Showing posts with label module. Show all posts
Showing posts with label module. Show all posts

Thursday, 4 July 2024

[MODULE/ZINE] Khosura: King of the Wastelands, Drifting Lands, Echoes From Fomalhaut #12 (NOW AVAILABLE!)

A Triumvirate of Adventure

I am pleased to announce the publication of three new release, including a hardcover sandbox supplement with city, dungeon and wilderness adventures; a players’ setting gazetteer, and the newest volume of my zine. That’s a handful!

Khosura: King of
the Wastelands
“Those risen against me, I pillaged their kingdoms, and placed my foot on their proud necks before the coming of the end...” Overking Srabmar, He Who Buys and Sells, is no more, and the twelve cities he has left in rubble are mere heaps of stone in a destroyed land. Yet many years later, the City-State of the Four Mysteries still stands on the shores of a salt lake, dreaming of past and future glories, from its gilded palaces to the depths of its Undercity. This is Khosura, King of the Wastelands! Visit a sword & sorcery city-state of ancient customs, dark sorceries, and secretive mystery religions – built on a wasteland wrecked by ancient wars, divine retribution, and successive cycles of harsh, tyrannical kings. Descend into an extensive Undercity, go up against treacherous mirages and cruel plans, and plunder the treasures of a land where might makes right, life is harsh, and the glory of heroes is earned at the cost of spilled blood.”

First and foremost, I am really pleased to announce the much-delayed release of Khosura: King of the Wastelands. Based on multiple campaigns in weird desert lands, this is a rather large, 164-page hardcover describing Khosura, a city-state in the world of Fomalhaut, its extensive Undercity, and the surrounding wastelands. Designed for characters of level 3–8, and compatible with OSRIC rules, the supplement offers a wide, deep playing environment (a sandbox with lots of sand in it) to set your own adventures. It includes the following materials:

  • An adventure-friendly description of the city-state of Khosura, with its customs, factions, rumours, rumour and encounter charts, and 28 keyed areas, from teeming markets to the palaces of the high and mighty!
  • An interconnected, vast Undercity divided among 8 levels and several sub-levels to a total of 176 keyed areas, including tomb-complexes, hidden holy sites, magical enigmas, and the remnants of ancient times!
  • A wilderness section describing the Desert of Regulator, a place of deadly mirages and antique ruins, in a hex-crawl format. 45 keyed hexes can serve as springboards for further adventures to crumbling ziggurats, warlike enclaves, grandiose monuments, and  places haunted by deadly dreams. Complex wilderness encounter tables are included to handle travel across the points of interest.
  • A grab-bag of supplemental materials: Stone Gullet, a wasteland outpost (and true keep on the borderland); a selection of caravans and NPCs to meet on the road; and three smaller adventures leading deep into wasteland mirages.
  • An appendix of new monsters and magic items.
  • A separate map pack of four foldout map sheets with GM and player cartography.

Khosura: King of the Wastelands is illustrated by Peter Mullen (who did the cover and various interiors), Cameron Hawkey, Graphite Prime, Vincentas Saladis, Sean Stone, as well as the Dead Victorians, the Antique Alumni, and the Robot Overlords. The cartography was done by Robert S. Conley (city and dungeon maps), Sean Stone (who did the excellent bird’s eye players’ map of the city), and myself (wilderness hex map).

Drifting Lands
“In a barbaric age where old certainties are gone, everything is possible. This booklet describes lands in turmoil. Old powers have fallen, civilisation has retreated to a few refugia, and barbarism is on the move. On the Isle of Erillion, a successful island kingdom has secured coastal footholds, but has made few inroads in the isle’s old forests and high mountains. The Twelve Kingdoms, a collection of small feudal realms, have descended into civil war and mutual destruction while an arctic empire dreams of conquest. And in the Kassadian Empire, the long decline of a high civilisation has created a landscape of rival city-states, militaristic frontier-towns, and barbarous hinterlands – against the shadows of an Empire that bitterly clings to its life. Here are lands ripe for adventure, plunder, and conquest. Here are thrones to win, dark fates to avert, and frontiers to tame – here is a world to be reshaped by the able and shrewd! And here is your opportunity!”

I am also pleased to announce Drifting Lands, a players’ gazetteer to my (more or less) vanilla fantasy setting, which has previously been released in bits and pieces over multiple zine issues as our campaigns progressed therein. This is a 52-bage booklet that expands on and consolidates these materials into a player-friendly guidebook. It includes the following materials:

  • A bird’s eye big-picture description of the setting and its known regions, from the Isle of Erillion to the Empire of Pand.
  • 34 gods and heresies, from fleet-footed Apelles, God of Messengers; and Galerius Demarcator, God of Boundaries and milestones, one of the three imperial cults; to the extinct (?) cult of the Purchased God and everyone’s favourite, the frog-god Tsathoggus. Notes are also offered on the Omnipotent Index, the Kassadian Empire’s monstrously outdated and utterly unjust legal code to classify approved and heretical religions.
  • More detailed guides to three regions, focusing on customs, places of interest, and conflicts that call for adventurers to resolve.
  • A separate map pack with six fold-out hex map sheets: players’ and GM’s cartogrtaphy for Erillion, the Twelve Kingdoms (two sheets), Kassadia (two sheets), and the blank slate Savage Peninsula.

Drifting Lands features a cover image by an unknown alumnus (culled from an ancient US college yearbook, it is a striking piece that makes quite an impression), and interior illustrations by Cameron Hawkey, Vincentas Saladis, the Dead Victorians, and the Antique Alumni.

Treasures of
the Necropolis
Also furthermore, I am pleased to announce the publication of the twelfth issue of my fanzine, Echoes From Fomalhaut. As usual, this is a 56-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. It is the most lavishly illustrated issue yet, with cover art by Peter Mullen, and interior illustrations by Cameron Hawkey, Vincentas Saladis, Graphite Prime, Ferenc Fabian, the Dead Victorians, and the Antique Alumni. This issue features a varied assortment of scenarios, three of which have been tested in both campaign and convention play. The following materials are included:

  • Urmalk the Boundless (levels 3–5, 24+24 keyed areas), an open-ended, site-based adventure describing a weird necropolis next to a large city. A place of burial since primordial eras, this is a site of crumbling (and sometimes repurposed) mausoleums, catacomb passages, and more oddities. Beyond its campaign origins, the module saw extensive playtesting at Cauldron Con 2023, Society of Adventurers Con XI, and beyond. It makes for a tournament-style scenario, a side-adventure, or a permanent campaign ficture.
  • Catacombs of the Pariahs (levels 3–7, 50 keyed areas), one of the subterranean complexes beneath the City of Vultures. Located under the crooked streets of the Beggars’ District (also described), this is a section of the undercity that goes from reasonably simple to remarkably deadly. From the Court of the Pariah-King to the Domain of Virotán and the Ceramic Space, it just gets stranger and more vicious.
  • Castle of the Rose Knight (levels 5–7, 30 keyed areas), an enchanted castle found in the Twelve Kingdoms, easily glimpsed from afar, but unreachable by all but a few, this is a place to test a questing knight’s mettle! All is not what seems, and the Knight of Roses, the visitors’ mysterious host, is not someone to be trifled with.
  • Tower of the Thief (levels 3–5, 15 keyed areas): what it says on the tin – the tower of a retired thief, also located in the Beggars’ District. Sort of a small adventure site.

Two foldout map sheets with player and GM maps. While supplies last, a third sheet will also be included in orders (I accidentally sent off a wrong map file to the printer, so this became an extra).

* * *

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

Friday, 26 January 2024

[MODULE] The Webs of Past and Present & Cloister of the Frog-God (NOW AVAILABLE!)

Can you have enough frog-themed modules?

I am pleased to announce the publication of two adventure modules, The Webs of Past and Present and Cloister of the Frog-God.

Buxom Elven Wenches
May Be Included
The Webs of Past and Present
is a 28-page dungeon module by Gabor Csomos for 4th to 5th level characters, with 39 keyed areas. The module features cover art by Graphite Prime, and interior illustrations by Ferenc Fabian, Cameron Hawkey, the Dead Victorians, and the Robot Overlords. It takes adventurers to the decaying elven pleasure-palace of Túr Eridenal, now a monster-haunted ruin still clinging to its past glories. Exploration-oriented gameplay in an open-ended environment is combined with complex puzzle-solving, a ticking clock, and evil flying elven heads. The booklet comes with a fold-out GM’s map of Túr Eridenal. This adventure was the winner of the 2021 No Artpunk Contest, a mighty accomplishment.

“A group of adventurers took a job they were unable to finish. They went into the ruins of Túr Eridenal, an abandoned elven palace of some kind, and never returned. The characters’ mission is to find out what happened to them, rescue the survivors, and – if possible – finish the job they started. Besides the predatory creature the adventurers were hunting, the ruins are overrun with all kinds of monsters, and corrupted by a sinister curse. There are survivors, however, whom the party may rescue if they are smart... even more than just some lost adventurers. All shall be caught in… The Webs of Past and Present!

* * *

Death Frog Doom
I am also pleased to announce the publication of Cloister of the Frog-God, a 40-page wilderness and dungeon module for 4th to 6th level characters, with 15 + 77 keyed areas and more frogs than you can shake a stick at. The module features cover art by Denis McCarthy (who also did a bunch of the interiors), and interior illustrations by Andrew Walter, Matthew Ray, Stefan Poag, the Dead Victorians, and the Robot Overlords. The module’s wilderness section describes the Marshlands, a labyrinth of waterways, strange denizens, and swamp monsters. However, it is the frog-cultists who truly rule the land from a half-ruined cloister complex, sitting on top of ancient catacombs that reach far down – and just as far back in time, before the coming of Man. The cloister is a large, interconnected dungeon environment with multiple access points, different sub-sections, and challenges to test both the cautious and the daring. The booklet comes with a fold-out GM’s map of the Marshlands, as well as the Cloister complex.

“The cloister has stood on a desolate ridge overlooking vast swamps since time immemorial. Dedicated to the great and terrible Tsathoggus, this edifice of evil was destroyed again and again through history, only to re-emerge from its slumber once the forces of Law grew lax and the terrible deeds of the frog-cultists became forgotten. Now a new order rises among the old walls, while older evils stir in stone grottoes and underground sanctuaries. Spies visit the settlements of the marshlands, and offerings make their way to the cloister where the monks hold their vigils as their ancestors have, guarding a nightmare that refuses to die.”

NOTE: This is a scenario whose two parts have been released before, and are now combined into a single adventure. The Cloister dungeons were published as a chapter in Frog God Games’ Rappan Athuk (and are reprinted with permission), while the Marshlands were published in Echoes From Fomalhaut #04. The current edition has been re-edited for greater accessibility.

* * *

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

Friday, 30 June 2023

[ZINE] Echoes From Fomalhaut #11 and The Well of Frogs (NOW AVAILABLE!)

Echoes From Fomalhaut #11

On Windswept Shores
I am pleased to announce the publication of the eleventh issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Vincentas Saladis, and illustrations by Cameron Hawkey, and Graphite Prime.

This particular issue took a year to materialise, and it is therefore on the thicker side. It is also an issue dedicated to the harsh northern lands of the Twelve Kingdoms, following from the setting primer published in issue #09. This time, the zine presents hex-level descriptions from the areas where our campaign has taken place, From Brahalt to Hlute. This area encompasses a larger and a smaller island, ranging from densely populated domains to hinterlands where only gloomy remnants of once-prosperous kingdoms remain standing. As always, this is a setting for your own purposes, and a place where a band of determined aventures can accomplish much.

In addition to the hex-level writeup, the zine provides a description of the Monsters of the Isles, eight creatures commonly encountered in the Twelve Kingdoms, and in any other mist-shrouded land of your choice. Avoid the allure of the comely frost-maidens, contend with the strange thorn warriors, and strike bargains with the cunning tromes, master smiths of evil disposition (or loot their stores of enchanted weapons and armour). Even more generally, tables are provided to generate Curious Local Customs to provide basic ideas for eccentric communities living by strange codes of behaviour, and ruled by eccentric sovereigns. This is something that has seen use in multiple very different campaigns, from exotic sword & sorcery to more standard adventure fantasy.

The issue comes with two scenarios. Elven Grave (levels 5–7, 19 keyed areas) is a small tomb-robbing adventure in a ruined place of beauty, where an elven lord and his hosts were laid to rest. This is an adventure you could put on a treasure map, or just drop anywhere in an ongoing campaign.

Eimir: The Abbey’s Secret (levels 3–6, 18+31 locations) takes us to a coastal abbey where diligent but fanatical monks have built an outpost of Law, dedicated to spreading the light of civilisation to the surrounding lands. The scenario describes the abbey and the unruly community that has grown up around it, as well as a set of underground tunnels where the monks keep treasure and jealously guarded secrets. Whether the characters’ aim is infiltration, theft, rescue or just causing trouble, this is the place. Will they burn the abbey’s great library? One out of three test parties did not, so the odds are present!

The Vigil Guards Eimir's Peace

The Well of Frogs


Go down the Well.
You know you want to.
I am also pleased to announce the publication of The Well of Frogs, a 32-page city and dungeon adventure for 1st to 2nd level characters by Istvan Boldog-Bernad, with cover art by Dorottya Fulop, and illustrations by Ferenc Fabian, Vincentas Saladis, Graphite Prime, the Original Masters, and the Robot Overlords. The module describes a neighbourhood of the crumbling city of Cassidum, its teeming alleyways the haunts of thieves and lowlives. But below the surface lie worse things still, left over from the days of the old empire or repurposed by dangerous eccentrics. Visiting the underground could not be easier: the Well of Frogs, in the middle of the infamous Piazza Dei Rospi, lies in plain sight, and nobody will prevent the brave and very foolish from descending into its maw. This is a module which has killed a respectable amount of player characters in playtest, more at its debut at North Texas RPG Con, and is ready to kill again. It can be used as a one-off, or as a nexus point for an extended campaign.

“Down below, beneath Cassidum’s stinking alleys and crumbling palaces, lie twisting passages and musty chambers with the secrets of the old days, and the subterranean dens of lowlife scum. But now, sordid disappearances haunt the Piazza dei Rospi, while the Literators’ Guild and Barbers’ Guild wage a bloody turf war for the surrounding streets. The key to these mysteries is a richly carved marble well decorated with the carvings of four ugly bullfrogs, whose depths hide things worse still. Some who descend shall win riches and battle-glory, while others will only find horrid death… down in The Well of Frogs!”

* * *

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

The forgs are waiting


Saturday, 29 April 2023

[MODULE] Weird Fates, vol. 2 (NOW AVAILABLE!) and Further News

I am pleased to announce the publication of Weird Fates, vol. 02, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Cameron Hawkey, and illustrations by Graphite Prime, Vincentas Saladis, the Original Masters and the Robot Overlords, this collection presents adventures concerned with the strange and unusual, this time mostly in weird dungeons (although an odd, gloomy ruined town is also featured). Each of these scenarios would be suitable as one-shots, or digressions inserted into the ongoing campaign, suitable for 4th to 7th level characters.

“A compilation of four short, open-ended adventure outlines leading to uncanny locales and perplexing situations, this zine offers scenarios that could serve as one-shots or digressions from longer campaigns. Herein, you can visit a comet-struck town living in perpetual gloom, abandoned by its inhabitants but sought by rich eccentrics; resolve an ancient family feud in a place of unravelling time; seek the resting place of a saint in the Undercity to avert a most unusual calamity befalling the City’s dead; and travel beyond space and time to a sanctuary of learning… where the books read you. Some assembly required!”

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

* * *

Artist for hire!

You might know Lithuanian artist Vincentas Saladis from his previous contributions to Echoes From Fomalhaut and Weird Fates, vol. 01. He has also contributed to vol. 02, and multiple forthcoming titles. Vincentas walks a fine line between an almost 19th century-style line art and grim fantasy realism. In any event, he is available for commissions at katorga-art@protonmail.com, and has an Instagram account at https://www.instagram.com/katorga.art/. I can say every time we worked together has been excellent, so contact him with confidence! You can find a sampler of his art below, one from a published zine, and two from titles yet to be released.
The Gates of Sorrow
Connor the Barbarian, Sole Survivor
The Gates of Panthozar

Forthcoming projects, and where they are

Things have been quiet around here for a while, and that’s with good reason – a lot of my time went into my day job, plus multiple larger slow-burn projects that take time to get into a shape where I am comfortable about releasing them. Thus, here is a minor update of sorts:

  • The Well of Frogs: a Swords & Wizardry adventure for levels 1–2 by Istvan Boldog-Bernad (author of In the Shadow), featuring adventures in a dirty and chaotic city, as well as the dungeons beneath it. This is the most honest module title in history, with more frogs than you can shake a stick at. It is ready to go once Mythmere’s new S&W license is released, although I may delay it a little if Echoes #11 is sufficiently far along at that time.
  • Echoes From Fomalhaut #11: this issue took some time to assemble. However, it is close to complete, and it is going to be a fairly large one, perhaps as large as the Baklin supplement. This issue will be dedicated solely to the Twelve Kingdoms, and shall contain the hefty hex key for the parts of the setting we have played in, as well as a larger and smaller adventure scenario. Layout is in its final stages, and then it’s time to commission illustrations, create the final maps, and that sort of thing. Late June would be a realistic release date. See you soon… On Windswept Shores!
  • Khosura: King of the Wastelands: This is not only overdue, but it will take some time to finish in a way that does it justice. A lot of the material is done (since a large part of it is based on previously published materials), the majority of art is done, but it grew in revision, and that pushed it out of the Q1 2023 window. The more realistic projection is late 2023, or even very early 2024. Those responsible have been sent to the Pits of Lamentation!
  • Caught in the Webs of Past and Present: This No Artpunk I-winning adventure by Gabor Csomos is set for publication in the Fall, for OSRIC.

Thursday, 17 November 2022

[MODULE] The Forest of Gornate (NOW AVAILABLE!)

The Forest of Gornate
I am pleased to announce the publication of
The Forest of Gornate. With cover and interior art by Denis McCarthy, and illustrations by Stefan Poag and Jerry Boucher, this is a 32-page module for characters level 3rd to 5th, describing an expansive forest in the pointcrawl format, as well as the mini-dungeons therein. Located next to the city of Mur (described In the Shadow of the City-God, a module that connects to, but is not essential for enjoying this one), the Forest of Gornate is a place of fallen civilisations, strange denizens, and natural wonders. Seek the treasures of a mysterious villa, the secrets of a reclusive bandit leader, win the patronage of the ancient and sinister Guild of Judges, or strike out on your own to seek fame and fortune in the forests, and the lands beyond. This is a scenario with 42+39 keyed areas, adventure hooks, rumours, and random encounters offering numerous possibilities for open-ended exploration and player-driven adventure inspired by Scorpion Swamp, the Fighting Fantasy classic.

“South of the dark walls of Mur, an overgrown forest lies between two mountain ranges. Its namesake, the immortal beast Gornate, noted for his thirty-six eyes and a peculiar taste for collecting human spinal columns, has made no sign of his presence in many years. Even so, the woodlands hide numerous dangers. Robber bands, man-eating beasts, abandoned manor houses and mysterious ruins dot a land divided by rivers and mountain ridges. The people of the city rarely venture into the forest, but recently, three notabilities have expressed an interest in sponsoring a hazardous, but lucrative expedition. While serving three masters may be too much for a single adventure, a resourceful and lucky company could return rich from… the Forest of Gornate!

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

Gornate is watching!


Friday, 3 December 2021

[MODULE] Weird Fates, vol. 1 (NOW AVAILABLE!)

Weird Fates vol. 1
I am pleased to announce the year’s last EMDT release, the publication of  Weird Fates, vol. 1, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Peter Mullen, and illustrations by Graphite Prime, Cameron Hawkey, and Vincentas Saladis, this collection epitomises “weird fantasy” with its outlandish concepts, strange denizens, and grotesque situations. Meant for an evening or two of play each for 3rd to 6th level characters (more or less), the mini-adventures are open-ended outlines with a strong emphasis on player creativity and a non-linear structure. Short, sweet, and high on imagination (in multiple senses), this is a sure pick for GMs who enjoy a little improvisation.

“A cornucopia of four short, open-ended adventure outlines leading to lands of pure imagination, this collection should astound and entertain any company of players interested in exotic locales, strange individuals, and a generous helping of satire. Herein, you will journey to a tropical island to answer the eternal question, “What is Art?” (or die trying); confront a reclusive artist with a peculiar scheme to enlarge his audience; find the fabled graveyard of the elephants and partake of the fruits of the Tree of Forever Return; and judge a pie-baking contest in a rural backwater where nothing could possibly go wrong... or could it? Some assembly required!”

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

***

On the Rooftops of Xyntillan!

Cameron Hawkey, who has contributed art to this volume, has recently posted a full rooftop map for Castle Xyntillan! This is an excellent addition to the castle, and an elegant, seamless expansion of Rob Conley’s cartography. Everyone who enjoys rooftop-hopping will get a kick out of this one.

Giant Pigeons Not Included

***

Christmas Shipping

As previously, my store will be closed for the holidays from around 20-21 December to early January. Currently, shipping takes about one week for most European orders (maybe a few days more for the UK), and a little over two weeks for the US, Canada, Australia and New Zealand. Christmas mail can experience some delays, however, so take that into account.

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)