Saturday, May 16, 2026

Morgan's Illusion Horror Community Con 2026 Excellent Adventures


I always thought that horror works better with fewer PCs as lone PCs are more isolated and tied into their own personal horror. But as a game, it's best to bounce off at least another PC. The great thing about this online convention is that there are games with fewer headcount than the standard 5 to 6 Players.

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May 15, Friday 10am-2pm

Midnight Descent
System: Kult Divinity Lost
GM: Bitburg_Chef (David)
2 Players: Warshtub (Simmons), Morgan Hua (Walker)

Content Warnings: Torture, Gore, Violence, Gaslighting, Paranoia, Suicide, Abuse, Religious Beliefs, Cults

You and your partner find yourselves as rookie police officers thrust into an eerie assignment. Due to some events you prefer to keep silent about in your first week of training, you’ve been delegated to take over the last shift at the soon-to-be-closed police precinct.

As you step into the dimly lit station, the air is thick with an otherworldly tension. The veteran officers have hastily left, leaving you alone with the weight of their unspoken fears. The flickering lights cast long shadows on the worn-out walls, and strange noises echo through the empty corridors.

Armed only with their rookie training and an uneasy alliance, you must confront the unknown. As the night progresses, you’ll grapple with your own fears, face darkness, and uncover the secrets hidden within the precinct’s haunted history. Your decisions will determine your survival and may unveil a deeper, cosmic truth that challenges the very fabric of your reality.

Players will receive a set of questions prior to the game to personalise their pre-generated characters.

Two rookie police officers stuck late night at the last shift of a shuttered police station. The new precinct is open and everyone's been notified of the change, but some people still show up at the police station, so we're there, just in case. Phone calls go to the new dispatch station, but some calls still get routed to the old station. The place has mostly been emptied out. Locals have already vandalized the station. Strange sounds and apparitions haunt the station.

I loved this. It's basically a haunted police station where the PCs are forced to stay inside.




May 15, Friday 4-8pm

Hope and Greed
System: Alien Evolved
GM: kasualkeith (Keith)
5 Players: Warshtub (Lingard - electrician), .MrSpikey (Almayer - mechanic), TeaCozy_53333 (Lakamba - Trucker), itsarbordayj (Willems - Croupier), Morgan Hua (Waite - Card Shark)

Content Warnings: Body Horror, Violent Death/Gore, Psychological Horror, Claustrophobia/Isolation, Themes of Exploitation

Life at Hadley’s Hope hasn’t been the paradise that Weyland-Yutani promised when you signed on the dotted line, but you still showed up and put in the work. W-Y found ways to take most of your paycheck back before you could spend it, let alone save it. But that’s about to change, as you and a couple like-minded colonists have hatched a plan to rob the Company-run casino. All you need to do is wait for the right time...

I personally wanted to come up with a way to tell other stories about Hadley's Hope, but one issue is how to have a cohesive group at the colony without PCs spread all over the place. This GM was able to come up with 3 scenarios. I played in this one. I had also wanted to try out the new Evolved edition.

The Evolved edition worked well with the Foundry VTT which took care of a lot of the extra die rolls needed for this edition. I still don't like the extra required rolls.

GM repurposed Hope's Last Day with 3 new scenarios. This scenario is about PCs planning a heist of the local casino. A nice way to tie random PCs to a group goal. I had a lot of fun. I got the full Alien experience.




May 16, Sat 10am-2pm

From the Womb
System: Kult Divinity Lost
GM: rocinante_on_focus (Robert / Roci)
3 Players: penny676 (Martin, Sandy - fails to get GPS signal), sam.ius (Sam, Bob - searching for something), Morgan Hua (Roy - trying to quit smoking)

Content Warnings: Harm to animals, harm to children, violence, gore, religion, natural disasters, torture, sexism.

Unsuspecting social workers are sent to investigate a girl’s mysterious absence from school. While they think they are following up on a simple truancy case, they find themselves cast in a decades-long family drama full of monsters both human and otherwise. Will they flee, or will they allow themselves to be drawn into the unmerciful truth?

Another great spooky game. This one was more investigative. GM did a great job juggling events, split parties, and our backstories.




May 16, Sat 4-8pm (2 hrs, game ended early with 2 Players)

the terrifying Nature of things
System: Kult Divinity Lost
GM: willberratte (Will Barrett)
3 Players (one missing): mal6666 (Sarah - Elias Boone - Senior Trooper), Morgan Hua (Don Fife - Junior Trooper), Jane Doe (missing).

Content Warnings: gore, violence, assault, torture, pvp abuse, trauma, police, Texas, guns, yellow, this is imprvo so thing may come up

a lot of people have gone missing in a small town in Texas but good new we found a survivor. while the state and local raid the mansion two trooper go the pick up the one and only survivor to take her back to the seen.

This game was the weakest as it was very railroady as we just went through various rooms and there was really no choice of path. It was mainly a gallery of horrors. GM admitted it would have been a much better game with 3 Players.




Friday, April 24, 2026

Sleepy Hollow - Review

 


I bought Sleepy Hollow because it's a version of Vaesen for the Americas. I really enjoyed Vaesen and wanted some adventures in Ichabod Crane's neighborhood.

The game is set in Sleepy Hollow 1810, 20 years after Ichabod Crane disappeared from the town. Sleepy Hollow has an annual Headless Horsemen Festival which is a big deal. PCs arrive to start a new life there during the festival.

Sleepy Hollow did an odd implementation of the Year Zero Engine (YZE). They went with a modified version of Alien RPG. Pushing added Stress instead of Conditions. And seeing spooky stuff allows a save throw from getting Stress. I've run the published scenarios and rarely did the PCs get enough Stress to Panic. In Alien, Stress just goes up, there's no save throw, but when you Panic, and roll low, nothing happens, so the Panic roll is really a modified save throw. So, I might ignore the Stress save throw as my own house rule. Sleepy Hollow also made combat a lot more deadlier. At zero Health or if an attack gets two successes or more against you, you get a Critical Injury. I ignored the second rule as being too deadly for PCs as half the Critical Injury table was Lethal (where you will die unless tended to) and 11% was Instant Death.

The bundle came with the following:

Sleepy Hollow Corebook - 180 pages total. Introductory scenario, The Headless Horseman Festival, 12 pages. The town of Sleepy Hollow, 30 pages, with 24 town locations and story seeds. Eight Archetypes: Wandering Minstrel, Hunter, Retired Hessian, Reverend, Schoolteacher, Barber-Surgeon, Butcher, Village Youth. 

Faithful Companion - 64 pages of session 0, including 12 more pages of useful info for the Headless Horseman Festival. Three more Archetypes: Gravedigger, Midwife, Gentleman. Seriously? This should have been part of the core book. Ah, I looked this up, it was a BackerKit/KS, so I guess they're trying to keep page counts down, but seriously, splitting this up into another book is terrible.

The Parish Ledger - 68 pages of 52 fleshed out NPCs. What's odd is there's are great character portraits except for 6 of the NPCs, a bit annoying, especially when one is the blacksmith and the other the town reverend.

A Little Darkness - 68 pages, 4 scenarios. All of them are single session scenarios, pretty straight forward to solve. The scenarios ranged in quality.

Dark was the Night, Cold was the Ground - 78 pages, 12 wilderness locations that can be happened upon. Includes rules for hex crawling outside of Sleepy Hollow. The locations are 3 pages each and are pretty interesting. Full of random tables which actually work, but when you read them they're pretty non-sensical; for instance, the weather table is mostly bad weather. The core book has hunting tables which are wonky, sorted by ascending food values, not organized by most likely to be encountered on a 2d6 bell curve. Expect lots of unrealistic wonkiness in all their tables. I'm having fun with the hex crawling though.

Folk Magic - 70 pages, spells and five spell casting Archetypes: Witch, Granny Witch, Hearth Witch, Acolyte of the Occult, Pilgrim of the Divine.

Ichabod Crane's Field Guide to Uncanny Creatures - 68 pages, 30 creatures.

Player Journal - 64 pages, character sheet and various player aids, and blank pages.

The Legend of Sleepy Hollow - 17 pages, the story by Washington Irving. Written in 1820. A bit of an anachronism since the game is set in 1810.

The Devil's Nine Questions - 64 pages rules for solo play.

The art is great.

I found it odd that the town is full of occult happenings. "One thing about living in Santa Carla I never could stomach; all the damn vampires." It's the same with Sleepy Hollow. So, when I ran the game, I tried to fill the town with normal people and normal events. I made the population several hundred, so the 52 NPCs with their dark secrets aren't the only inhabitants. If Sleepy Hollow was full-on creepy town, why would you stay?

The introductory scenario, The Headless Horseman Festival, with the Faithful Companion additions made for a more interesting scenario (took 2 sessions). The scenarios in A Little Darkness were too simple (each took only one session). Almost all of the scenarios was a monster of the week where the solution was to kill the evil. More variety would have been better. Thornwood Manor is equivalent to Castle Gyllencreutz in Vaesen, so if the PCs need a place to stay, then I'd run The Haunting of Thornwood Manor, a scenario in A Little Darkness.

The NPCs, locations, and uncanny creatures are good inspirations for a GM to make their own adventures.

Overall, a nice package for building your own campaign, but not enough meat if you just wanted to run the published scenarios.

Thursday, March 05, 2026

Dr Who 2e: The Secrets of Scaravore - Review

Pages: 112
Run Time: 7 sessions
Pre-gens: None

A campaign consisting of 4 scenarios, each giving clues to the finale, the 4th scenario. Since each scenario is about 20 pages each, they're a lot more complex than the ones found in A Stitch in Time.

In my game, the PCs don't have the TARDIS, but they have the Hermit's Lantern, a scaled down version of the TARDIS. Since the Hermit's Lantern is slightly damaged, it sometimes takes them somewhere they did not intend to go to. This does two things:
  • Deus ex machina. I ask them where they intend to go and then drop them in the wrong place/time. I can sometimes tie in their intention with their destination, sometimes not. So, now they have to figure out where/when they are when they arrive which is sort of fun.
  • Since the Hermit's Lantern is unreliable, they can't use it all the time to just teleport around because they might end up somewhere unintended.
I have 2 small negatives:
  • Pictures are lacking, most are stock images from episodes of Dr Who, there's not enough useful pictures. I had to do web searches for pictures and used some AI generated images for my game. 
  • Some information is spread out in different scenarios, so GM has to read all of the scenarios to figure some things out.
My Players really enjoyed this campaign, and I did too. So, I highly recommend it.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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The Sigils and Mandala of Scaravore

The issue is that the book doesn't really show what the Sigils and Mandala look like. You only find out by reading the last Chapter. And no examples were given in the book, so I made some myself.





Paradise Lost
Time Period: 2769
Location: Aridius
Pages: 20
Run Time: 1 session




A Kind of Magic

Time Period: 2552
Location: Saphira
Pages: 27 pages
Run Time: 2 sessions





Westward Bound
Time Period: 1843
Location: Earth
Pages: 22 pages
Run Time: 2 sessions





The Mandala of Scaravore

Time Period: 2026 (present day)
Location: London, Earth
Pages: 22
Run Time: 2 sessions