Showing posts with label helveczia. Show all posts
Showing posts with label helveczia. Show all posts

Wednesday, 22 December 2021

[NEWS] Helvéczia – Spanish Edition Crowdfunding Campaign, and Further Plans

Helvéczia: the Spanish edition

Some half a year after the publication of the Helvéczia RPG, it is time to announce some big news on the horizon – and to take stock of where the game is, and in which direction it is going. So far, 275 of the 500 copies have found a new home, which is quite nice for something a bit off the beaten path! Moreover, feedback has been overwhelmingly positive; and particularly so from people who have sat down and actually played the thing. Historical (okay, pseudo-historical games) games are a minority interest, making them a hard sell, so to learn that those who have tried it have liked it, and are running adventures or planning campaigns, is the best kind of news.

Which brings me to the big announcement: Helvéczia has been translated into the Spanish, and an initial print run is now up for a crowdfunding campaign. Outremer Ediciones is a new publisher (although one run by experienced gamers who have previously worked with other imprints), and their interests lie in “translating unusual, curious or personal games into Spanish that have never been seen in our language”, as well as original Spanish small print projects. Other games, namely Lands of Legends, Thousand Suns, and Thud & Blunder are also scheduled for later release. This is a noble mission, and I am particularly honoured that Helvéczia has been the first game to be selected for release – especially since Spain is the birthplace and common setting of picaresque stories, including our ongoing Catalonia campaign.

The initial package is
currently being crowdfunded on Verkami, a Spanish crowdfunding platform. There is a nice print version for a princely €40, which includes the rulebook, the regional and adventure supplement (Ammertal and the Oberammsbund), nine maps, a calendar for strict time records, and a deck of Hungarian cards – free shipping within Spain. The digital collection of the same is €15, which may be the most affordable way to obtain the game in Latin-America. (The publishers have informed me that they will gladly ship to Latin-American countries, and you should feel free to contact them to figure out potential shipping costs – these may be steep, but they are steep everywhere these days.)

A number of stretch goals are also in play. These are for a number of extra adventures (on which more below), and the box at €8,500, which will then be added to the physical orders. These will be nice, sturdy boxes like the original, strong enough to withstand even the dreaded International Shipping (I have only received reports of three damaged boxes, not bad from a sample of 275). As for the adventures, they are written, playtested, and only need translation into the English, from whence Mr. José Carlos Domínguez Agüera of Outremer Ediciones (who, I might add, sounds like a Helvéczia player character by such an excellent name) shall adapt it to the Spanish. What to do with the English manuscripts afterwards? Well… that much ought to be obvious!

I am once again asking for your financial support...

Here is where you can come in if you have an interest in a Spanish edition.
So far, about half of the €5,500 target has been met on Verkami, with 32 days left of the 40-day campaign. This is, as they say, “slow but steady”, i.e. it is not on fire, but it has been adding money consistently, a few more backers every day. If the current pace keeps up, it will be funded, but with a niche game from a relatively obscure corner of the hobby, I would assume it needs a little more attention. So, if you are either interested in getting the game in Spanish, or know someone who would like this sort of thing, now is the time to spread the word! It may make for a good present for your friends, or if you think the idea is terrible and/or the author is a jerk, a good way to annoy your enemies. I assure you, they would absolutely detest receiving a copy of Helvéczia in either print or PDF, and they would especially resent getting the three-game pack for a mere €110.

Rulebook
As it stands, the Helvéczia rulebook and Ammertal have been translated in its entirety, so the game can be released with a relatively painless editing/production effort once it funds. A
free 40-page demo version (24 MB) has already been made available with example characters, and the Seven Knaves introductory adventure (a really short tutorial to teach the basic rules and introduce new players to the setting). This booklet is more than sufficient to try the game for yourself, and as I understand it, it has been demoed successfully at various virtual conventions and online games (the Bat Plague is a harsh master, even in Spain!). Of course, it also means you can read the summary and make an informed decision. Outremer Ediciones and Yours Truly would both be delighted.

My personal pledge is thus: if the game funds, even on the basic level, I will ensure that all backers shall receive the adventures in some form – in Spanish or English. This much I can promise.

Now, how do they say “Fight On!” in Spanish?

* * *

What does the current crowdfunding campaign portend for the English version? Nothing directly, but it gives me a good excuse to work on translating the game’s supplemental materials into the English (which would also be the basis of a subsequent Spanish translation). In its first edition, Helvéczia had already collected a number of published adventures, and since they have already been written and laid out, all that remains is translation (my idea would be for an A4-sized compilation, about the size of Ammertal). The following modules are planned – these are mostly the length of the scenarios in Ammertal.
  • Countess Apollonia’s Beauty Treatment of Countess Apollonia: Visit a small, prosperous spa town, where a group of aristocrats have discovered a novel method of restoring youth and physical beauty. Everything goes like the Brandenburg hop, but then the story takes an unexpected turn… Open-ended city adventure with scoundrels, degenerate nobles, and a race against time!
  • Ill-Gotten Merchandise: A wilderness adventure where the company is hired by a petty local noble to recapture the estate he had lost to his brother in an unfortunate card game. Things go wrong at the worst possible moment. Can the players save the day? Will they want to?
  • Gudmundshof: A letter of invitation leads to the nest of the venerable von Ammertal family, where the nobility of seven lands has gathered to make merry and discuss the affairs of the world. Some, however, have infiltrated the party for the sake of personal enrichment, or to play mischief on their generous hosts... Social intrigue / dungeon crawl module set in a castle of noble eccentrics.
  • The Cloister's Secret (by Krisztian G. Laszlo): "Foul weather, a chariot stuck in the mud, and then an unexpected refuge of a monastery with clean beds, company, and plentiful dinner: all is well if it ends well. But it doesn't. What started as the end of a bad day will continue as a most peculiar night!
  • The Serpent Girl (by David Barsony): “Here, we shall learn why Berma Grünwald and Philbert Ostbruch missed their wedding; who and why gets in the way of lovers, and what kind of trials a person who would unravel the whole tangled history has to endure.” Short but sweet.

Wilkommen in Zwillings!
These were all materials developed and published in 2014-2015. The second edition playtest has produced a new corpus of material, some in rough manuscript form, some as handwritten notes. These will make for a second regional supplement, along with the attendant adventures. These shall take the company to Zwillings canton, a backwards and lightly populated corner of Helvéczia, where only a single town and a handful of smaller villages stand surrounded by deep forests. Yet Zwillings is also haunted by a long history of heretics and fallen kingdoms, weird saints and disreputable cloisters. Zwillings was the focus of the second arc of our original campaign, but at that time, I was too burned out to publish the resulting materials. These will now be collected for the game’s new Hungarian edition (since Ammertal is already well known here). A second canton will also be included, but I haven’t yet decided which. It might be Castelmarte, an Italian-speaking conquest under the yoke of a Helvéczian vogt, or the picturesque and rich small towns around the Graubundsee and its seat, the dark city of Heiligengrau.

Until then, enjoy the game, keep those cards handy, and always give the Devil his due (whether it is gold or gunpowder)! Merry Christmas!

Tuesday, 8 June 2021

[NEWS] HELVÉCZIA: Picaresque Fantasy RPG (NOW AVAILABLE!)

Helvéczia

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

After its debut at the North Texas RPG Con, I am pleased to announce the publication of my pseudo-historical RPG, Helvéczia. Published as a 204-page hardcover and a lavish boxed set (which contains the hardcover book, a regional adventure supplement, nine map sheets, and more), this is a self-contained game system taking you to a strange alternate-world Switzerland where danger lurks in the deep forests, and even weirder things are afoot in the high mountain valleys. In Helvéczia, you can…

  • get surrounded by a band of brigands, shoot your way out, and make your getaway on one of their horses…
  • seduce an adventurous countess, and lose all your money to her in a game of cards (how did she do it?!)…
  • get devoured by giant frogs lurking in an abandoned well…
  • blow up the Devil’s stagecoach and live to tell the tale…
  • die in an unlucky first aid attempt (many such cases!)…
  • hunt wolves from horseback with grenades…
  • learn useless sciences like Hermeneutics and Vacuum Theory, then find them surprisingly useful…
  • get captured by the Inquisition, and escape from their clutches with the aid of a Holy Bible they gave you for your final night…
  • team up with the Inquisition against a blasphemous nest of fishmen…
  • dig up the fingerbones of a hanged man for the Skeleton Key spell, and procure a tanned dogskin for Emilio Sciarelli’s Spectacle…
  • play cards with the Devil for your immortal soul!

All of these, and more have happened in Helvéczia games (although some took place in the land of Catalonia, for you can play the game in other pseudo-historical milieus with a little effort).

Look, ma! Very Irate Geese!

As it should be evident, this is not a game concerned overmuch with historical accuracy or physical realism; rather, it aims to be a fast, swingy, colourful romp with high stakes and a lot of fantastic detail. It is not grim, and not particularly dark (although the past, indeed, is a foreign country – do not expect 21st century America or Europe). You do not have to be a student of history to appreciate Helvéczia (although an interest in it does not hurt): if you like Grimm’s strange and bloody stories, swashbuckler romances by Dumas and others, or swords-and-stagecoaches films, you will be right at home. Above all, this game is a love letter to the penny dreadfuls and cheap picaresque novels describing the lives and changing fortunes of scoundrels, bravos and never-do-wells – adventurers in the truest sense!

A Miraculous Escape!

Unlike many “OSR” systems, Helvéczia departs somewhat from the usual B/X lineage, and uses a simple, heavily streamlined and modified version of the d20 System (abandoning its more cumbersome aspects, and subjecting it to a lot of tinkering and polish). Players will no doubt be familiar with the game’s four classes, spell memorisation, the procedures of the combat system, or saving throws and experience points. Helvéczia employs this familiar framework, and puts its own spin on it. Everything is altered to fit the game’s subject matter, and it all fits into a closed, six-level advancement scale: even the mightiest heroes or the most ferocious monsters are found in this range. Yet, even low-level characters can accomplish much, and you do not have to be high-level to make a difference. There is no level scaling in the world, or in the published adventures: it is up to the players how to navigate Helvéczia’s pitfalls and dangers, and succeed or fail by their own decisions (and the fickle dice). This is, also, a complete game: everything you need is found in the rulebook, from rules, spells, monsters, magic items (mostly new) to GM advice, random tables, a starting adventure, and a brief setting guide. The rules are intended to be easy to learn, and the book can be picked up by beginners rather quickly.


Version Comparison Chart

Helvéczia is available in two versions: a more affordable hardcover, and a complete boxed set. The hardcover version ($40) includes:

  • Helvéczia, a 204-page hardcover rulebook, with a cover by Peter Mullen, and interior art by a host of period artists;
  • an A3 overview map of Helvéczia by Sean Stone, providing an overview of Helvéczia’s geography on one side, and its main cantons, towns and territories on the other;
  • a deck of 32 cards in case you want to play a hand with the devil – according to Hungarian card sharp traditions, the tried and true blue Piatnik card set, NO IMITATIONS ACCEPTED!

Hardcover edition

The boxed version ($60) includes everything above, and then some in a sturdy, hand-made box filled to capacity with goodies. Thus:

  • Helvéczia, a 204-page hardcover rulebook, with a cover by Peter Mullen, and interior art by a host of period artists;
  • Ammertal and the Oberammsbund, a 72-page regional supplement describing two cantons in Helvéczia in a hex-crawl format, and containing three larger and two shorter adventures, along with other miscellance (this supplement is also available separately);
  • an A3 overview map of Helvéczia by Sean Stone, providing an overview of Helvéczia’s geography on one side, and its main cantons, towns and territories on the other;
  • eight more A3-sized, double-sided map sheets offering player and GM hex maps for the entire extent of Helvéczia, and some of the surrounding territories (two of each map included to last multiple campaigns);
  • a deck of 32 cards in case you want to play a hand with the devil – according to Hungarian card sharp traditions, the tried and true blue Piatnik card set, NO IMITATIONS ACCEPTED!;
  • a folder with character sheets, sample characters, and a calendar booklet to keep strict time records with for a meaningful campaign (the folder doubles as a collection of reference sheets).

Boxed edition (four-volume, antique edition of Gil Blas not included)

Is it fun? We think so. Judge by the results of last Sunday’s expedition to the tunnels and chambers beneath the small town of ___(Redacted to protect the place’s good reputation)____, which lead right to the very depths of HELL!

  • Angelo Rossi, the Italian Vagabond, fell into a pit, where he was torn apart by headless walking corpses.
  • Brother Jean-Ambrose Lazard, a very sinful Franciscan, was captured by devils, and boiled in a fiery cauldron.
  • Tristan de la Croix, a French Soldier, was captured by the beautiful but wicked Gudrun von Oberhöllen, one of the aristocrats of Hell, and for disrupting her wedding night, imprisoned in a cage for the lady's perverted fancies. (Some might not find this so bad.)
  • Ivan the One-Eyed, Cossack Champion, fled in panic, and in madness did he emerge from the depths below!
  • Finally, Werner Lösung, German Sharpshooter, rescued Gudrun's handmaiden, the beautiful and innocent Elsie Schreck (who went to Hell for swearing, once!), but had to ask the Devil's assistance through cards to return to the surface of Helvéczia while hiding in a wardrobe (dragged through a painted cupola sky by diabolical giant owls). Since he had nothing else to pay the Devil with, Werner had to sign the contract (but at least he got to marry Elsie).

Want to die horribly in HELL and suffer ETERNAL DAMNATION? This is your game. Want to become a brigand leader? That, too, can be arranged. Reach sixth level, defend your doctorate in theology, and retire in style to your very own abbey? Not impossible. Win the hand of a fiery Gypsy girl after forgiving your mortal enemies? Certainly! Die in the last round of the last combat of a long-running campaign, and get decapitated by a vampire lord you had loosed on the world several sessions before? Could be, could be. Such fates, and more are in store for those who brave dust, gunfire, weird beasts, secret societies, and stand fast in the eternal struggle between Heaven and Hell!

IMPORTANT SHIPPING NOTE: As you might guess, the boxed set is large, and heavy. Accordingly, every boxed copy ships separately from other ordered items, and – unlike the smaller zines and modules – every boxed set incurs a separate shipping charge. Please note also that boxed sets have been found to ship slightly slower than regular mail, so expect some extra time or delivery.

Kämpft weiter!


Saturday, 8 May 2021

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

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

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

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

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

Boxed set prototype with a hand of cards

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

The Catalogue of Sins: 

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

Pascual is now ready for his first adventure!

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

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

Hp       14

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

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

Hex map test prints (GM/player)

Thursday, 15 April 2021

[NEWS] Helvéczia: Announcement and Preview

Helvéczia: cover art by Peter Mullen

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

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

* * *

Concept

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

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

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


Players' map by Sean Stone

Scope

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

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

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

* * *

Rules

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

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

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

* * *

Release plan

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

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

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

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

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

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

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


* * *

Preview

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

Helvéczia Sample (24 MB PDF)

Sunday, 14 March 2021

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

[This play report covers two sessions of our most recent adventure played with the forthcoming Helvéczia RPG. Like the previous similar post on this blog, the Capuchin, an infamous brigand leader, makes his appearance – but in different circumstances than the last time, and to an entirely new stable of characters. This excerpt goes more deeply into the magical and supernatural side of Helvéczia, and features a larger cast of characters, as well as a short dungeon expedition. There will be a more formal announcement with a preview of the game’s introductory chapter (and a few more things), but this introduction is as good as any.

Courtesy of the author, Istvan Boldog-Bernad, I have provided a transcription of his GM notes in a separate post: these are, of course, minimal notes (which Istvan is a master of spinning into much larger adventures), but they should serve to illustrate what follows below.

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

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

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

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

Into the Picos del Bosque

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

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

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

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

***

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

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

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

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

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

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

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

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

“Very sure. Who is a bad boy?”

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

The Church of HELL

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

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

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

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

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

“That would be Belphégor.”

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

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


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

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

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

“Twenty-one!”

“Devil take you, you cheated!”

“It was a twenty-one!”

“You deal!”

“I hereby wager the molar of Judas!”

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

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

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

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

“Do you know what you are not expecting?”

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

“Yeah, your mother!”

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

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

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

Miguel the Gambler

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

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

The Infernal Wedding

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

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

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

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

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

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

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

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

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

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

***

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

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

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

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

***

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

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

TO BE CONTINUED


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

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

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

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

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

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