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Monday, February 19, 2024
Morgan's DundraCon 47 Adventures
Saturday, February 03, 2024
Morgan's Raspy Raven Gumshoe Season 2 Adventure
The convention games ran from Jan 31 to Feb 12, 2024. I assume there was a cut-and-paste error on Warhorn, the convention title was Raspy Raven Gumshoe Season 2023, not 2024.
This is an interesting free online convention. 12 different GUMSHOE systems, each run by a different GM. None of the games overlap in time. Since there are limited seats, Players are strongly encouraged to only sign up for only one game, so other people can have a chance at playing. As of Feb 1, two games still had an open seat, so those open seats can have a Player who wanted to double dip.
The systems offered were: 13th Age, Da'Zoon, Fear Itself, GUMSHOE System, Night's Black Agents, SH/AM/US, Swords of the Serpentine, The Esoterrorists, The Fall of Delta Green, The Yellow King RPG, TimeWatch, Trail of Cthulhu
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Feb 3 (Sat), 11am-3pm (4 hrs)
Find FOREVER
System: Night's Black Agents
GM: PTroilus
4 Players: Jim McCarthy (Rufus - Hacker), Ian Stronach (Ashanti - Analyst), FermeLaBoucher [Simon] (Ren - Black Bagger), Morgan Hua (Jordan - Journalist/Cuckoo)
You all have your own reasons for looking into FOREVER. Maybe it was linked to your colleague, your handler, or your family disappearing. Maybe it was linked to the operation that got a half dozen of your teammates killed. Whatever it is, it also got you out or burned.
Your leads have all made a habit of disappearing, but this most recent one - a frantic, last-minute call for an extraction - looks like the most promising by far, if you can get him out in time.
In Night's Black Agents, you play modern-day highly competent burned or retired spies, working in the shadows to take down supernatural forces of darkness.
Pregenerated Characters will be provided. Newbie Friendly (to Night's Black Agents, Foundry, or both!). Age minimum 18.
Tone: Highly competent former spies in a paranoid mystery-thriller.
As an introduction, we do a short quick extraction of a NPC. The issue was I asked if we were going to plan this or go by the seat of our pants, and another player didn't want to spend to much time planning, so we each did sort of a montage of actions, so it wasn't very satisfactory.
We basically spirit away an informant from a crowded outdoor shopping area. He's being tailed by two goons. He tells us where FOREVER is.
We then did a back-at-our-hideout scene and how did we customize our hideout and what extra things we have in our bugout bags.
Then we wake up in a motel in FOREVER. After finding out that we've lost time, we're still under surveillance, and that we're in an artificial town underground somewhere, we find a way to escape. I likened this to The Village from The Prisoner. The other prisoners seemed listless and lacked memories.
We find an underground tunnel complex and cut a deal with Orlok, a vampire, to cut off the UV lights that protects a hatch that leads to a military base and freedom.
The vampire was being harvested of serum that extended the life of powerful people. It in turn fed off of people living in the village. Guards and UV lights watched for people who acted out of place and locked in the vampire. We came to our senses because the vampire deliberately left our memories intact in his bid for freedom.
My PC, a NPR podcast reporter (deep cover), then blew the whistle on the stem cell experiments various rich and powerful people were doing to extend their lifespans. Illegal activities were done. Public money was mis-spent. And various rich and powerful people suddenly aged and died when their source of serum dried up.
=== SPOILER SECTION END ===
Thursday, January 25, 2024
KULT: Divinity Lost (4e) - Review
Sunday, December 03, 2023
Morgan's Illusion Horror Con 2023 Adventures
12/2 Sat, 10am-2pm (game took 3.5 hrs)
Automeris said this was a space version of the scenario: The Driver.
The GM confirmed this.
The long Q&A and the pacing for the rest of the game was too slow for me. I'm glad we had only 3 Players. If we had 6, it could have taken 3 hrs to just create the characters.
We're out in a small spaceship and it's failing. The GM then asks a lot of background questions to flesh out our backstories and the situation. I wound up being a failed coup leader. Aiden a student environmentalist that tried to assassinate a person in power. Dean a hacker who modified his commanding officer's AI. We escaped from a labor camp on a mining asteroid. On our ship is the warden's daughter (NPC), Sina. We crash land on a mining planet.
We found the mining colony is in cold storage and there's only one maintenance guy, Dyson, who gets drops of supplies every 6 months. He's repairing the facility and keeping out marauders, who he first mistook us for.
We make friends and drop the injured and unconscious (from the crash) Sina into a stasis medical pod.
In order to try to make a call off planet, we get Dyson to shunt power to Central Command. Dyson disappears and when power comes back on, the computer restarts and the console says Dyson 3.0. Then Dyson reappears. He's a hologram of some sort. (Which explained why when I shot him earlier, I destroyed the wall behind him. -- I thought I might have missed.) The comms failed to go online.
The marauders show up and they're the natives of the planet whose ecosystem was destroyed by mining. The marauders periodically take what's valuable from the facility. Dyson protects it.
We try to cut a deal with the marauders.
A fleet of arresting ships show up for us, ready to bombard the facility.
The marauders flee, we think with Sina. Dyson offers to save us if we give him Sina. We accept the deal and he disappears in a flash of light. We go after the marauders, I shoot down their craft and Sina isn't on their craft. We return to Dyson and find that Dyson is now possessing the body of Sina. Dyson had also vanished the fleet as fulfillment of our deal. He also let us call off planet, so I can contact my people, so we can leave. We think Dyson is either some sort of hyperintelligent computer program or an alien superbeing.
=== SPOILER SECTION END ===
12/3 Sun, 10am-2pm (4 hrs)
An odd group of PCs get called to investigate the death of a prison guard. All the PCs have secondary secret agendas, though not necessarily in conflict with each other. So it's not PvP, it's just that we have plot B side quests.
GM did admit that the scenario is longer than our 4 hour time slot and he'll try to do a speed run through it. At the end, GM had to hand wave a few things and we ended about 7 mins over time. Still, I really enjoyed this game and recommend the scenario. Though I wouldn't run it in 4 hours.
Though the dead guard was covered in soot, he was actually frozen to death, supernaturally so. His still frozen body continued to emanate cold. Icicles of blood had burst through his body. Where the body lay, a snowflake design etched in ice fractured stone, marked the ground.
Our investigation uncovered a cult in the prison consisting of prison guards and prisoners. They were sacrificing prisoners for rituals.
In the end, Gen faced the cult leaders, killed them and was overwhelmed by cultists. Kitamura led a prison escape. Yoshioka and Ishihara fled the area in a car. Bitter cold descended everywhere.
I did complete my side quest. I faked the death certificate for my uncle and left clothing and supplies for him under a bridge for him to get. And he had escaped the prison with Kitamura.
=== SPOILER SECTION END ===
Friday, November 17, 2023
Thoughts on Chain of Command in RPGs
If everyone buys into the scenario and mission, then there's generally never a problem.
But I've experienced and heard nightmare stories:
- One Player declares that he must play the highest ranking PC because when he played in a game before, their leader messed everything up. Well, the joke was on us, because this guy had no clue as to what he was doing and almost got us all killed until he died from his own incompetence, then someone else took over and the rest of us survived.
- The highest ranking PC ordered everyone to hunker down and stay in place for the whole scenario because it was the safest thing to do. Even the GM told the Players that the "adventure" was out there. I believe they spent more than half the game doing nothing.
- PC leader turtles and sends other PCs out to die or even picks on one PC to always do all the dangerous things.
- PC ignores a direct order by another PC.
So, what can you do?
In Star Trek Adventures, Command Talents (p.136, core book) give other PCs extra dice if they follow your advice or orders.
In Alien RPG, Pull Rank (p.76 core book). It's an opposed roll to make someone follow your orders.
In Yellow King RPG, Leadership (p.19, The Wars). Spend a Push to inspire someone to work at the best of their ability.
In Achthug! Cthulhu, Tactics Talents (p.94-95, Player's Guide). Bonuses to other PCs.
In Godlike, Command (p.48, core book). This is a superpower akin to mind control.
Most offer only carrots and very few sticks to follow orders.
Do you throw someone in the brig or court martial them? But what if you're out in the field? Do you take away their weapons and arrest them? Do you execute a PC in the field? All of these options are horrible. Unless you just don't like the other Player (note that I say Player not PC because all these actions will take the PC out of the game and thus the Player).
So, the best solution I've found is at Session 0 explain the following and get buy-in from all the Players: A NPC is in charge. The Players can vote for their course of action and the most votes is what the NPC commander orders the PCs to do. Then you have majority rules and buy-in from all the Players. This also makes the command seem like a snap decision even though the Players may have spent a long time discussing what to do before their vote.
This also models Star Trek when the captain turns off the viewscreen and discusses options with his officers on the bridge.
Friday, October 20, 2023
Call of Cthulhu - Thoughts on Chases
p.132 Keeper Rulebook has a whole chapter on the rules for chases. This was wholly new for 7th edition. p.414 Keeper Rulebook has a Summary of Chase Rules. The chase rules has some nice ideas, but a fair number of people don't use it because of the improv nature of it. It's also a bit abstract.
Before 7e, most people just did an extended test, for example requiring PCs to make 3 DEX rolls to get away. This was of course also very lackluster.
The best implementation of the new Chase Rules that I've experienced was from Heinrich D. Moore's The Great Trap. Instead of making up the chase on the fly, he made cards for each location describing the Hazards / Barriers for each location. So, instead of making it up on the fly, he thought about it earlier and designed it.
The problem comes in when you get an unexpected chase. As a GM, you expected some sort of combat as the resolution, but the PCs decide to run for it. Now, you have a chase situation and you forgot to prepare one, so now you've got to put your improv hat on and try to make an exciting chase.
Do you break out the Chase Rules? Is it worth the time and effort? Does switching to the new chase rules break immersion? Does spending a few minutes re-reading the rules kill the pace of the game?
CoC 7e Chase Rules:
Pros:
- Codifies how to do chases so it's consistent between GMs.
- Handles groups of individuals in different locations.
- When done properly, it works great and becomes cinematic.
Cons:
- Chase Rules look abstract and is a different subsystem that has to be learned.
- Rules look complicated with many steps.
- Requires heavy lifting from GM. GM either needs to plan ahead or have great improv skills.
- Done improperly, it just looks like dots on a sheet of paper.
What if you want just a quick and dirty resolution?
I recommend going back to the extended test, but borrowing some of the ideas from the Chase Rules.
I'd go in DEX order and ask each Player what their PC would do. If they're running for it, make them roll DEX rolls. I also ask each PC, when it's their turn, if they're sticking with the other PC or scattering. Sometimes the PCs are all running for a car; sometimes they're scattering, hoping that some of them would get away. If they're hiding, make them do Stealth rolls. If they're climbing a tree, Climb rolls. Jumping a ravine, Jump rolls. Swim across a river, Swim roll. Once they've started running, you may ask for CON rolls to see if they tire out instead of doing repeated DEX rolls. In any case, anybody who fails become targets of the Chaser. Ask all the PCs who failed their rolls what their Luck is, the Chaser goes after the PC with the lowest Luck. The unluckiest one gets attacked. If everyone made their rolls, then the Chaser still goes after the PC with the lowest Luck. The Chaser may then have to make a skill check to catch up with the unluckiest PC.
For the next round, I'd go through the PCs again asking what they're doing. Again have them roll skill checks, if they want to do the same thing again (which they might do as they might have picked their highest skill to get away), you may switch to a CON roll to see if they tire out. If the Chaser is still occupied (hasn't killed the unlucky PC yet), then the PCs get a reprieve. Otherwise, the Chaser goes after the next unlucky PC who failed their skill check. Repeat this until you've decided the PCs have gotten away (I generally go with the rule of three, 3 successes and you're out of there) or the Chaser has taken care of all the pesky kids (investigators). PCs who may have hidden or climbed a tree (stationary targets), might still get targeted, depending on their levels of success and number of successful skill checks, all at the GM's discretion.
Fumbles will draw the attention of the Chaser.
That's my simplified Chase Rules.
Instead of making the GM do the heavy lifting, put part of the burden on the Players, they decide what their PC does. Their skill rolls determine if they get away or not. Lowest Luck determines who gets targeted by the Chaser.
Sunday, October 15, 2023
Morgan's Miskatonic Repository Convention 2023 Adventures
I felt the games were ok. My favorite was the modern Japanese scenario due to the table dynamics and the fresh setting.
We jump to Proxima Centuri and find the Prometheus disabled and missing several sections of the ship and an unexpected automated probe from Earth. The first thing we do is send back information we've gathered and a status report. After repairing our ship, we discover we're 5 years in the past, FTL takes negative time! The probe triggers a flashback where we remember seeing it 5 years ago. It had mysteriously arrived on Earth with images of the Prometheus.
GM also gives us another flashback where we learn that a giant storm wiped out the east coast of the US and killed many people. After some calculations, my PC figures that if we send a message back, it'll arrive in time to evacuate the East Coast and save many lives. When I try to send that message, the laser relay fails and we notice our communications tower had disappeared. Sending a message back would cause a paradox, so paradox prevention erased our communication tower from reality. The Prometheus is also missing their communication tower and their FTL drive. We conclude that the Prometheus tried to communicate with home and tried to jump back home.
We gain access to the Prometheus SysOps and found that the crew is missing and there are voids inside the ship that matches the number of crew members. The missing sections of Prometheus aren't sheered off, but is filled with a black void.
We checked the probe and found that it was put in sleep mode by the Prometheus crew and it would wake up in 10 years and jump back to Earth with it's video of the Prometheus.
So, our solution was to have the probe sleep for 5 years and send a laser message back to Earth explaining the FTL time travel issues, paradox preventions, and to send us supplies that would last us 10 years.
Not much later, a probe shows up with provisions and entertainment. We wait 10 years and then jump back to Earth, so we'd return after we'd left, without causing a paradox.
At one point, I said, "Why don't we just look for a habitable planet and just stay there?" The GM said, "That would end the scenario." Oh, ok. Also the GM pointed out some background info on our character sheets at key points, depending on that for our character motivations. I dislike that as I always think character motivations are up to the Players to interpret. Scenario designers shouldn't depend on background info to drive the plot. Background info is just for flavor. Acting on it or not is up to the Player, not the GM. Novelists can make their characters dance to the author's will, GMs shouldn't do that. PCs should be under the Players' control, that's what makes it a roleplaying game vs a novel.
=== SPOILER SECTION END ===
My issue is that in the ending we had where we failed our freeing ritual and broke the bottle, all manner of hell broke loose. If we had just broke the bottle in the first 10 minutes of the game, we would have been better off. So, the only thing that prevented us from doing this was that the GM told us, all the PCs, that we loved Ships in Bottles and treasured them. Again, the scenario design required that the PCs thought in a specific manner dictated by the GM. 4 random PCs who were asked to investigate loved Ships in Bottles, a bit of a stretch. If we were PCs who belonged to a Ships in Bottles club, that would have made more sense. Then you'd have to have to come up with a reason for the club to investigate the disappearance of Joshua Abbot.
I also suspected that the scenario was designed such that the ritual should fail because that causes the giant reveal, without it the scenario would be pretty flat and anti-climatic.
Another issue is that we were chasing down clues related to the history behind The Spirit of Providence (the Ship in the Bottle). We found out afterwards that was all a red herring. That 80% of our investigations were pointless. The quicker clue trail was finding the maker of the bottle, a dream bottle / dream catcher. It would have been better if there was a stronger tie between the bottle maker and the ship. It was just a coincidence that the ship in the bottle was The Spirit of Providence.
With some tweaks, the scenario could have been stronger.
=== SPOILER SECTION END ===
PCs are strangers that arrive in town and for an unknown reason, the sheriff deputizes us to investigate 3 murders, his deputy is sick. WTF. This makes no sense at all. You'd think trusted locals would be deputized instead. The sheriff sits in the jail and we go investigating the murders by ourselves. Still, WTF.
We talk to town's folk and check out the crime scenes and bodies. The local townies were torn apart by something big and dangerous the previous night. That morning a caravan of deformed strangers had left town. The locals think the caravan strangers committed the murders and left town.
We track the caravan and the trail spits off into the badlands (caravan) or large goat-like hooves that went into an abandoned mine. After some discussion, we go into the mine. We run into ghouls and have a fight in the dark tunnels. Upon exiting, we blow up the mine entrance (after finding a single stick of dynamite) and vow to return in the morning to collapse it completely.
In the morning, two people from the caravan return to town to buy a new wagon wheel. After talking to them, they seemed a bit fishy (Deep Ones fishy and maybe even a Shoggoth Lord), hinting that one of their members at the caravan might have been responsible for the town deaths, so we put them in the town jail.
We go to the mine, find evidence the entrance was reopened, and use up a case of dynamite and blow it up, causing multiple tunnels and part of the mountain to collapse. Then we head to the caravan and bring the suspicious guy back into town and found that the two caravan people had killed the sick deputy and escaped.
Then the caravan people show up and there's a face off between the caravan people and the sheriff. At that point, we decided to nope it out of there. Behind us, a big fight erupts between Deep Ones and a hoard of Ghouls.
It's bad when the GM has to voice two groups of NPCs and his audio keeps on randomly cutting out. One of my rules is you never have NPCs talk to NPCs while the PCs are just the audience. Basically, the GM is talking to himself and we're just passively listening. A bad idea.
And why title the scenario "A Murder" when it starts off with 3 murders? Shouldn't it be "Murders at Heck's Peak?"
=== SPOILER SECTION END ===
NPC's sister calls her brother, she's in distress and the phone goes dead. She was with a friend and either was at the Hodaka Shrine or a restaurant after visiting the shrine.
After some social media and google searches, we decide to go to the Hodaka Shrine. It's closed, so we trespass, talk to the priest in charge and get ahold of CCTV footage and see two figures go up the mountain path to the adjunct shrine. After some searching, we think they went further up the mountain. It's winter, but the mountain is unseasonably cold. And there's a blooming plum tree somewhere up on the mountain that shouldn't be there.
We notify the police, they tell us to go home or wait at the bottom. One of the PCs has a stroke of genius, slips their cell phone into one of the police backpacks, so we can listen in to them. We let them go up, then we follow behind them. Some horrible disaster befalls the police.
We learn about the history of the shrine and about a demon and a required ritual needed to imprison it. On the trail, we improvise modern ritual items to re-imprison the demon in the plum tree.
Fun scene: my PC puts his hand against the tree and yells at another PC to stab his folding knife into my hand and into the tree, so fresh blood anoints the blessed knife that stabs the tree. We had blessed the knife earlier via a cellphone call.
=== SPOILER SECTION END ===
Monday, October 02, 2023
Morgan's BigBadCon 2023 Adventures
So, we took an Elven boat/canoe down the river, hiding from Orcs, using branches as camouflage to hide us and make the boat look like floating refuse. At one point, we realized we were being followed, we saw a specific tree trunk several times. So, we unmoored it the next morning before heading on our way. At one point, we captured Gollum and made him lead our way into Mordor. Once reformed, we called him Smeagol.
The only surprising and fun bit was when our ring bearer, Peregrin, went AWOL to look at the Oliphants when we were outside the gates of Mordor.
We took the Stairs of Cirith Ungol, where Peregrin accidentally put on the ring at the top and alerted a Ring Wraith. We fled into tunnels and ran into Shelob. Ran some more and we disguised ourselves as Orcs and entered lava tubes to get into the heart of Mount Doom.
Dusan-buri-Ghân did a last stand against some trolls as Amrothos grabbed Peregrin and carried him toward the lava. Peregrin refused to destroy the ring and wanted to go back and save Dusan. Amrothos grabbed the ring and tried to destroy it. Peregrin and Smeagol tackled Amrothos and after an extended fight, Amrothos was able to crawl to the lava and shove his hand into it.
Peregrin and Smeagol dragged Amrothos' badly burned, but still alive body, out and Eagles came to medivac the surviving heroes to safety.
Eventually Peregrin and Smeagol went across the Western Sea as previous ring bearers.
=== SPOILER SECTION END ===
9/29 Fri 2-6pm (4 hrs)
The PCs are a variety of leaders on the railroad bridge project: Project Leader, Engineer, Doctor, Police Chief, Head of Labor, Big Game Hunter.
The game starts with a staff meeting and malaria and morale issues due to the lion attacks are brought up and action items are approved. I was Police Chief and one of my chief concerns was the low morale and defections of workers fleeing the worksite.
I recommend that the Big Game Hunter make a demonstration to show her prowess. We call an all hands meeting. We placed a can of tomatoes at 300 feet and she blows it away with her elephant gun. After that impressive demonstration, morale was boosted.
Investigations reveal where the malaria is coming from. Also the lions are of incredible size. That something is firing giant poison quills en masse that somehow make those hit hallucinate and become docile.
Following the missing workers leads us to an oasis and a creepy-otherworldly boab tree. The lions with poison quills are there too. The PCs who see this barely escape.
Back at the camp, a wealthy white slaver shows up, trying to sell a body. After a confrontation, we learn that beneath the boab tree is a cavern where the missing people are feeding the boab tree with their essence.
That evening, the two lions attack the camp. We get lucky and the Hunter one-shots one of the lions with an elephant gun. I one-shot the other lion with a Winchester rifle.
PCs enter the boab tree and plant explosives inside and out. I was able to save 4 prisoners from beneath the tree. We blew it up.
The plot is fairly straightforward.
I think the best parts of the game are PC interactions. Friction between the PCs and conflicting agendas made the game interesting.
=== SPOILER SECTION END ===
9/29 Fri 8pm-Midnight (4 hrs)
I think the issue is that old stories are episodic and there is no throughline through the stories. In the game, you run into 3 set pieces and then the final encounter with The Green Knight. Each set piece is a test of a person's honor. For my character, the Knight, I did what I thought was right and actually, almost everything turned out as I expected.
The only scene where I thought I screwed up was when a whole bunch of ghosts showed up, but in the end, my choice was correct.
Those that approached the set pieces as D&D where you kill things and take their stuff, you get punished. What else do you expect? So, I think that's were some reviewers were confused, they didn't understand the genre.
=== SPOILER SECTION END ===
9/30 Sat 9am-1pm (4 hrs)
An Amaranthine Desire
This group and the two GenCon Online 2023 games I ran, took 3 iterations before solving the mystery. When I play tested it to make sure it fit in a 4 hour time slot that group also took 3 iterations.
I had a table with mostly veteran CoC Players and knew you had to ask NPC questions to get answers. And once you got an NPC to talk to you, you keep on asking questions until you're satisfied.
They used new iterations to inspect locations before they were burned and found that all trails led to Levett.
This group was very clever, they never met the Priestly Ghost and convinced all interested parties to leave Dunwich without the crown.
The first time anyone got hurt was when they jumped out of Levett's Manor's second story window and a PC fumbled and broke his ankle, causing all of the PCs to suffer the same fate. Oops. That iteration ended quickly as the city guards easily chased them down.
The next iteration, they put Levett's horse cart outside the window and used it to escape with Sarah.
2 PCs were lost to the void. 3 PCs survived.
=== SPOILER SECTION END ===
10/1 Sun 9am-1pm (4 hrs)
My verdict? The Expanse works fine, but you need an experienced GM.
The setting is Tyco Station years before the proto-molecule is discovered. Several people have disappeared from Tyco Station. The PCs are hired to find and retrieve them.
We wound up with: 1 Earther Executive (played by me), 2 Martians (1 security expert, 1 sciences), 2 Belters (1 laborer, 1 OPA fixer).
The PCs snooped around the station and hit their contacts for info. This of course drew the eyes of various factions. Coverups were uncovered and the PCs had to do various illegal things to accomplish their mission.
We wound up stealing a ship and assaulting an asteroid.
My PC had no combat skills. I was the Face character. At one point, the other PCs got in a bind, and I had to pick up a discarded rifle from the floor. I rolled a 16 (3d6) and blew one of the bad guys away. "Sweeet! This is so easy to use, you just point and shoot. I should invest money in this company!"
In the end, we brought back the two we were hired to find, one voluntarily (by me), the other not (by a Belter). Brought back various prisoners and other hostages, murdered some scientists (those Belters are murderhobos), and blew up the asteroid (Belters again).
My Executive got rewarded and bumped up his Income from 8 to 9. Sweet! (The other PCs had Incomes of 2 which were bumped up by one also 😊).
=== SPOILER SECTION END ===
10/1 2-6pm (4 hrs)
This table only one veteran CoC Player, Matt, the rest were fairly new. I think the Players didn't know that if you got an NPC to talk, you should keep on asking questions until you run out of them. Several times, they would overhear an NPC, then ask one question, get their answer, and then just leave. And I'm sitting there with more clues. That's pretty funny.
They also did some unexpected things that the Players in the 4 other runs never did.
They panicked the village of Dunwich by accidentally making them think the French were attacking. They arrived at fairly late at the burned out windmill and when the communication problem hadn't been resolved yet, the French character tried French. The villagers fled back into the walled town and raised the alarm. This started a whole string of French invasion jokes.
They got a lucky break when they were fighting Hawkins who missed every attack and jumped out of the windmill's second story window to land in a handcart filled with twigs and hay, and escaped. So, the next time, they decided to move the handcart and then sneak up on him, but Hawkins wound up killing his attacker instead. So, then they moved the handcart and did exactly the same thing in the previous iteration, and he landed badly and broke his ankle, then they were able to capture and question him.
They never met the Coven of Witches. They never met the Ghostly Priest. In the end, they let Sarah take the crown.
This group took 4 iterations.
1 PC was lost to the void. 1 PC drowned. 3 survived.
After running this 5 times, I have a few suggestions for GMs running this in the future.
1. I looked up the kings and queens for 1287, 1895, 1753 and got pictures of period coins. The PCs coins should be accepted, but the locals would note their foreign make, but saying, "Silver is always welcome here." I always have an NPC, a gate guard or local, feel someone's shirt sleeve and ask if it's silk, mistaking the unknown fine weave for the foreign fabric which they have never seen before.
2. I got various pictures of The Three Crowns of East Anglia on buildings and stained glass windows. It should be commonly seen, so I never show them the pictures until they hear about The Three Crowns. Then I show them the pictures and tell them that you've heard the stories before, but never thought about them that much. Then I tell them the story.
3. Arson in 1287 requires pots of animal fat (tallow?) and dried rushes, twigs, or hay. Hawkins would require a handcart to bring all this material to the windmill.
4. I always mention the homespun quality of the local's clothing. The PCs clothing are mistaken for higher class foreign make.
5. I don't do all the tests at the beginning of the scenario. I always just ask for one pilot boat roll to see if the rowboat over turns. Then a single swim roll, those that fail start drowning and must make a CON roll to avoid 1d4 damage. Then a rogue wave hits the shore and slam into the two PCs on the shore (I don't bother having them join the rowboats) and they have to make swim rolls also. Once everyone has done their rolls, I do the underwater bell ringing, then I drop them in the forest, dry and unhurt.
6. The Edge of the World tests are a cumbersome. I do a POW test and DEX test on failure to see if they let go, but didn't bother charging the MP cost (the first time I did, it didn't matter and there was excessive die rolling). I also limit the tries to save themselves by making the DEX test increasingly harder (regular, hard, extreme, impossible) each round they are untethered. If you do the increasing difficulty, then you probably don't even need to charge them MP. If you want to charge them MP, I'd go with 1d4/1d6 instead of the odd 1d4/1d4+1/1d4+2. Once through the void bubble, I drop them back into the sea. This time even further from the shore due to the additional erosion of the shore. I make them all make swim checks. If they fail their swim check, they must make a CON check or start drowning (1d4 damage). Once they start drowning, they continue to automatically take 1d4 damage until they succeed in a swim check. They just need to make one swim check to make it to shore.
7. As a kicker, once they get onshore, wet and cold, with a storm raging throwing lightning and thunder all over, they see some steady lights, more steady than gas light. And I describe the modern Ship's Inn with modern signage, plate glass, and materials. When they enter, the barkeep always says some pleasantry about it being nasty outside, "Hello, Come in out of that nasty weather," then turns to someone inside and comments, "Marge, I didn't know the Dickens Festival was here." And I tell them the year they've arrived in. "Welcome to 19xx."
8. I assume Dunwich's city walls were gone by 1895, either washed away or repurposed by the locals as stones for other buildings. I always bring up the gates and walls as unusual when the PCs see the burning windmill. I don't tell the PCs about the burning windmill directly, I always mention the glow in the sky as if there's a giant bonfire in the distance. Only when they want to detour to the fire do I show them the windmill picture and depending on their distance, the description of the villager's clothing.
9. During character selection, I always warn that the French PC would face a fair amount of discrimination. If the Player was ok with that, then they can pick the PC.
When I review all of Nameless Horrors, after I've run all the scenarios, I'll move the notes out of this section into that book review.
=== SPOILER SECTION END ===






















