Tuesday, 24 September 2019

[ZINE] Echoes From Fomalhaut #06 (NOW AVAILABLE!)


Echoes From Fomalhaut #06
I am pleased to announce the publication of the sixth issue of my fanzine, Echoes From Fomalhaut. This is a 44-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Stefan Poag and illustrations by Denis McCarthy, Stefan Poag, and the Dead Victorians.

This issue holds a special significance for me, containing materials I have been hoping to publish for many years. The City of Vultures, a sinful, crumbling metropolis ruled by bizarre customs and malevolent conspiracies, has been the setting for three campaigns and multiple one-off games I have refereed. So far, precious little of these adventures have seen publication: by the time they were ready for release, both flagship old-school fanzines had folded, and I was left without a publication venue – clearly, it was simultaneously too big and too fragmentary to fit a single module. You could say I needed my own fanzine to make it happen – and here we are. Welcome to the City of Vultures!

The current issue offers a primer on the city, introducing its cruel gods, weird customs and labyrinthine secret societies. This article is reprinted from Knockspell, but updated and expanded to reflect the multiple years of play that has taken place since, and accompanied by a dual city/wilderness map with player-level detail. Some notes are also offered on the lands surrounding the City – these wilderness modules (there are two maps’ worth of them) are also forthcoming in later issues. The main focus of Echoes #06, however, is The Gallery of Rising Tombs, describing one of the four major Underworld complexes beneath the Beggars’ District. This is not a single dungeon; rather, an interconnected maze of entrance levels (three of them), sub-levels and side-complexes, for a total of 81 keyed areas. This scenario is suitable for characters of quite different power (but mostly in the 4-6 range). From a disreputable caravanserai to the under-temple of the rat-god and the domain of a damned warrior yearning for his lost love, mysterious discoveries and horrible death await in equal measure in… The Gallery of Rising Tombs!

Gaming dice not included
From the Isle of Erillion, this issue brings you an enchanted forest. The Wandering Glade is of no place and every place, appearing at different points of the land. For some, the glade is a place to seek lost treasures and hidden knowledge. For some, it is a site for nighttime revels and human sacrifice. And for some, it is a trap with no easy way out. Yet there is something about the place which no living being has discovered… yet! This wilderness adventure for 4th to 6th level characters (but suitable for repeat incursions at different character levels) describes the twisting trails and hidden clearings of this arboreal realm, as well as a hidden mini-dungeon for those who would seek its ultimate secrets (26 + 13 keyed areas). And, finally, if you need to kill things properly, there is The Armoury, a storehouse of 30 magical weapons. Confound your foes with The Sword of Barriers, master the treacherous Axe of Many Runes, or take up the choice of champions, mighty Frogbringer!

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

IMPORTANT SHIPPING NOTE: Due to project meetings and conference season, orders between September 28 and October 11 may ship with some delay. I will try to do my best, but I will spend most of this time out of town.

Sunday, 22 September 2019

[REVIEW] Through Ultan’s Door: Issue 2


Through Ultan’s Door: Issue 2 (2019)
by Ben Laurence
Self-Published
Low-level

Glgbghhhbghhh *flrp* glgg
This is the second issue of a fanzine dedicated to presenting materials from the author’s long-running campaign (that, as I understand, mostly took place on Google Plus with a rotating cast of characters). The first issue served as an introduction to the setting of “Zyan Below”, a set of dungeons below the floating dreamland city of Zyan, and the Inquisitors’ Theatre, a sub-level built by one of Zyan’s eccentric guilds, and now taken over by a carnival’s worth of bizarre rival factions.

The second instalment follows the structure of the premiere issue. Two introductory articles offer a primer on the setting’s lost souls, and guidelines for adventuring in Slumberland (combining genre authenticity with practical solutions for what happens when someone gets randomly disconnected from an online game). However, most of the text is dedicated to a self-contained dungeon along the Great Sewer River, apparently the main connecting thoroughfare in Zyan Below. Catacombs of the Fleischguild is the holy place and burial ground for Zyan’s butchers, who have taken their art to macabre heights. Unlike the Inquisitors’ Theatre, the catacombs are still in active use, making for a different play dynamic. While the location key is based on static locales of interest and an encounter table, the level’s defences are more systematic, strife among the inhabitants is harder to identify and exploit (although it is not impossible), and repeated incursions invite increasingly strong defensive measures. The interesting strategic choice here is found in the degree and means of engagement: the intruders can move relatively freely while they are sightseeing (this is almost a museum of sorts), but things become increasingly dangerous as they start messing with things.

A trick that already impressed me in the first issue – and which is repeated here – is using a straight 1d6 roll for random encounters, but dedicating one pip to a “sign”, a hint at the creature’s presence somewhere around you, which is logical, a source of good tension, and a hint for the players to get ready! I believe that good D&D is built on small quality-of-life innovations like this: simple, elegant, adds to the play experience.

The dungeon is more “thick” than expansive. It has a small footprint with only 31 locations (and no empty rooms), but each of the keyed parts have a great deal of both descriptive detail and interactive elements. There is a specific style to this campaign that’s best described as decadent. Everything is ornamented, everything has archaeological context, and it is all opulent and slightly rotten. It is a strong flavour and it is easy to find it too rich for your palate. For example, one room has “a head wearing a porcelain hawk mask (150 gp)… a head wearing a crystal ape mask (200 gp)… a bronze amulet with underwater scene of clustered fish set with cabochon sapphire bubbles (375 gp)… a jadite mantis mask (150 gp)… a golden armband of serpent with two heads that meet at the clasp, their eyes agates (200 gp)”. There is a great amount of creativity on display, and the treasures are not just lying around randomly (a weakness of many old-school modules), but as the room entries listed their procession of weird treasures, I found myself thinking there was some advantage to the “16*100 gp gems and 8 pieces of jewellery at 1000 gp each” approach.

The dungeon is themed to the limit. The Fleischguild’s master butchers have built themselves a wondrous and very disturbing abbatoir/sanctum where marbles resemble choice meats and fatty tissue; you can sacrifice to meat-loving deities (one altar is piled with “delicious cooked sausages of rare flavour” and a stack of “candied meats”, “dusted in powdered sugar like Turkish delights”); and you can encounter fat spirits, giant flies prowling for rotted meat, as well as a demon who is a disturbing, man-shaped mass of ambulatory veins. It even finds a use for M.A.R. Barker’s outrageous invention, the eye-spoon (you can find multiple ones among the treasures) – indeed, you could place this dungeon right under Jakallá, and nobody would bat an eye. This is a very specific and peculiar kind of fantasy, but it works – and it makes for an excellent dungeon crawl.

Through Ultan’s Door’s strength is not limited to its exotic backdrop setting; rather, it lies in combining setting details with D&D’s exploration-oriented gameplay. The fit is not 100% seamless, since the dazzling amount of detail does make the rooms slightly hard to “read”, which does have an effect on the action therein (“You forgot about the ceramic bowls on top of the pillars! Now you shall die!”). But this is a quibble, since in general, the writing is clear and effective. This mini-dungeon rewards careful exploration, inventive problem-solving and shrewd negotiation; its traps and challenges are inventive and require out-of-the-box thinking to best; and it is heavy on well-integrated, interesting secrets (more than a third of the level, and most of its interesting treasures are hidden from the casual observer). It is good D&D in an exotic setting the same way Empire of the Petal Throne is good D&D in an exotic setting. It is not “too weird to live.”

Through Ultan’s Door comes with a detachable cardboard cover, showing Russ Nicholson’s grotesque depiction of the catacombs’ entrance on the front cover, and Gus L’s dungeon map on the inside. This is a good map, combining visual appeal with practicality. I think there is also a “monster card” displaying the encounter table (a boon for table use), but I must have misplaced it – or was it all a dream?

No playtesters are credited in this publication. [Correction: The zine credits the playtesters right on its first page.]

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

[REVIEW] Goddess of the Crypt


Goddess of the Crypt (2019)
by Vagabundork
Self-published
Low-level

Goddess of the Crypt
Into the Odd is one of the worthwhile old-school D&D spinoffs of the last decade: it has a strong vision, simple but well thought out mechanics, an interesting implied setting, and a well-structured game framework which encourages going out on hazardous but lucrative adventures. It is kind of like OD&D for a rusty and very weird Victorian England; a place where you might encounter morlocks, Martian war-machines, occult mysteries and temporal/spatial anomalies, and where your beginning characters are largely disadvantaged nobodies hoping to make it big by hook or by crook. Like OD&D’s beginning murderhobos, there are bizarre and dangerous dungeons to plunder and occult treasures to unearth. Like OD&D’s name-level characters, the endgame involves retiring as wealthy and powerful eccentrics, and there is a pre-built career path to reach that destination.

What Into the Odd is missing is the same thing niche games tend to miss: a steady support of interesting, well-thought out adventures (Silent Titans, which uses the game system, and even includes its core rules, is the major exception as a full-length campaign). This is a shame, because, ItO is precisely the kind of game that’s fairly easy to develop scenarios for, and a good fit for smaller, pamphlet-sized projects. So here we are: Goddess of the Crypt is a published ItO mdule – and a fairly well hidden one.

The adventure takes the characters, working on behalf of the Institute of Cognitive and Evolutionary Anthropology, into a temple populated with serpent-men and super-science. A previous expedition has been lost down there, and it may also be swell to uncover some of the precious artefacts they have been looking for. This is a dungeon with 11 main keyed areas, which is not much, although most of the rooms have a neat multi-layered complexity with multiple things going on. This complexity is both a boon and a hindrance, as the module is structured in a nested bullet point structure
  • that theoretically makes information well structured and easy to find,
    • unless there are several levels of the bullet points and the information is scattered among them
      • in a labyrinthine way
        • no kidding, it really looks like this
          • sometimes there are five levels.

Obviously, this is a wee bit too much of a good thing, and ironically makes the text harder to decipher than just sticking with boring old paragraphs.

What makes Goddess of the Crypt worth checking out is the dungeon itself. It has the spirit of OD&D’s “mythic underworld” concept, working more along the lines of loose association than strict logic. As a temple/crypt, the dungeon has somehow established connections with laboratories and extra-dimensional pockets. It mixes meso-American feeling snake temples with early 20th century weird (pseudo-)science-as-magic devices. It has superb ideas like a bas-relief of one-eyed men serving as an opening mechanism for a secret door (opened with a freshly plucked eye), or an enchanted key that fits every door, but turns them into an entrance to a specific extra-dimensional place. There is a roster of monsters representing various stages of serpentile evolution and cross-breeding, and bizarre monsters from dimension X. It is an interactive dungeon with imaginative things to mess with.

However, it is still more a first step in a great direction than a fully formed dungeon that hits all notes. The map’s frequent use of one-way doors introduces some interesting choices, but also results in inevitable backtracking, and turns a seemingly non-linear dungeon level into a significantly more restricted one. At least if I interpret the map correctly: some of the door symbols are deceptively similar, and for something done with a mapping programme, it is surprisingly hard to read. I also believe the contents could have been spread out a little more with the good use of empty rooms (and less pointlessly winding corridors, unless that is part of the snake theme). The issues with structuring information have already been covered. I would be interested to see further releases from Vagabundork, with a slightly less fragmented structure – the potential is there, if the presentation can be improved somewhat.

No playtesters are credited in this publication.

Rating: *** / *****


Monday, 16 September 2019

[NEWS] Saving Throw: A Fundraiser Fanzine to Help James D. Kramer

Saving Throw

While Echoes #06 is undergoing some essential fine-tuning before release, I would like to draw your attention to a recently published fanzine. Saving Throw has been assembled and released for the benefit of James D. Kramer. You may know James from his illustrative work, which is found in various adventure modules and game supplements. You may have handled his editing work if you have browsed through a copy of Knockspell or OSRIC. You may know him as a publisher and author of fine adventures through his Usherwood Publishing imprint (which also sells an A5 version of the OSRIC rules). You may know him as a family man, too.

As you may also have heard, James has been fighting a malignant brain tumour for a while, and has had to undergo multiple surgeries in the process. Saving Throw – sold for the auspicious price of $13.00 – is a fanzine whose proceeds will go to Jim and his family in this trying time – and it is also intended as a thank-you note and as a gift to cheer him up. In 64 pages, Saving Throw contains a wealth of articles written by members of the old-school community. Therein, you will find six complete mini-adventures (I wrote one of them); random inspiration tables to generate fantastic islands; variant rules; maps to great treasures; new monsters and NPC parties; and more.

Saving Throw is currently available in PDF from DriveThruRPG, and a print version is also forthcoming (sold at discount to those who purchase the PDF). Buy yours today!