Showing posts with label Lamentations of the Flame Princess. Show all posts
Showing posts with label Lamentations of the Flame Princess. Show all posts

Wednesday, May 18, 2022

You Own How Many Player's Handbooks?!

Four. This could be the end of the post, but of course it's not the end.

When 5th edition D&D launched in 2014 I decided to pick up two copies of the Player's Handbook, two copies of the Monster Manual, and one copy of the Dungeon Master's Guide. This was initially because I took advantage of a huge sale at a friendly local game store concurrent with my pre-order of the 3 core books from an online retailer, and having a spare PHB at the table has benefits.

It has always been the case that rules, spells, and other information need to be looked up during play. I have never met a gamer yet that can actually memorize and spontaneously recall everything in the book despite one who claimed she had an eidetic memory.

When I began playing AD&D in 1981 at least half of the large group picked up their own copies of the Player's Handbook despite being a bunch of cash strapped teenagers, and we always had plenty on hand at the table (and we read them too). Over the years that has not always been the case. 

During the second edition years I stuck mainly to 1st edition rules until close to the end of 2e. Within my group I was the only person to pick up the 2nd edition PHB. I suppose that was a good thing because less than two years later the campaign switched to 3rd edition (pre-official launch, I had an advance copy because I worked at a distributor and had to drum up sales) and more of the players picked up their own copies.

When 3e revised into 3.5e, most of the owners of the 3e version upgraded to copies of 3.5e so there wasn't a shortage at most tables where I played the game.

I did in fact pick up the 4e books and honestly tried to play, but over time it became apparent that it wasn't working for my group so I only know of two of us that had the book. This was what lead to me having a rekindled enjoyment of Old School Rules.

About two years ago I decided to switch my campaign over from using the Lamentations of the Flame Princess rule set to 5th edition Dungeons & Dragons to take advantage of the update of Monte Cook's Ptolus. We would have been playing 5e in the run-up to receiving the revised Ptolus, but COVID had other ideas.

Wait, what about the third and fourth copies of the PHB? Knowing it would take some time for my large group to get familiar with the differences between the OSR system and the modern game, I decided having ready access to the books was a good idea. 

My goal was not just to make the rules available at the table, but to have them available to the players between sessions. Besides myself, all but 3 of my potentially 10 strong player group (if everyone played at once) live under the same roof. By making copies accessible the thought was that the players could get a jump on class, race, and system knowledge. I don't know if that is working, but suspect not. 

Regardless, they have adapted quickly to fifth edition and enjoy playing with the newer rules. The books see lots of activity during the game sessions as players are seeking info on what their characters can do, what their spells do, and how to beat the crap out of their opponents. 

One of the four copies stays at home along with a copy of the Monster Manual and DMs Guide, for my use preparing to DM sessions. I also play in a Roll 20 group and find it handy then as well.

I'm aware that Wizards of the Coast are planning a special relaunch of the game to celebrate the 50th anniversary of D&D. What has been said so far is that this will not be 6th edition, but more like a 5.5e. I will certainly be picking up one copy of the book to join in the celebration of my favorite hobby, but I have no interest in trying to convert everything again.

So there you have it, four copies of the 5e Player's Handbook.


Monday, March 7, 2022

A Change of Systems and Settings

During the down time of the last two plus years (thanks effing Covid) the decision was made to convert from using the Lamentations system to D&D 5e. Part of the reasoning involved the vast pile of 5e resources I own and that are readily available.

The campaign is headed in the direction of transitioning settings from a West Marches style environment to playing in Monte Cook's Ptolus which has been converted for use with fifth edition d&d. I am greatly enamored with Ptolus. Having run a campaign when it originally released in 2006 for 3.5 edition, I have wanted to run it again, but find 3.5 too ponderous and full of exploits. So onward to Ptolus we go.

We still have the same core group of players minus one that sadly passed away just after Thanksgiving unexpectedly. Her husband is one of the core and has decided that her character should remain available as a spare character for any of the rotating cast of extra players that drop in from time to time or for any new player to use while getting familiar with the game. Just yesterday he asked to have the miniature she used so he could place it and some of her dice next to her urn. 

So far the players have been adjusting to the different system very comfortably. They are a creative bunch and are finding new ways to address situations in game using their new found capabilities. Two sessions in and all is well with 5e.

Upcoming posts will discuss sessions 1 & 2.

Wednesday, February 27, 2019

Taking a short break from blogging.

The blog has been rolling along quite well sine November 11th of 2018. I'm still enthusiastic about maintaining it and will be posting more in the near future. For now I want to take a short break to build up my list of blog subjects before returning to regular posting.

Thanks!

Monday, February 25, 2019

Magic Item: Gong of the Herald

Gong of the Herald

Struck to announce the arrival of a person of importance, this enchanted gong works to pacify potentially hostile audiences. The gong can be heard to a distance of 200 feet when struck, and causes non-elves and creatures above intelligence 5 to be charmed into peacefulness for 1 round on a failed save vs magic item. Attacking a charmed subject immediately breaks the effect.

The user and allies are unaffected by use of the gong.



Thursday, November 15, 2018

Campaign Update: Another Casualty, Risky Behavior Takes a Toll

The campaign has seen a seventh character death. This time a trap nearly slew half the party. A pair of house rules used in combination saved all but one. The dungeon was a tomb comprised of five rooms, each having its own dangerous element. Everything could be defeated or avoided by paying attention and careful tactics. Sadly it was risky carelessness that ended the adventure.

I first ran this dungeon for some friends at GenCon in 2000. That party of first level characters (3rd edition rules) succeeded in beating the dungeon despite being under powered for the challenges. Players can and do often think their way to victory. After returning from the convention I tried out the dungeon for another group of friends and it also went well for that group.

This time the group triggered the first three traps resulting in them retreating from the tomb with a valuable monkey idol and a bunch of papyrus inventory lists for the containers in the second room. (Using the Lamentations of the Flame Princess rules in a standard style D&D setting). This group ranged in levels up to fourth and it was the 1st level elf that failed to survive the third trap.

The third trap exploded for maximum damage taking down three out of the six member party and leaving the rest badly injured. The first trap only caught one party member for low damage, and the second caught them all for low damage. The accumulated damage from all three traps was enough to convince them to gather their dead and retreat.

Fortunately this group of players, mostly novices, take the risk of character death without complaint and enjoy the game.

Below is the dungeon for your perusal and use.
Outside of the now cleared tomb entrance are two overgrown pillars and an obelisk.

Room 1: 30' x 40' The walls are covered in murals painted to depict a battle. The most prominent figure rides a chariot and is shown decapitating an enemy.

Before the door leading further into the tomb is a trap door into a 10' pit. The key to the door is hidden in a box painted to disguise it as part of the wall. The pit trap becomes active after using the key to unlock both it and the door. Opening the door triggers the pit. 1d6 damage.

Room 2: 30' x 40' Lining the walls are crates, giant urns sealed by clay lids, barrels of wine, and shelves bearing clay pots and boxes containing small scrolls in an ancient language. (inventory lists and warnings of the trap in the room.

In the largest giant urn are Thousands of carnivorous beetles, magically preserved awaiting their release to eat greedy grave robbers. Beetle swarm, 1d3 damage/round (1hp damage/round with save) to all in the room. Swarm will follow characters if not destroyed. Swarm has 10hp.

Room 3: 30' x 120' Murals line the walls depicting a funeral procession for the warrior in the murals of the first room. As the funeral proceeds down this long chamber the figures become more gaunt, eventually appearing as skeletons.

There is a pedestal upon which sits an ornate monkey idol (1000 gold or silver depending on which standard is used in your campaign). The pedestal is painted showing flames emanating from upraised hands of an angry looking monkey.

Removing the monkey idol without disarming the trap results in 2d6 damage from fire to all in the chamber, save for half.

Room 4: 90' x 90' This room is completely shrouded in magical darkness which is generated by a rod held upright near the center of the room. Destroying the rod (5hp) removes the magical darkness.

There are 4 10' deep pits (1d6 damage) spaced about the room and 6 skeletons (5 hp each) that will attack intruders. There is also a bejeweled (5 gemstones, random value) throne centered on the northern wall. Sitting in it opens the secret door hidden behind it.

Room 5: 50' x 50' Centered in this lavish room is a dais upon which rests a large sarcophagus. The sarcophagus is decorated in gold, silver, copper and onyx, in the image of the occupant. Tapestries line the walls and the floor stones are painted in bright colors. The ceiling is painted to depict the sun and moons circling a crown.

There is a concealed opening on the north wall that leads to a cliff.

There are no traps present, but disturbing the sarcophagus wakes the mummy. The mummy wears 5 pieces of gold jewelry (random value) and an Amulet of Shielding (protects from magic missiles, 20 points worth of damage, can be recharged).






Friday, June 15, 2018

What were we talking about?

Over the absence from the blog quite a bit has happened. Most of it is boring and not worth a mention, but there are some recent points that could use effort to try and restart the writing bug.

The West Marches campaign continues.

There have been 5 character deaths (6, see below *) and of the original starting characters 2 are still active.

The player group recently peaked at 9 plus the DM. Shortly afterward some real life issues appear to have resulted in 3, maybe 4 players having to step away from the game. The remaining group of players put forward an invitation to some other people to consider joining the game.

* The party murdered one of their own to cover up their effort to help an NPC sneak away without anyone noticing for at least a few days.  This threw me for a loop. As a DM I have experienced conflict within parties that resulted in killing of characters, and while annoying when it happens without good reason this one feels very different. The character was the one of the newest player, new both to the group and to table-top rpgs who had shown an enthusiasm for the game. The player cannot attend frequently, but it seemed unfair to the player for the party to write her character out and not confirm that she was ok about the decision.

We will see how it goes tonight at the game.



Monday, May 29, 2017

West Marches -session something or other

I've lost track of the session count.

A quick update, the party is engaging the bandit/cultists and their necromancer ally. It has been a series of skirmishes in which the party has come out ahead until now.

Having decided to recon the bandit lair, the party have circled around to the east and then south of the encampment. They party is presently split into three units. The main unit is comprised of four characters and one npc, the second unit is two characters and two npcs, and the third unit is one character who is in big trouble.

Unit 2 is being tracked by a force of bandits and a war dog, which they are leading into an ambush by the main unit. Anton, alone, decided to get up close to see what the encampment held. His plan backfired when he triggered a magic mouth spell alerting the camp to his presence. Things are getting interesting and will be more so when the ambush kicks off.

We left off on that cliff hanger.

Below is a rough approximation of the positions. Not to scale.



Saturday, February 18, 2017

West Marches sessions 10, 11, & 12

Three replacement characters were created at the start of session 10. Wolfe (elf), Samantha aka Sister Sam (cleric), and Anton (specialist).

The party decided to do some exploring and make their way again to Thistleblack. Along the way a Satyr in a magical grove offered up wine and food, and conversation. The party was suspicious, and declined the offer. A sleep spell later and all except Mira lay unconscious and the Satyr again offered wine and food. Mira, concerned for every one's safety, accepted. After some time passed the Satyr departed and the party awakened to continue their journey.

As a boon the Satyr had granted a Mira a minor one-time bonus in combat.

Returning to Thistleblack they continued exploring the under-city. Entering previously bypassed areas they located a shaft leading down to where they expected to find another way into the crypt with the well armed and armored zombie had been standing guard. Indeed, at the bottom of the shaft was a secret door to the expected location. Having been noticed by a zombie guardian, the door was quickly closed and the shaft ascended.

As the group was about to continue exploring the upper level a stone on stone grinding noise heralded the arrival, through the stone wall of a bizarre being with a skin of stone, three arms, three legs, and a mouth on the top of its head. In simple common tongue it requested precious metals. Uncertain of the risks involved in refusing the demand, the party gave up a quantity of copper and silver which the entity promptly devoured.

As a reward for their generosity, the creature answered questions about the existence and location of the sought after library.

Back above ground they encountered a pteranadon  and some giant ticks. The battles were difficult and very nearly cost the lives of two members of the adventuring band.

Eventually, after resting and licking their wounds, they opened a deep shaft hidden in a ruined tower and descended to the library entrance.


Friday, February 17, 2017

West Marches sessions 7, 8, & 9

Having fallen behind on session posts this will be a quick look at the activities of 3 sessions.

Two new players joined, adding their characters to the party. Rolfe (fighter), Lilura (wizard).

Rolfe and Lilura had arrived in town seeking to join an adventuring company and were accepted by the group. Safety in numbers.

The group decided that they would return to the scorpion cave and continue to explore. The cave no longer housed scorpions, though the other inhabitants were present proving to be a serious challenge. Blending into the surrounding stone and striking from above, the chokers grabbed at the explorers inflicting wounds on most of the party. After slaying two of the creatures and aware of at least one other still skulking nearby, the group retreated to seek the safety of the town.

The party agreed to venture to the surroundings of the Thistleblack Ruins to collect the unopened buds from the thistle plant that gave the ruined city its name, on behalf of Santhosh the local chirrurgeon and apothecary. The trip proved quite dangerous yet successful.

They encountered a large spitting cobra which temporarily blinded Mira. On their way back they discovered a small spring guarded by some large centipedes. They retrieved a black sapphire from the bottom of the spring, and two members of the party contracted an itchy rash which eventually went away. The spring is now called Blackstone Spring.

Their second trip to the ruins was prompted by their curiosity and at the request of Hart, high priestess of the goddess Vesta, to seek a rumored library which may contain knowledge of a divine nature that could greatly help the temple and community.

Reaching city center they began exploring the surface ruins, eventually coming under repeated attacks by ravenous beetles and lizards. Discovering a stairway leading below a partially standing building the party went below to investigate. A poison dart trap later and three members of the party were experiencing various stages of paralysis. This prompted a retreat back to their previous encampment outside the region of thistles.

While camped and with Rae paralyzed, a very young yellowish dragon attempted to extort treasure from the party. While some were willing to comply, Dorrak decided to insult the beast. One catastrophic reaction roll later left two party members dead, one dying, and another blinded from the scorching salt breath from the dragon. Dorrak decided to charge their attacker, against party wishes and paid for it with his life. The party surrendered 400 silver and begged for their lives. Mollified, the dragon departed.

Up till the dragon encounter that brought session 9 to a close there had been many close calls, but luck had prevented any casualties. This encounter resulted in 3 of the 7 party members dead and the others badly wounded.

Thursday, October 27, 2016

West Marches session 6

We only had the Friday session this past weekend. While everyone was keen to play again, a moment of lucidity came upon us regarding having things that needed to get done in the real world.

Rested and resupplied, the party set out to meet the farmers to see if the thefts had stopped, and of course to ask about the reward. There were several farmers together having a lively discussion as the party arrived at Grint's. With reward in hand, the farmers expressed their thanks for tackling the problem. For several days no livestock had been stolen. Then discussion turned to the reward.

Grint asked if the party would consider donating some of the reward to the families of the volunteers that were slain by the giant hornet. After a short discussion it was agreed that the full amount of 50 silver would be given.

Announcing that they were going back to the goblin cave for a further look, the party journeyed west. Arriving at the caves in the evening without incident, the investigation began. The cave was busy with flies and other insects, many feasting on the giant hornet corpse. The smell of decay in the air proved no deterrent for the explorers and they delved further into the cave.

Deeper within was a flowing stream amid stalactites and stalagmites. Cautiously the group moved along the path of the flowing water. The stream led them to a descending stepped area, the water tricking down into a pool. Between two small Stalagmites they stumbled upon a small pouch containing a vial containing a cloudy blue liquid which Rae pocketed for later examination. Ahead and to the side was another opening leading to a narrow crevice.

While Dorrak and Rae explored the pool, Zena crawled head first into the declining fissure while Mira prepared to follow in the event of trouble. Zena's senses were assaulted with horrific smells and the awareness of insects everywhere. Dorrak tried to get a clearer view into the pool and noticed some odd lumps on the bottom. Rae determined that the basin was nearly 4 feet in depth and it was decided she would wade in to try loosening and moving the larger lump.

Zena stood up into a larger space foul with the smell of sour milk, rotten meat, urine and feces. A mass of disgusting goo filled the cavern floor before her. Calling up the shaft Zena informed Mira of her findings then began rummaging through the bone strewn, sticky accumulation. Moving aside bones, thousands of maggots, and flies, she reached elbow deep seeking anything of value that might lie hidden beneath the midden. Despite the description given by her companion, Mira ventured into the narrow opening.

Retrieving the marble trophy from the water, Rae passed it to the dwarf. The back of the statuette was thick with a mineral crust, the front revealed a humanoid in robes though the face had been vandalized beyond the possibility of recognition. Dorrak regarded the find, noting that even in its current state there may be some value to justify keeping the figure, a point to which Rae agreed.

Fox had been keeping watch and grown bored. Calling to the others she suggested they explore toward the source of the stream. The party, split into different parts of the cavern agreed to try to meet up after Zena and Mira finished exploring the chamber above the waste. Climbing up into a makeshift bedroom Zena examined the dried grass mats about the floor. She discovered a small, cut diamond of some obvious quality.  Fox decided to move a short distance upstream and noted that the passage curved to the left. Not wanting to be any further separated from the group she waited and watched for activity.

Having identified the passage out of the sleeping chamber as the place where they slew the injured goblin, they hurried to rejoin the group moving through the entrance chamber and back around to the stream, and the others.

The party moved upstream, across slippery rocks, to the source. The water flowed in through tiny cracks and holes in the cavern wall. Another recess loomed beyond the tiny falls.

Moving to explore the dark corner, Fox met with a hungry large spider. The fight was tense with both the party and the spider unable to connect with their attacks until Fox brought it low with a magic missile spell.

Exhausted by the investigation and lateness of the hour, they set camp in the passage between the stream and the entrance chamber. It was restful until the last watch when Zena noticed movement of the giant hornet corpse and quickly woke the others.

Bursting from the hornet's abdomen several giant centipedes rushed toward the groggy crew. Zena and Mira held them at bay, slaying two of the venomous insects and casting sleep on the writhing remainder. The companions grabbed their belongings and ran from the cave into the early morning light before the other centipedes could fully emerge.

Avoiding pursuit the party marched back to town. Fortunately Zena and Mira made their poison saves to avoid disease from their exposure to the midden goo.



Sunday, October 16, 2016

West Marches sessions 4 & 5

Yup, another two session weekend!

The players are really getting into the game. They've started buying sets of dice, dice bags, and building dice towers. It wouldn't surprise me if before long they begin shopping for their own miniatures.

During the week of recovery needed for Mira, all of them came by some information.
- Widow Penik's shawl being found not far north of the farms and her home.
- A cloaked stranger arrived and took up residence in an unoccupied cottage in the south of town.
- A large number of crows spent an afternoon on the town rooftops then flew off to the north.
- Mira had a strange dream of a stooped over old crone cutting the head off a chicken and splashing the blood Mira.
- The rival adventuring group, the Silver Blades, had gone south to investigate rumors of a treasure hoard somewhere in or near Stonefall Keep.

Having a sense of missing something, they decided to return to the burial mound to the north. There they focused added scrutiny on the sarcophagus where they recovered the gold belt buckle. Careful examination revealed a hidden compartment and within a small scroll. The scroll bore an image of the tile mosaics in another chamber and showed missing tiles. It was now apparent they had indeed missed something.

After an exhaustive search they discovered the hidden compartment and within it an onyx box. Returning to town and consulting with Platte the silversmith revealed the contents as 1000 copper pieces, and a silver sheath inlaid with crushed moonstones and sized for a dagger. The box was worth 200 silver, the copper was equal to 100 silver, and the sheath was worth 700 silver. (silver based economy) They chose not to sell the box or sheath for now.

Going back north to the farms they arranged a stake-out to try catching the animal thieves. On the second night a cow was stolen from a neighboring farm, but they were unwilling to continue pursuit at night into the western wilderness. In the morning they surveyed the scene of the theft and discovered some blood and a trail. Tracking the stolen cow they found some of the thieves.

The ambush was sudden, and injurious, but over quickly leaving 4 goblins dead and another escaping beyond a hill. Dragging the bodies back to the farm they opted to rest and heal before heading back out to find the missing livestock.

Going into town to request help for the farmers, the party leaned that the bandit that had been hanged a few days back was not in his grave. Someone had committed an act of grave robbing/ body snatching.

Taking the time to work with the local constabulary, investigation turned up a gruesome scene. Within the cottage where the cloaked figure was believed to be was a blood and gore soaked cellar. The remains of several animals torn, crushed, splattered, with intestines strung about like garlands of carrion. In the center of an obscured  ritual circle was a roughly human shaped spot free of the wet viscera blanketing everything.

The players feel like the cloaked figure stole the body, animated it as a zombie and then left town.

Returning to the farms the party teamed up with 3 volunteers to continue the search for the goblins and stolen livestock. At the site of the ambush they discovered a cave entrance, but before they could begin a detailed search, a giant hornet set upon them.

One volunteer was slain by the giant hornet as they retreated into the dark, unexplored cave. The angry hornet was trying to squeeze through the narrow crevice to get at the rest of the group and they fought to keep it out. Eventually the dangerous bug forced its way into the open cave. Fighting as they withdrew deeper into cave passages, another of the volunteers fell to the sting and venom of their predator.

It was a battle of attrition that they eventually won, but the cave held another surprise. From behind them a lone goblin crept through the darkness, murder in its one good eye. The goblin had suffered a glancing kick to the head while stealing the cow. Its face was now a horror, half smashed in, missing teeth, with one eye dangling from the socket. Finishing this nearly dead foe they decided a retreat to safety was in order instead of exploring further.

There is a very good possibility of the specialist reaching level 2 in the next session or two. We'll have to see what the party plan are once they've rested.

Monday, October 10, 2016

West Marches: sessions 2 and 3

Woohoo! Two session in two days!

This Friday we played our second session and the players got more into the explorer and investigator mode. The new players are beginning to take a little more initiative in group decision making and character actions. They had a great time and asked for another session Saturday, and that too went well, including addition of another new player.

The party has not progressed in their tasks of finding the missing widow, and finding the chicken thief, however they have been involving themselves in other rumors. They went off to see what was happening at the Lonely Well and discovered a campsite nearby whose occupants were dead or missing. After deciding to postpone delving into the well itself, they returned to town and chose to look into the new bandit situation that cropped up along the east road.

Soundly defeating the small number of highwaymen, they dragged a captive back to the town jail for safe keeping and questioning. The information given by the bandit indicated that the highwaymen were also worshipers of something they call the Eyes in the Darkness, and each of them bears tattoos of red eyes above their eyebrows. The captive also informed the party that the hideout was 500 yards north of the road, in a cave down in a gully.

Along with two town guards and the merchant that first reported the robbery, the party sought out this cave. The cave entrance, was guarded by a vine that attacked them. Defeating that obstacle they carefully and very hesitantly began to explore the cave.

Inside the cave the found a dead bandit that may have been the one that escaped from the battle a few days earlier. They also heard some clicking which made them paranoid within the closed confines and they left the cave.

Setting camp not far from the gully they got some rest until three large scorpions assaulted the camp. The 2 foot long creatures managed to kill one of the town guards and very nearly kill Mira (the group's specialist). Mira remains confined to bed while being treated for the poison and her wounds. Camping by a suspicious cave has taught the party a couple of lessons about becoming potential monster dinner, and about how difficult it can be to fight in the darkness.

(House Rule - one use of a D30 per session by each player, for any of the following - attack roll, damage roll, or a saving throw.)

It was the spell casters (Wizard and two Elves) that allowed them to get through the fight without more casualties. Magic Missile, Faerie Fire, and Sleep spells turned the battle around just in time.

Overall results have been positive for this fledgling game group. Some of the new players have caught the role playing bug and have started buying dice, and planning to make dice bags, among other things.

As DM, I am pleased to finally have gotten back to a frequency of play that has been missing from my gaming for far too long. It is also wonderful seeing the reaction of the players as they discover the world with all of the danger and mystery.

Next week will be interesting. The addition of another rumor to the pile of unfinished threads should really have the players twisted in knots trying to decide what to pursue.


Monday, March 12, 2012

Carcosa Hard Cover - Short Review

I finally received my copy of the recently released Carcosa hard cover published by Lamentations of the Flame Princess.

Here are some quick thoughts on the book and contents.

The book looks fantastic. It could easily fill the role of a prop in your fantasy game representing some ancient tome of foul wisdom. The cover and spine bear only imagery avoiding the writing and titles we commonly see on a book, and this adds to the mysterious appearance.

The text and graphics are mostly black and white in a large easily readable font. There are accents of purple and green text as well that in natural daylight really pop, greeting the eyes with a wonderful effect.

While I did read some areas for details I mostly skimmed the rest. I might have missed it, but I do not recall seeing the fighter class description and experience table in the classes section. (Carcosa has only Sorcerer and Fighter as classes.) If it is there it must be brief or it could have been left out either by accident or perhaps there is no real difference in classes except how one chooses to play them. If the latter is the case it would be nice to have that pointed out in the book.

I read the Psionics rules with interest after having read a couple of reviews that remarked on how short and simple they rules actually are, and those reviewers were correct. In fact I like the random element to the availability of powers on any given day. Any character has a percentage chance of having psionic ability based on their mental stats (Intelligence, Wisdom, and Charisma). The way this is handled keeps it from being an overwhelming game breaker, making it just an extra tool.

It would be nice for the D&D developement team to take a look at how elegant these Psionics rules are and impliment something similar as an option in their next iteration of the game. Meanwhile I could easily port this into my own game with no fear of runaway mentalists stealing the show.

A good friend of mine is a Cthulhu fan and this might just be a great addition to his library of game books. Sadly it is too expensive to just order him another hardbound as a gift, and he has brutalized every book I have ever lent him so he'll have to settle for buying it himself if he wants it. (PDF files are handy, but I'm a dead tree fan.)

Overall the production values are top notch, hitting the mark for what the publisher's intent happens to be for this artifact.

The game world is bleak and hopeless which suits a world where the Great Old Ones actually reside or are easily contacted should be. It isn't meant to be the typical fantasy campaign environment, but this would make for a nasty little side-trip caused by entering the wrong portal or being cast into it by a powerful enemy, as long as the stay was brief and escape not too difficult.

I like the book, though it is more something for me to steal ideas from than a campaign I would run for more than a session or two.