, the moribund Eyrie Dynasties, or just the local Denizens. The denizens are a mix of rabbits, mice, foxes, and birds, although each village has a predominant species. Each clearing also has: two "landscape features," two "important inhabitants," two "important buildings," and two "problems," which strikes me as a pretty good starting point, not far off the setting creation tables you see in Stars Without Number and its sister games. 

There are only 6 landscape features, and 3 of them are water, so I imagine that gets old much too quickly. There are 36 entries on the other tables though, so you might find a clearing has "a farmer and a smith" and "a market and a bakehouse" and is troubled by "poisoned supplies and a strange mystery." As a writing prompt, that does provide a starting point, but it will still take a lot of work on the referee's part to turn that into something that's ready for players to interact with it.

The generator for creating a starting adventure is more detailed. You get a starting location, a goal, the person who hired you, objects related to your goal, threats and groups related to your goal, and possible complications. So you might start out en media res "in a forest between clearings," there to "destroy an item," sent by "Local Help, a leader of a neighboring clearing." The item you're there to destroy might be "a strange device or relic," you might be threatened by "an overzealous guard captain," while your goal might require the involvement of "a metalworker's guild" in some way, and the whole thing might be complicated by "a usurpation in progress" in that neighboring clearing. This would take more work to bring to the table too, but it strikes me as more interesting than the clearing generator results. There's the inherent dynamism of having a goal and things standing in the way of completing it of course, but I think the adjectives are doing some heavy lifting here too. If we didn't know that the relic was "strange" or the guard captain "overzealous," the prompt would probably seem flatter and duller.

There's a page of advice for creating NPCs, complete with a list of sample names, and (importantly!) a half dozen sample combat statistics for different types of opponents. This too reminds me of Stars Without Number - the different enemies your players' characters might fight will be distinguished by things like faction membership, role, and motivation, but not so much by mechanical differences. One thing I like here is the recommendations for treating mobs of civilians as single, powerful opponents, with three different size options based on the size of the crowd.

The final touch here is advice for having the war pass through clearings between player visits. In between one session and the next, you could find that an army had been through and ransacked the place. Obviously the war shouldn't intrude in that way in between every pair of sessions, but the possibility of one side slowly winning or losing in the background makes the war a source of change and instability within the campaign, which seems appropriate. And although the player characters are assumed to be outsiders with no particular stake in the local conflict, the fact that the war's not just a perpetual stalemate might also give them some incentive to get involved, and have an impact.


Pellenicky Glade

The glade is the first pre-made clearing that Magpie released in support of Root. As I mentioned, they also put out another free one this year, although I haven't seen it yet, and the complete rules include a book of four more clearings. I'm really glad to see that, because I find it frustrating to a new ruleset or campaign setting come out, but no supporting materials offering any clear idea of how to play it. 

I mean this in two ways. First, every ruleset is good at some things and bad at others - presumably things the designers want you to be able to do more of, and things they don't think you should bother with, respectively - but it's not always easy to tell all the cool things the designer thinks you're supposed to be able to do, or how to assemble those tasks into a coherent adventure. Second, every unique or interesting campaign setting seems like it should host adventures unlike those you could have anywhere else. But again, if the only set-ups you already know are from other settings, it can be challenging to develop something that's both a good fit for the setting, and good full-stop.

Rulebooks can and should offer advice for adventure writing, but to be frank, these almost always suffer from what we might call the "draw the rest of the fucking owl" problem. The gap between what the advice in the book says and what a good, complete adventure ought to look like might be almost insurmountable for novice referees, and even experienced refs might benefit from help writing adventures that are specific to the setting, not just whatever they're used to running, regardless of how well it works with the new game. And the best kind of help is probably a good example.

All of which is to say that I'm glad to see Pellenicky Glade and the other pre-written clearings. I haven't read the adventure writing advice in the complete rules, but the gap between the quickstart advice and what's actually in Pellenicky is absolutely a "draw the rest of the fucking owl" situation.

Pellenicky Glade is a clearing dominated by birds, but mice make up a numerical majority. They were formerly allies of the Eyrie, but are now functionally independent. There are four major conflicts ongoing at the time the player characters arrive, and a brief summary of how each conflict will resolve itself if the players decide not to get involved in it. I love the idea of this, because it provides a baseline for deciding what effect the players actions have, and it helps you create the feeling of a living world where at least some things happen without the players making them happen. 

The Eyrie is demanding that Pellenicky rejoin them; everyone in town has an opinion about whether to try to remain independent or submit to vassalage, and the Dynasties might invade regardless of what the townspeople decide. Also there's a mayoral election coming up with three main candidates, two mice and a young member of the Goshawk family. Also also someone has killed the patriarch of the Goshawks family, and three possible heirs are vying for succession. Also ALSO also, a notorious cat burglar is in the area, and no one knows what she might be trying to steal, or how to stop her.

There are about a dozen named and statted NPCs involved in all this drama and a half dozen locations are briefly described. In addition to recommended resolutions if the players don't get involved, there are also tips for escalating each situation in response if they do intervene. There are a 6 pre-generated characters to use, and tips for giving each of them ties to the community. What you have here is not so much an adventure as it is a sandbox with at least a half-dozen possible patrons who might want the player characters' help, and who might offer up various adventuring tasks as ways to provide that help.

The parallel problems of picking a leader for the town and for the richest family, and the tie-in to the setting-wide problem of aligning with the warring factions both strike me as good ways to introduce the players to the themes of the setting. The mysterious cat thief isn't directly tied to the Marquisate faction, but I guess she serves as a reminder that there are cats in this game too? I'm less certain about her inclusion, but it does make sense to have at least one problem that's not of the locals' own making, which is maybe not something I would have thought of if I were developing a clearing without an example to reference. Pellenicky is also ostensibly a prime place to resupply and repair equipment, which ties directly to the unique rules of this game, which again seems good, although this seems like almost an afterthought compared to the political maneuvering.

Wednesday, November 3, 2021

Brain Infestations - Wheel of Evil

Wheel of Evil is a module for use with Labyrinth Lord by Jeff "Bighara" Sparks and Joel Sparks, recommended for 4-6 characters of Levels 3-5. I ran this module as part of my ongoing home campaign, ran in Errant over the course of about 3 sessions, with 3-6 players ranging from levels 1 to 3.

The basic set-up of the adventure is that the party is hired to protect some generic town's prized cheeses from marauding kobolds. This familiar premise is soon up-ended as the party quickly discovers that there is something more sinister afoot. Soon they will stumble into a subterranean fungal hell ruled by a sentient mold with plans for world domination, and those lowly kobold the party was prepared to genocide are likely to become valuable comrades, their bottles of distilled urine a weapon to combat the mycelial menace.

A Blast From the Past

Remember when Labyrinth Lord was the system du jour for the burgeoning OSR? Go back through the archives of DTRPG far enough, and you'll see our current crop of made for OSE adventures give way to LotFP, and before that to Labyrinth Lord (or at least, that's what the historical trajectory of my DTRPG library looks like). And something you'll notice on those modules which you don't see as much nowadays in modules, or at least not featured as prominently, is the expected range of player characters and their levels that are suitable for playing the adventure. This little snippet of paratext is, I think, key for interpreting the contents of the module within.

Because within this module, dear reader, you will not find any Kempian lateral thinking challenges, McDowellian traps, Gustovian factions or orienteering, combat-as-war, or any of the other well-worn bon mots found in the Principia Apocrypha. The structure of the module is, essentially, an introductory prelude of exposition and light investigation followed by a linear progression of set-piece encounters with a succession of Morale 12 Hostile creatures (aka guaranteed fights to the death). The one section within the adventure in which there is some non-linearity hazarded, as the players find themselves lost in a sprawing complex of cave tunnels that they will need adequate light to navigate, is handled by a succession of ability checks, resembling nothing so much as a 4e skill challenge. Indeed, there is no chance of the players failing, even if they run out of light sources, so long as they manage to survive the two pre-determined encounters that occur within this section (and any wandering monsters). After 8 ability checks they are guaranteed to move onto the next part of the dungeon.

To me, this is indicative of a time when the R in OSR might be better understood as "revival" rather than "renaissance". While the OSR and its proponents often purport to be a return to the good old days of how the game used to be played, this is nothing more than a romantic creation myth; as John B. notes, the play culture of the OSR and its precepts is a latter day invention, a re-reading of the fundamental texts that revealed new avenues of play largely unexplored. The predominant culture of play "back in the day", which John B. dubs Classic, is the style of play we can see evinced textually in the TSR tournament modules of old, with a focus on the 

linked progressive development of challenges and PC power, with the rules existing to help keep those in rough proportion to one another and adjudicate the interactions of the two "fairly".

And it is this play ethos that I see reflected in Wheel of Evil primarily. This makes sense to me historically; that early in the OSR's history when values, norms, goals, and expectations around design were still inchoate and yet to cohere into a more stable play culture, early efforts by revivalists would align more closely with early D&D design as they actually remembered playing it, rather than how the "OSR" design orthodoxy which later emerged would dictate they remember it.

Taken within this context, the design decisions of Wheel of Evil seem much clearer. Structurally its very similar to a tournament module; even the reward structure of the adventure, with characters paid in shares of sales from the cheese festival, the value of those shares determined by a number of key factors related to the party's performance within the adventure, functions explicitly as a sort of grading system akin to those employed by Referees at conventions. Within this framework, the linear adventure and the set-piece encounters function to provide a uniform rubric against which the player's performance can be evaluated.

Yet more textual evidence for Wheel of Evil falling more squarely within a classic mode of play rather than a normatively OSR lies in the adventure's adherence to the aesthetics of Gygaxian vernacular fantasy. Yet another norm of the OSR is the reskinning of monsters, describing them in odd ways, and refusing to name them; this is to undermine player's attempts at system mastery and force them to engage with novel and unexpected challenges beyond those for which they have an expected frame of reference. By contrast, many of the encounters in Wheel of Evil seem to rely on an assumption of system mastery, that your players will know what a shrieker is, or a yellow mold or gelatinous cube or black pudding. It deploys these familiar creatures in novel situations, using their presence to signal to savvy players to be on the look-out for danger and treachery. Successful players will parlay their knowledge of these monsters to navigate the new and novel situations they've been reconfigured into, while those who do not recognise the black masses being spat out by a minion in the boss battle as a black pudding or the immobile skeleton floating down a tunnel to be evidence of a gelatinous cube and not some malign undead are likely to have a very bad time.

Hamburger America

Almost all the regional hamburgers George Motz presents in his YouTube show are pretty much the exact same burger with one or two slight variations. And yet, within the constraints of this formula of bread and beef, these slight novel introductions manage to produce what feel like wildly different culinary experiences. Looking at Wheel of Evil, this is similar to what I find to be the joy of the vision of Classic design with which it presents us.

The scenario design in Wheel of Evil feels like a tone poem or a limited palette painting that asks, "how many ways can we combine all the classic oozes, slimes, and molds in D&D to create weird new encounters?" By working within a known and stable set of conventions, the slight novelties and variations it introduces strike me as being all the more surprising and delightful. The excitement and tension within the module derives not from the vast possibilities arising from a sandbox or a more open-ended adventure, but from the juxtaposition of discrete mechanical parts (e.g. monster statblocks or traps with very particular abilities represented mechanically) whose interactions present very narrow paths of success. The very first hostile encounter within the module sets the stage for this, with a large mushroom grove within which lurks an incredibly stealthy high HD monster with a paralyzing attack (and as the ability to swallow a paralyzed target) as well as a number of shriekers which will immediately alert said high HD monster. This is also illustrative of a trend within the encounter design where a familiar monster will be combined in an encounter with a new, bespoke creature, or else be presented in a novel environment (the chamber leading to the boss battle is a shallow pool studded with slippery stepping stones, within which lurks a gray ooze) or form (miniature starter cultures of yellow mold, or mini black puddings, for example). 

This mechanistic adventure design produces an almost point-n-click adventure game logic to the puzzles and challenges within the module. Preceding the dark, twisting caverns is a grove of bioluminescent fungus, which will glow for 1d6 hours; before the players descend into the fungal depths they have the opportunity to discover a large still of distilled alcohol, which the fungus monsters in the module are weak to (and later on they will encounter a cadre of potentially friendly kobolds who have similarly helpful flasks of distilled urine). In the spirit of presenting a tournament-esque level playing field, everything a group of clever players would need to bring to bear to be successful exists within the closed system field of the adventure itself.

The corollary to this is that there a number of very clever, rather devious "gotcha" moments in the adventure waiting to catch unwary players off guard. The first and most obvious of these is the mold valve in the starting section of the adventure: investigating too closely will lead to that character getting stuck in the valve and, if not rescued, being deposited to the lower levels of the dungeon in an unconscious state, where they will be carried by a bunch of goons to be devoured by the boss monster of the dungeon. Their party members have time to rescue their unfortunate comrade, but the most readily available way to damage the mold valve, fire, will also end up causing damage to the cheese that provides the bulk of the party's reward. Another trick that I particularly enjoy is that, right after the party emerges from the dark, winding tunnels that require light sources (e.g. torches) to navigate, their next encounter will be with a creature that is attracted to fire; a clever party who managed to navigate these tunnels by mushroom light quickly enough won't face this danger. 

My favourite, however, has to be the twin pit traps. When I ran this module, the party sprung the first pit trap, and then, being on the look-out, easily spotted the second pit trap further down the hallway. But, beyond that second pit trap, is an ochre jelly whose proportions just so happen to perfectly align with the size of the pit trap they avoided springing. Thinking themselves very clever, they goaded the slow jelly back down the hallway, avoiding a fight by making it fall into the pit trap. To their dismay, however, they then saw the translucent mass of the jelly that the bottom of that second pit trap contained some very attractive plate mail and a magical greatsword, which was rapidly being dissolved within the acidic mass of the jelly.

There is a great joy in seeing this kind of tight design, similar to the feeling one gets seeing a well-engineered Rube Goldberg contraption go off. While such design may not be en vogue in the old school scene anymore, I think there are many valuable lessons to be drawn from the examples set by Wheel of Evil.

Other Passing Remarks

The kobolds in this adventure all speak in peevish Bavarian accents. This is great. It seems the natural extension of WH40K's football hooligan Orks. I want to see every problematic fantasy humanoid recast as a farcical European caricature.

There are lots of nice little handouts in this adventure. My favourite is the one for the cheese shares the party gets. 






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.

//

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.

//

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

 

Monday, October 18, 2021

Cryptic Signals - Dissident Whispers


Last year, a white police officer murdered George Floyd on camera, which set in motion uprisings by the Black Lives Matter movement across the United States and around the world. Despite the remarkably nonviolent nature of these demonstrations, over 10,000 protestors were arrested by the very police whose egregious abuse of power they were protesting. Many organizations and communities organized in support of the protests. One such effort, led by the Whisper Collective, produced Dissident Whispers. All proceeds from the project go towards bail funds, supporting all those arrested for standing up for Black Lives Matter.

Dissident Whispers is an anthology of 58 TTRPG adventures, produced by Tuesday Knight Games in collaboration with the Whisper Collective, made possible through the collaboration of over 90 artists, writers, editors and designers. This issue of Cryptic Signals will not review every adventure in Dissident Whispers, but focuses on a few that catch our individual sets of eyes.

...


Canal of Horrors (Review by WFS)

Canal of Horrors is an adventure for Electric Bastionland by Chris McDowall. Like most adventures in the Dissident Whispers anthology, Canal of Horrors is short and sweet, fitting on a two-page spread. It consists of a map of several boroughs of Bastion (“The only city that matters”), annotated with details about each borough and a simple adventure hook and things that get in the way. In short, it has everything needed to inspire an adventure. 

McDowall is often praised for his terse style, both in his advice and his rules. He has a much-lauded ability to cut rules to the core. As Anne of DIY & Dragons said, 

I consider Into the Odd to be something like the Platonic ideal of simple Dungeons & Dragons. Both the rules and the writing have been distilled down to their very essence and presented in the tersest, most compact possible way, without sacrificing the elements that are most essential to play. I'm not saying that no one else can write something better than I2TO, but I am saying that you'd be hard pressed to write something shorter. Chris McDowell has seemingly cut out everything but the most necessary elements of D&D, and edited his own writing to be as terse as possible.” 

What goes less-often commented on is that McDowall is one of the funniest writers in TTRPGs. While his description of the “Rich Future Bastard Versions of You” pursuing the player-characters cracked me up the most, almost every entry in Canal of Horrors matches the understated comedic tone. It isn’t trying to be funny; it just is. The worldbuilding hits the right mix of absurd and mundane, and the tone remains firmly tongue-in-cheek. Like the rest of the Electric Basionland canon, the droll writing makes Canal of Horrors a pleasant reading experience.

But how does it play? You are in luck. I ran this adventure as an intermezzo between a starting adventure in a Bastionland hospital and You Got a Job on the Garbage Barge (a play report, of sorts, is here). However, my problems with the adventure are best illustrated by the changes I made. In Canal of Horrors, the player characters begin at the docks. There is an abandoned luxury yacht. To get paid, the characters need to take the boat through the canals to the Buyer at the intersection of Mocktown and the Central Bog boroughs. The canal itself is forked like a trident, but it is a straight path to the Buyer. I always pay attention when designers break their own rules, and in Electric Bastionland, McDowall provides the following advice about mapping Bastion: “draw two or more circuits denoting different transport routes, ensuring they cross over each other.” There is no circuitry here, and players don’t really need to make any interesting navigational choices to get from the starting point to the end. Essentially, it is a railroad with five locks between start to end, with each lock having a 50% chance of triggering an encounter. So I flipped the adventure geographically (partially as a necessary way of shoehorning in the Garbage Barge), but also provided multiple routes through this section of the city. My players ended up crossing bridges on foot, taking cable cars, and swimming in the canals as they made their way from a privatized hospital north Mocktown to the Dock to the south. The worldbuilding and writing of the adventure drew me in, but the adventure structure itself is lacking (perhaps to be expected, based on the real estate the adventure covers [several city districts] versus its real estate in the book [two aesthetically pleasing pages]). Like many adventures, it takes some tailoring to make Canal of Horrors as flattering as it can be when you bring it to your gaming table.


Muto Station (Review by Dan D.)

The Incident at Muto Station is a Mothership adventure by Brian Hauffer, which I ran for three players who had no experience at all with the system to great success. It’s a rather simple setup - here is a creepy, if linear, abandoned space station, there is a horrible monster onboard it - but that's fine for a one-shot. It doesn’t have much in the way of reason to get involved, other than a brief mention of it being a place for poachers to drop off ill-gotten xenos for sale, so when I ran it, I framed it as a cleanup job, grabbing some data and scrubbing the rest under the auspices of a shady patron. Worked like a charm. The monster is big and gribbly and has a table of behaviors and tricks, plus a much-appreciated note that it will start cutting off escape attempts when the players try to leave (as there’s not much stopping them otherwise). 

The players had fun, it was easy to run, and that’s fine enough for me.


 Ghost Ship (Review by mv)

*

Ghost Ship is a module for Mothership by Matt and Charlie Umland. This 2 page spread promises a paranormal exploration of a long forgotten derelict. “Those who investigate it often never return”  - we are warned right off the bat. OoOOooo. Rotate 90 degrees, we got the classic badly kept poster (terrifying), maybe a blueprint - clear yet grungy design by Jonah Nohr (known for Mörk Borg). 

**

Ghost(s) / are the main / supernatural / part of this / Ship. Encounters with them are randomly generated, so it took some improvisation to make them fit into the various rooms of the ship. However it was super fun to be surprised by the creepy specters I’ve rolled up. One thing to watch out for are possessions. There are two random table entries that have the ghosts possess PCs and deal harm, and one ghost who possesses to speak. They are not in any way baked in the overall plot of the module, so you can decide with other players if you want to use these entries or not.

***

I ran the module using Ian Yusem’s funnel rules from The Drain. The players used their numbers to split off and explore various rooms simultaneously, which made the session feel like a true haunted house horror flick. Encounters with the ghosts were spooky and memorable, but the turret traps felt a bit out of place when there is such a cool paranormal premise. After the ship was cleared, the players were left with a lot of hooks to follow up on. What’s up with the weird sphere? What to do with the expensive equipment? Where to transport the survivors?

****

10/10 would get haunted by space ghosts again.

...


Dust Remains (review by Anne)

A few years ago, I was running a weird west Dungeon Crawl Classics campaign where I went searching for mine-themed adventures to reskin and convert to DCC. I used Melancholies & Mirth’s Abandoned Mines Above the Caverns procedural generator, reskinned Into the Odd’s Iron Coral as “The Irontown Corral,” and even started in on Goodberry Monthly’s Goldsoul Mines before my play group moved on to other things. If I had known about “Dust Remains” at that time, it definitely would have made my list to try, and might have beaten out one of the others.

Christian Kessler pushes the two-page format to probably its absolute limit, giving us a mini-setting on one page and SIX mini dungeons on the other. In the extra space, Christian finds room to give us a table of encounters, four new monsters, a list of ghosts, a random table of minor treasures, and 11 unique magic items and spells, all written up for Troika and other descendants of Fighting Fantasy.

“Dust Remains” presents us with a series of ancient tombs, left over from an empire of cruel wizard kings, carved into the cliff faces of a winding canyon. The area is still haunted by elemental spirits who escaped from their long-ago enslavement, and by the zebra riding nomads who claim to be the empire’s only survivors. Some of these details, along with the names of the tombs - “Vault of Enuliki” or “Vault of Mazzolamus” for example - make me think the setting is meant to be fantasy Africa. There’s a tent city of wannabe tomb robbers and the various merchants and traders that accompany any gold rush, and a second camp of “rich fucks desiring ancient artifacts as status symbols” who provide an immediate market.

The flavor of the various treasures and the activities of the ghosts (which show typical actions of the long-dead imperials) help to communicate the distant culture of the ancient empire. The dungeon keys consist mostly of traps and puzzles, plus a list of treasures behind the final door at the back of each vault. The variety Christian presents is impressive, although the referee will likely want to add a bit more to each dungeon to bring them to life and give them a true sense of exploration. The referee will also need to create NPCs to populate the groups described in the setting introduction. Given all that Christian manages to fit into the available space though, I think these limitations are understandable.

The greatest flaw in “Dust Remains” is the maps, which are almost unreadable. The region contains two different encampments plus all six dungeons. I’m not sure which camp is shown or where the second one is located. The dungeon maps are reproduced in slightly smaller form on the second page, where a handful of the rooms are keyed. At that size, and with the very thin font used on the key, it’s very difficult to make out where anything is supposed to be. Christian’s instructions for randomly stocking any unkeyed rooms also ask the referee to differentiate between “accessible” and “inaccessible” rooms, a distinction I’m not sure I can make quickly at a glance. 

If I had a second quibble, it would be that the anticipated time frame of the “Events & Encounters” table isn’t specified and seems unclear. I would guess you’re meant to check daily, because that’s the only way certain results make sense, but others seem a better fit for checking on expedition time.

...

 

Lair of the Glassmakers (Review by Ava)

I ran Lair of the Glassmakers for a group of 4, mostly new players, using Into the Odd. I selected this particular adventure as I felt the rooms full of inventive, creative puzzles and the adventure themed around cute, mischievous glass kobolds (visually depicted in a pixel art style that reminds one of Pokemon by way of Moomin) would be a good intro for a group of queers who had never played D&D before and were used to the softer fantasy of the new She-Ra cartoon.

I was mistaken. Lair of the Glassmakers is, if run as written, an absolute meat grinder.

The rooms are, as previously mentioned, full of interactive elements and fun puzzles. There’s an alchemy mini-game, and reflections that are alive, and an Annoying Fucking Cat who is literally designed to create hijinks and chaos. This is all really great. If the dungeon was actually just what was keyed within the rooms and nothing else, no denizens, it would actually make for a really fun, if low-stakes, little puzzle-solving session.

The failure of this to all cohere comes in the way random encounters are implemented, and the denizens of this particular dungeon.

The dungeon is the workshop of a glassmaker and alchemist. It is full of treasure, which adventurers will want to ransack. Every room contains, as a random encounter, d6-1 glass kobolds (the entryway to the dungeon, not a keyed location on the map, also has 4 glass kobolds in it). These kobolds surprise on a 2 in 6 (3 in 6 first time they’re encountered) and if they surprise, they each nick an item from the players after which it ends up in the bedroom.

This setup strains credulity for me a little bit already. In the first case, it isn’t quite clear how the stolen items end up in the bedroom. The most logical reading of it is that the kobolds run off with the stolen items to the bedroom but: why? And how does one handle this running off? Do they do it at the beginning of the encounter, absconding in a Road Runner-esque fashion before the PCs have time to react? What if the PCs plan for this and try to catch the kobolds before they run off? And what becomes of these fleeing kobolds? Do they linger in the room next to the bedroom? Do they disappear into the ether? Am I supposed to roll for how many kobolds are in each room each time the players enter any room, or just the once? These might seem like petty questions that any GM worth their salt could make a ruling on, but this sort of nebulous quantum amount of kobolds that always end up teleporting stolen goods into a bedroom strained my credulity, and undermined my sense of this location as a coherent space. 

But of course, that only occurs when the kobolds surprise the PCs. The other 67% of the time, what do they do? Well, they guard the place from intruders who want to mess up the workshop or steal from it, and guard its owner Elsa with their lives. No morale rating is given (which feels odd; the module is labelled system agnostic but gives AC values as Plate or Leather and Levels as Thieves or Magic User, so its clearly working with OSR systems in mind), so this seems to imply fanatical glass kobolds that will fight any adventurers to the death. With several of them in every room, confrontations are bloody and frequent. For the low level characters this module is recommended for, this would be a meatgrinder.

The space is small enough (8 rooms all jammed close to each other) that random encounters aren’t really necessary in order to provide a sense of risk to orienteering: it would have been better served with a definite amount of glass kobolds keyed to each room, preferably engaging in distinct but cute hijinks which provide PCs a method of interacting with the kobolds that isn’t wholesale slaughter.

The only other inhabitant of the dungeon, Elsa the glassblower/alchemist, isn’t much better. She hides as an imperceptible glass statue (undetectable without detect magic), and she will only act if she feels the players are messing with her space, in which case she attacks them (dealing 3x damage on a surprise, which she has a 4 in 6 chance of). So this character, potentially the most interesting person to interact with, certainly the only person to parlay with if you want to be friendly with the kobolds, has two states: 1) unable to be interacted with whatsoever or 2) murdering the party. Oh and also she’s in the very first room of the dungeon, so the players will almost certainly be immediately attacked, being drawn into an ambush against a 5HD creature and d6-1 kobolds at the very beginning of the adventure.

Really, with there basically being two types of inhabitants in this dungeon (mook and boss) that are all singularly aligned to common purpose, this can’t really be classified as a dungeon at all. It’s a faction lair, and should be treated as such. The only way to get through it for a party of players is directed assault which requires foreplanning, or placed in relation to other faction lairs so as to allow emergent social play from competing agendas and goals. 

...


Dissident Whispers was produced by the Whisper Collective, in coordination with 90 individual collaborators. It is available in Print & PDF for $30 at Tuesday Knight Games (North America), in PDF for $20 at itch.io or DriveThruRPG. Physical copies outside of North America were previously being distributed by Melsonian Arts Council, but as of time of writing that option is no longer available. 


Monday, October 11, 2021

Flying Dice: The Valley of Karaccia

Cover for The Valley of Karaccia. It is styled after early TSR books, with bright colors, lots of text, and a 'window' in the center with art. The art depicts an elf in full plate armor attemting to cut off her own leg, which is being pulled into a gelatinous cube. The cover reads: Regulations Codex RC1 The Valley of Karaccia. The Valley of Karaccia is a mountainside basin in the realm of Imlar; a perfect place for beginning adventurers to learn the ropes. Contained in this module you'll find an overview of the valley, detailed information on the town of Brink, and two adventures to kick off a new campaign, "The Crimson Caverns" and "The Relic of Fallsbarrow." RC1: The Valley of Karaccia is the first in the new Regulations Codex series from Mithgarthr Entertainment, focusing on gameplay using an Encyclopedia of Rules, but can be played with any OSR style game!" Following this is the Mithgarthr Entertainment logo, nordic runes which appear to spell Mithgarthr.

The Valley of Karaccia
(kuh-RACK-see-uh) is yet another book I found whilst exploring the "Newest" category on DTRPG. As of writing this critique I have read it, but not played it.

The book can be broken into three parts: setting introduction, followed by two loosely-connected starter adventures. The broad strokes of the setting are standard D&D fare sprinkled with some charming details. For example, I like that the local dwarfs can often be found working with humans, but rarely recreating with them. I had not seen the social dynamic described in quite those terms before, but it suggests an interesting relationship between the two peoples. Similarly with the halflings preferring to live near human communities, but not in human communities. I also like the enclosed play area à la Thunder Rift: a pleasant mountain basin surrounded on nearly all sides by granite cliffs. Tiny settings where players will need to interact with the same communities over and over again have an intimacy I find more compelling than continent-spanning campaigns.

The setting descriptions lean into unnecessary wordiness. It never rambles on too long about any given subject, but does take time to state obvious or irrelevant information. The value of tropey settings like this are that we can rely on shared cultural knowledge to fill out most of the details. The author doesn't need to explain what a dwarf is. They can just describe the interesting bits, and trust that the reader already knows that dwarfs are short, stocky, bearded people who like to dig. To this author's credit they do exactly that with reference to some topics, but not all. For example they make a point of spelling out that "Assault, murder, slander, tithe avoidance, and theft are all illegal." This on the same page where the dominant religion is described as believing that "abuse, assault, torture, murder, and the like [are sins]." I can't help but feel like the author's creativity and page allotment—as well as the reader's time—could have been put to better use than explaining that murder is frowned upon twice on one page.

Religion plays a major role here. The Church of Erm is adhered to by 99% of the valley's inhabitants according to the book. It gives off an eerie vibe which I don't believe was intentional. The simple fact that humans, elves, dwarfs, and halflings all share an identical faith is odd in itself. Two of the three major settlements in Karaccia are called ecclesiarchies, but the only one described in detail—the town of Brink—more closely resembles a theocratic dictatorship. In Brink's description there's a papering-over of conflicts with the church which was probably done to orient players firmly towards the dungeons, but comes off feeling very Stepford Wives. Everybody in town is perfectly happy to be governed by the high priest. There is an imminent transfer of power as the old clerical dictator prepares a young successor to take over, but everyone in town loves both of them, so there is no issue. The retiring cleric is 14th level and has access to powerful miracles, but only provides healing for profit. A sensible mechanic when one is trying to restrict magic healing to players, but the sort of thing that ought to irritate townsfolk who already need to pay this guy 10% of their earnings.

The teachings of Erm are also suspect. For example the church "believes that the evil races and creatures (beasts like kobolds and orcs, dragons and the like) […] should be snuffed out." That's such peculiar phrasing to me. It's not a fundamental truth of the world backed up by unquestionable divine revelation. It's simply a belief that demands utter brutality. There's also the strange situation of Erm's sister divinity, Sra'ha, around whom the second adventure pivots. We learn that this other goddess was worshiped alongside Erm until about 100 years ago. She's described as being a death god the locals used to invoked during funerary rites, but is never described as evil, merely as banned. The party will even discover some writings contemporary to the banning in which the authors are clearly apologetic towards Sra'ha. If the players do everything right their adventures will end with Sra'ha literally manifesting into the world to save an important NPC's life. She is depicted as a loving God who takes care of the dying, yet once she's gone there's no mention of thanking her. Sra'ha presumably remains banned. I am tempted to call this inconsistent world-building on the author's part, save for the fact that it is consistent in depicting the Church of Erm as suspect in its ethics, and unreliable in its teachings. The text otherwise prioritizes clarity, and at no point is Erm ever framed as anything but capital-G Good. Nonetheless, if later releases in the Regulations Codex series see the players taking up Sra'ha's cause against a spiteful Erm, I would be impressed by the subtlety of the craftsmanship.

The book's art deserves some attention here. It leans heavily on stock images, though I didn't track down every piece and can't say whether any is original. Split between six artists, the visual style of the book becomes a little inconsistent. None the less the art is all full-color and highly competent. It also fits the content of the book well enough that I didn't realize it was stock art until someone else pointed it out.

The art falls into roughly two schools. The centerpiece images are of a "photo-realism but with elves" sort of style. Very popular, very technically impressive, but for my money there is a sort of uncanny valley effect. When you take something silly like a dragon fountain and depict it with such seriousness, it becomes farcical. That said, the armored elf on the cover who is in the process of chopping off her own leg to get free of a gelatinous cube is gorgeous. Dean Spencer deserves recognition for that one. The other school is more my speed: simple line work and flat colors. Much of this art is incidental stuff (a gem, a scroll case), but there are a pair of kobolds that I absolutely love. I am a long-time advocate for reptile kobolds, but the adorable dog kobolds depicted here are so distinct, so full of character, that I must admit I can see the appeal.

Cartography is all done in software, with varied results. I'll talk about the dungeon layouts when I talk about the dungeons, but artistically they're fine. The hexographer maps used for the overworld look like hexographer maps and are likewise fine. I probably would have skipped making any statement about cartography if not for the Brink map, which is assembled from mismatched digital assets. It's a style much in vogue with books that have higher budgets than this one, so I don't mean to pick on The Valley of Karaccia. That said, it's a style that values fidelity over both form and function. There is no beauty in its ability to cram detail and color into a tiny space. Also, and this is a nitpick, but the dark black hex lines on the Brink map are much too bold. A light gray, or maybe a green that was off-color from the grasslands would have done the job without breaking up the field of view so jarringly. My own frustration aside, it is just one map which doesn't impact the overall quality of the product.

The first of the two adventures is a straightforward cave dungeon. There are Kobolds in the area, they need to be wiped out. Notably there is never any mention in the text of the Kobolds doing anything to provoke this violence. Their cave does have a room filled with heads on spikes, but given that two adventuring groups showed up to kill kobolds on the same day it seems completely believable that these heads were gathered purely in self defense. I'm taking it as further evidence that Erm is not so Good as she claims to be. The adventure has a cute introduction, with a braggadocios local rushing off to claim all the glory ahead of the party, only to be found dead in the very first room. He then rises as a zombie to illustrate the dungeon's core gimmick: mysterious red light radiating from glassy veins in the cave walls causes anyone who dies here to have a chance of rising as an undead. It's a solid gimmick: the party kills a group of monsters, only to get attacked from behind a few rounds later by those same monsters turned to zombies.

The layout of the caverns is simple. It's not linear, but no path ever meets up with another path. It has a sort of 'radial-linearity.' Players may come to a crossroads where they must pick a direction, but each choice leads to a linear series of rooms, or perhaps another branch. Eventually all exploration will reach a dead end, and the party will need to return to a previous branch in the path to pick a new one. There are some evocative details here, like a series of rooms the Kobolds don't enter because they don't like the smell of the mushrooms which grow there. There are also some confusing bits, like why the kobold chief lairs as far as he can possibly get from the rest of his people; and how the kobolds have been in this cave long enough to collect 100 heads, but not long enough to figure out how to open the chest in Area 10. Also, I can't help but feel that if a creature is killed by direct contact with the magic crystal which is the source of the dungeon's red light they really ought to come back as something tougher than a zombie, like a ghoul.

The first adventure is simple, serviceable, and packs a decent punch for a 2-pager. It's followed by a strange bestiary of creatures which might be encountered overland. There's not much of a theme to the encounters, almost none of which are described beyond names and combat stats. I would be able to get more use out of this bestiary if it had 1/6th as many creatures on it, and those creatures were given some detail and purpose.

The second adventure has a somewhat more interesting structure. The party are sent to a dungeon to get an item, but all they'll find is a clue that leads to another location. In that dungeon they'll find a key, and only then can they return to the first dungeon, open a secret path to its lower level, and find the object they need. It's a fun structure. The dungeon with the key in it is particularly nice. Players must enter it via a vertical shaft filled with living plants that'll strangle anyone who touches them. Three different levels can all be accessed via the shaft. It's a great example of using vertical space.

The main dungeon in which the second adventure begins and ends is less interesting to me. It has the same radial-linearity that the first dungeon did, but expanded to nearly 60 rooms.  The lower floor is one big loop with linear segments branching from it, and the upper floor's only loop is hidden behind secret doors at both ends, neither of which have structural or textual clues to suggest their presence. Other secret doors are telegraphed better, which is good. However, behind one of them is the only clue that can lead the party to the second dungeon. Players ought to be able to fail, but it seems a shame to hinge more than half of the adventure on something as fragile as the players locating a single secret door. My preference would be to include 2 or 3 clues pointing towards the second dungeon, with perhaps the most revealing of these behind a secret door.

There are some interesting rooms and encounters in the second adventure, though these are outnumbered by the simple fights against zombies, skeletons, or ghouls. I want to note that there are statues of both Erm and Sra'ha here, but only the statue of Erm can animate to attack the players. (Coincidence?) There are a lot of untelegraphed traps in the second adventure, but also many opportunities for characters to heal. Neither are part of my preferred play style, but one can see how the two keep the party on their toes without just killing them off. There was one example I thought was a big wasted opportunity: a room illuminated by green light because the light is filtered through a green ooze waiting on the ceiling to drop on unsuspecting prey. A good trap! In a later room a gray ooze tries to get the party with the same ceiling-drop technique, and if it had also been filtering light this would have been a great opportunity for players to learn from earlier mistakes.

The second adventure culminates in a color-matching puzzle which is either very charming or very cheesy depending on your inclinations towards such things. Solving the puzzle unlocks a final combat encounter with a ghoul-priestess of Sra'ha who was interred alive when this place was sealed. (Given that it was sealed by clerics of Erm, this once again suggests to me that Erm is not the Good god she is depicted to be.) The fight seems like a fun one. The players actually encounter the object they're searching for before the fight, but can't access it because the priestess refuses to stop chanting prayers of warding. The fight with her includes some special powers and tactics, followed by the party needing to offer some deference to Sra'ha in order to access her relic safely. They can even offer a prayer to Sra'ha here in order to fully heal all their wounds. They don't even need to pay the exorbitant prices charged by the high priest of Erm!

There is a style of play which approaches tabletop RPGs like chess puzzles. The same familiar pieces, each with their familiar functions that can be learned and mastered. The challenge arises from shuffling those familiar elements into unfamiliar arrangements. That appears to be the school of thought which produced this adventure. It's not my preferred style of play, but neither is it the wrong way to play because there cannot be a wrong way to play.

The Valley of Karaccia was authored Matthew Evans, with editing by Jeffery Hines. Its illustrations were sourced from Dean Spencer, Donnie Maynard Christianson, Giulia Valentini, Jeshields, Rick Hershey, and William McAusland. It's available as a PDF from DriveThruRPG for $4.99. As of this writing the print edition is "coming soon."

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...