Tuesday, 27 February 2024

Playing Black Chamber by Becami Cusak

Spoilers ahead. And this isn't an objective review, just a hyped play through.



Black Chamber by Becami Cusak, published by Lamentations of the Flame Princess.

A border war between Spain and Portugal has become a war of attrition. To break the stalemate, Portugal creates a super soldier training program: the Black Chamber, a Soldiers go to a cave in the hills where this secret base is hidden, expecting to become deadlier than ever, but something goes wrong. They're gone. No word from anybody at the base in over a year. Anyone who goes looking disappears. Naturally, we must go look for ourselves.

Crew: Ross (Cleric), Rachel (Specialist), Phoebe (Magic-User), Chandler (Specialist), Monica (Fighter)... the players requested a henchman named Joey (Fighter). Any similarity in names is purely coincidental.

Setting: Setúbal, Portugal (1657).

Theme: Rembrandts - I'll Be There For You.

The Adventure

There's a table for ideas on how to involve the crew in this Black Chamber intrigue. I roll a 3: The adventure begins as a mission from God. God speaks to the team's cleric using sand, stone, and seagulls.

Me: Setúbal in the summer is a lovely vacation spot, but Ross, the moment you step into town you collapse into a grand mal seizure. There's a light brighter than the sun, and you feel the caress of angel wings all over you. A loving voice says: Ross, you are my torch to dispel the darkness. Follow the wings of angels. To everyone else, after a long day of walking in chainmail and heavy robes, Ross has collapsed to the ground and is perched upon by seagulls."

Ross: Uh oh.

Chandler: Somebody throw some fries, quick.

Monica: I break up a ration and throw it to distract the seagulls.

Me: You expect a feeding frenzy but the seagulls fly away to angelic choir music. Glory be. Ross, you awaken a prophet.

Ross: I am the Torch of God, everyone. Seagulls are gonna show me the way. I go looking... for seagulls.

Chandler: I'll follow, giving everyone a disconcerted look.

FAST FORWARD through meanderings in Setúbal. A wandering encounter roll of 1d6 turns up 6, no hostiles. The local watering hole, reaction roll of 5, couldn't be bothered with the team.

Me: (remembering the vision) A gritty, sandy breeze blows in your face, Ross. And you hear seagulls. They flock and circle, almost hovering in mid-air, signalling with their wings for you to follow. Come along, Ross!

Ross: I chase after the seagulls. Come on, guys! Angels!

Monica: So weird.

FAST FORWARD. The Ref leads them to the false entrance to the Black Chamber. Another wandering encounters check turns up nothing.

Me: After following these angelic seagulls for hours, by sunset you climb the cliffs of the seashore, to a cave. Seagulls dive into the mouth of the cave and disappear into the darkness. Suddenly, all is silent, aside for the lapping of the waves.

Ross: I light my torch and walk in.

The rest follow.

Me: You reach a large iron door. It's shut.

Ross: Guys, I think the seagulls went through the door here.

Chandler: Is this heat-stroke? Can we fry an egg on his head, yet?

Rachel: I don't want to use imaginary seagulls as the compass, you know?

Ross: Come on, guys! Charge!

Ross throws open the door, charges into a room, and meets two Conquistadors. One carries a lit torch, the other carries a shortbow. The one with the bow trains it on Ross, the other draws his sword. Initiative. Friends 4, Conquistadors 1.

Ross: I brain one with my mace, all the while screaming I am the Torch of God! 14.

Me: You rattle his helmet but only manage to spin it around his skull once.

Monica: I come in. I want to chop the guy with the bow. 17 (damage 8. Describe your hit, says the ref.) I sidestep Ross and give the bowman a solid chop on the arm with my longsword, exposing the bone.

Phoebe: I shoot my crossbow at them.

Me: Do you take a round to aim?

Phoebe: Oh, hell no. 15.

Quick rolls. 1 - 2 are Conquistadors. 3 is Monica, 4 is Ross... I roll a 4. His back is exposed, attack is from behind, gaining a +2 to hit. 15 becomes 17.

Me: Roll for damage.

Phoebe: Oh yay. 4.

Me: Ross. You feel a sudden sharp impact hit you between the shoulder blades, and you can't breathe. You take four damage.

Phoebe: Oh no. I'm sorry!

Ross: Ow. Uh, I'm down at 0.

Phoebe: Shit! What kind of game is this where you can just murder your friend accidentally?

Me: (ignoring question) First blood goes to Phoebe. Ross, (rolls) your torch stays lit.

Ross: Oh, did I have my torch out, not my shield? Would that have saved me?

Me: Nope.

Chandler: What about God?

Me: He is mysterious.

Chandler: Just checking.

Ross: I'm gonna play Joey, if you can't bring me back.

Chandler: I'll step in, try to sidestep Monica, and backstab the bowman with my dagger... for six.

Me: You spend your time dodging Monica's wild sword swings, but eventually get into position for your next turn.

Rachel: Can I roll for Joey? I wanna avenge Ross.

Phoebe: No! It was an accident.

Rachel: I mean the guy with the sword. I'm gonna attack him. Altogether, 16. Joey has a two-handed braveheart sword, samurai chop to the neck for... 10 damage.

Me: And you slice cleanly through his neck, and his head rolls like a melon on the ground.

Rachel: Yay. This one's for you, Ross.

Rachel: I still have a turn. I'm gonna hit the last guy with my longbow. But I'm gonna spend the turn aiming.

Phoebe: Don't shoot your friends in the back.

Me: The Conquistator's turn. Nearly dead, sees his friend decapitated, rolls a 4 for morale. He's going down with the ship. He has his bow drawn, and is surrounded, so he's going to drop his bow and launch himself at Monica, and try to grapple her. Monica, roll and add your strength.

1 for Monica, Critical Fail. 10 for the Conquistator.

Monica: Uh oh.

Me: He falls onto you, grabbing at your chainmail, and his forehead clunks painfully against yours, doing no damage but he's got ahold of you. Give me a saving throw against Poison.

Monica: No! 2.

Me: You notice the black wetness around the corners of his eyes and mouth, and his foul breath. He's sick with something. You

Chandler: Can I shank him, sneak-attack-style?

Me: Sure can.

Chandler: 14. Does that hit?

Me: +2 for his back exposed to you, so yes.

Chandler: Thank you god, and seagulls, that's 5 with my sneak attack.

Me: How do you end this foul conquistador?

Chandler: I carve out a kidney, pretty much.

Me: Monica, he falls dead at your feet. You have two dead conquistadors at your feet, and Ross laying there. Lets say there was a 50% chance of their blood falling on Ross. Even he got bloodied, odd he didn't. 7.

Ross: Go me.

Me: You all see that Ross is still breathing, unconscious but still alive. He'll awaken in... (1d6 rolled 6)... Ross, what is your constitution modifier?

Ross: 10.

Me: 6 hours.

FAST FORWARD. The group decides to take a rest right here. They're informed that there are no healing benefits to resting in a dungeon. They do not want to proceed without Ross being awake. Makes sense. They build a small fire and wait. I go to roll for a wandering encounter, and check the book for a table, when I realize I screwed up.

They should be in the Black Chamber already. I moved them from room 1 to room 2 without consulting the map first. Nobody will notice that one so I just let it slide. In lieu of this, I forgo the random encounter roll, and riff on a

Me: As you warm yourself by the fire, you realize you're resting under a great Spanish flag, nailed to the wall.

I realized the adventure was set in Portugal, not Spain. Should I fix that?

Chandler: The Spanish Flag? Wait, are Conquistadors Spanish or Portuguese?

Rachel: (Looking it up on her phone) Both. Either or.

Chandler: Well, I guess the Spanish have moved in, and gotten some kind of plague. I pull down the flag. My guy is Portguese, and proud.

Me: You reveal a secret door.

Chandler: See.

Me: Ross, you awaken, full of visions of the afterlife. You should've died but somehow survived. God obviously wants you here.

Ross: With zero HP. I'm gonna cast cure light wounds on myself for... 4 hit points. I'm back.

Me: Like that, Ross looks completely restored. The bolt drops out of his back and clatters to the floor. The puncture wound seals over with healthy skin.

Ross: Lets check out this door.

Me: (Quickly remembering Monica and her alien rabies) First, Monica, it started as a tickle in your throat, and got worse. You have a rattling cough, and the occasional black spittle comes out of your mouth, and into your glove.

Rachel: I scootch away from her and cover my nose with a handkerchief.

Monica: Aww, guys, I'm gonna die!

Ross: At least it's not at the hands of a terrible archer. Can I take a look at her and discern if I've seen this disease or not?

Me: Were you a medic prior to this?

Ross: Can I be?

Me: Sure. Roll under your intelligence.

Ross: Intelligence 8... I'm a little slow... 5!

Me: This is new to you. You get the feeling it's something new to Earth, period. All you know is it's spread by close contact, similar to bubonic plague.

Ross: Burn the bodies. Burn Monica. It's an alien disease. God doesn't like it.

Monica: I'm a goner anyway, so I'm going through the flag door.

The rest follow Monica's lead.

Me: Who's got the light?

Phoebe: Me. I'm the light bitch, no longer trusted with a crossbow. I'll light my torch.

Me: You enter a large, dark room. You can't see all corners with the current light provided, but the walls and floor are blackened by something covering the flagstone walls and floor.

Ross: I take a closer look at the blackness on the floor.

Me: It's something abnormal, black dust and black oil, it appears to be the same thing but exists in both a liquid and powdery state. It doesn't seem to do anything to your boots as you walk over it. Then you hear a click, and feel a shift of weight in the room, almost as if the room itself is now moving. Then something clicks, everything settles, and while you're getting your bearings, a metal eye-stalk with an orb on the end peeks down from a hole in the ceiling. It scans everything in the room with green lasers, then retracts back into its hole.

Chandler: What the shit was that? Can I reach that hole?

Me: No, it's about 50 ft. above you. You could only see the glint of the metal, and the shine of the lasers, but to make out any more detail would require you to climb somehow.

Roll for Black Chamber encounters... 1d20 is a 1, 1d6 rolls a 2. Magnesium Flares, 2d6 worth of them... 4.

Me: Suddenly, that hole in the ceiling opens again, and four unlit flares are spit into the room.

Chandler: This thing is paying out. I'll take them.

Roll. 20 and 4. Green Scanner. Roll to see what it says...

Me: The eyeball scanner pops out from the ceiling once again, and re-scans the room, this time erratically and with some shaking. Then a static-y phonographic voice speaks into the room over an unseen speaker: Please prepare your papers. Then the mechanical eye retracts violently.

Chandler: What?

Phoebe: Were we supposed to have papers? Like tickets?

I roll for another encounter. 1 and 2, which is a re-do of the magnesium flares. No doubles allowed.

Me: You here a strange series of clicks and whirrs behind the walls. The room vibrates for a moment. Then nothing happens.

Random Encounter: 3 and 2. Fransisco De Lima. A knife throwing mage with his spellbook tattooed on his left leg. When he throws a dagger, his mirror-image selves all throw one as well.

Reaction Roll for De Lima. 3. Hostile.

Me: A mage in tattered purple robes is lowered from the ceiling by a platform. He's in manacles, around his wrists and feet. He's been tortured, and seems half-mad from the experience. He howls angrily upon seeing you all.

Roll for initiave: 5 for the friends, 4 for De Lima.

Rachel and Phoebe both spend a turn aiming. Phoebe has forgotten that she didn't draw her crossbow, but we let it slide, so long as she places the torch on the ground. Chandler lights a magnesium strip and throws it at De Lima so he's well lit, then steps behind him. Joey, Ross, and Monica all swarm him, weapons drawn, ready for the attack. They're not particularly sympathetic to De Lima.

De Lima casts Mirror Image, 1d4 mirror images appear, and rolling a pitiful 1, creates only one mirror image of himself.

Round 2: Joey slices De Lima with a slash of his two-handed sword, destroying the mirror image. Ross and Monica both miss. Rachel hits De Lima with a crossbow bolt for 6 damage. Phoebe misses. Chandler attempts a backstab but is still seeing the sunspots from the magnesium flare he launched, and misses. De Lima seeing he is going to die quickly. Morale Check: 5, stay and fight. He says: If I am to die, I am taking you with me. He reaches out a hand, points it at... random dice roll to see who he'll blast with a 3rd level magic missile.

1. Ross
2. Joey
3. Chandler
4. Monica
5. Rachel
6. Phoebe


He points his hand at Chandler and arcane energy rockets out of his palm, as bright as the magnesium flare. 3, 2, and 4 for damage.

Chandler: Oh. I am very, very dead.

Me: Describe your tragic end.

Chandler: The three bolts hit me square in the face. There's a muffled scream, lots of smoke, lots of green fire, then when it fades you see from the neck up I am a blackened skull.

Me: Oh man, he was so young too.

Chandler takes over for Joey.

Round 3.

Joey: I'm gonna avenge my roomie. 12, and a 2 for damage. (prompted by ref to describe the hit). I yell in the mage's face: That was my best friend, you bastard! And I hack off part of his throat, but obviously not enough.

Ross: I gotcha, buddy. 17. And a 4.

Me: That'll do it.

Ross: I say: I am the Torch of God! And I crush his skull with my mace. Eyeballs squirt out, teeth break, he dies in a pile of gore.

Joey: I loot my best friend's corpse. And say a quick prayer for him.

Rachel: Can we... like... look at the room?

At this point I realize I haven't given them much time to explore. It's also here where I realize Francisquo de Lima was meant to be a friendly encounter. Oops. I try to math out how this would work, since every 3 minutes a new encounter happens, and settle on giving them a quasi-turn. They get 3 minutes of exploration, as opposed to 10. The difference is null, but whatever.

As they Friends explore, looking at the various walls and floors, I realize that I haven't found a condition that allows for escape from the Black Chamber.

Me: Enough of you have searched the room to make it clear that there seems to be no latch, button, or way out.

Phoebe: Did the guy have anything magic on him?

Me: You find the tattoos of his spells on his leg. If you were to skin him and take the arcane tattoos, you could transcribe them into your spellbook.

Phoebe: Oh, I do that.

Roll for random encounter. 5 and 1. Green scanner.

Me: The little metal eyestalk appears again, scans, and a tinny voice says: For your comfort and enjoyment, you will now be given a shower of frogs. Nothing seems to happen, though.

Ross: Can I jump up and grab that thing?

Me: It's 50 ft up.

Ross: Can I lasso it?

Me: You can try, next time you see it.

Joey: I'm gonna bang on the walls with the butt of my sword, look for weak spots.

Me: The flagstone is solid. The torch burns out this turn, everything goes dark.

Phoebe: I light another.

Me: As you're lighting it... 5 and 2, green scanner... the eyestalk pops down from the ceiling again.

Ross: Lasso!

Me: Make a ranged attack.

Ross: Ugh. 2.

Me: It's tough to throw a rope 50 ft above your own head and hit a target. The green lasers scan the room, and a tin-sounding voice rasps: Please exit through the gift shop.

Monica: Please tell me a door opened.

At this point I am with the players, I do think there should be an exit, and this seems opportune. I roll on the table to see "which wall" the exit appears in. 2. To keep it interesting, a wall opens up in the cube, but also in the in the darkened axis which holds the cube, but the two do not necessarily coincide. I roll a 4 on the axis, so the eastern wall. Some quick math. The cube exits to the south, then there is a 50 ft drop to the floor of the axis, there are probably mirrors and other contraptions all around the cube. Then there is a 25 ft. walk to the eastern wall, and a 50 ft climb to the next exit. This exit would coincide with room 10 on the map, something I haven't looked up.

I also think about the rammifications of allowing a potentially early exit from the Black Chamber. It is, after all, the Black Chamber adventure. I do want some forward progress, but not at the sacrifice of the experience. I decide to stall for time by making things happen over the course of 2d6 rounds. 8 rounds.

Me: You hear a deep mechanical rumbling, and the sound of gears and pistons sticking, followed by a shrill grinding of metal on metal. Something is happening but it's also going wrong. You hear the flagstone crack behind you as a hidden door begins to open, but it's opening very, very slowly, like millimetres at a time. That's 1 turn on the torch.

Next turn, I decide to simplify things for myself by making everything happen over the course of a turn. By the books, there is an encounter every 3 minutes, but I can't mentally keep up with 3 minute increments for the light source. I could, but I'm working on the fly, and not prepared for that kind of a change up.

Roll for Random Encounter. 10 and 3. Liquid Faeces. Sounds perfect after the audible mechanical malfunction.

Me: From the ceiling, the walls, a viscious tarry liquid leaks into the room. It's quick enough to pool, but steadily runs out of the crack from the gift shop door opening. From the salty, earthy smell you gather it's sewage, and it's slowly covering Chandler's corpse.

Joey: Leave him.

Rachel: I climb onto Ross's back.

Monica: I climb onto Phoebe's back.

Phoebe: Oh yay. I nuzzle her, and whisper comforting lies into her ear. Shh, it'll be okay.

Me: Make a poison save, Phoebe.

Phoebe: Oh shit, she's got the plague! I forgot! Get offa me.

Monica: I'm sorry!

Phoebe: Nat 20!

Me: You chuck Monica off your back, quickly remembering the state she's in, and you think you may be fine, but you can't be totally sure just yet.

Another turn. The door is 2 out of 8, the torch is 2 out of 6.

Ross: How's that door coming along?

Me: It's open about a foot now, but the sewage is about that high as well.

Joey: Can I speed it along with a squat and lift?

Me: You can try. One other person can help.

Ross: Lets do this.

Joey: Does this count as Open Doors?

Me: Sure does. This is a difficult check because you're fighting unseen mechanical things, and it's lifting flagstone, but lets see how you do. Roll an open doors check, add Ross's Open Door bonus.

Ross: I don't have one.

Me: Then it's just +1.

Joey: That makes +3 total. And I rolled a 1.

Me: You manage to jar the door up halfway. If you crouched, you'd be able to crawl through, unless you take off your backpack, then you could squat and shuffle under without dirtying your hands. However, it is absolutely pitch black on the other side.

Ross: I put away my shield and light a torch.

Roll for random encounters. 5 and 3. I'm landing consistently on the green laser option, which at this point is a little annoying, but that's the roll.

Me: From the southern wall, just above your heads by 20 feet, the metal eye stalk pokes out of the wall and scans the room with green lasers again.

Ross: Oh, lasso!

Me: You're lighting a torch, currently.

Ross: Crap.

Monica: Can I jump up and get it?

Me: 20 ft. climb, flagstone... give me a climb check, roll a 1, 2, or 3.

Monica: 3.

Me: You vault up, grab onto the eyestalk, and feel the heat as the green lasers scan right through you.

Monica: I want to pull it clean from the wall.

Me: Grapple check.

Monica: Ugh. 2.

Me: Versus 18. You can tell this thing is too solid to pull out of its fixtures, based on how it's holding you up. The room fills with a tin-rasp of a recording again: Your mandatory bathroom break ends in 10 seconds. 10, 9... it counts down to 1. In that time, do you want to do anything, Monica?

Monica: Can I smash the laser eye with the butt of my sword?

Me: Sure. It's stationary and fragile. You shatter the eye. Components and machine parts dangle.

Monica: I grab them and let myself fall.

Me: They yank out, and you drop. A 20 ft fall is 2d6 damage.

Ross: I catch her.

Joey: So do I.

Some quick rolls. 2d6 turns up 8 damage. I don't want to make this a penalty, so I give them the chance to avoid this damage, or decrease it.

Me: Uh, okay. Ross, Joey, both make a save versus Paralyze.

Ross: 9. Fail.

Joey: Nat 20 baby!

Me: Joey, Monica lands on top of you, but you manage to fall backward without hurting yourself. You cut her damage by half, and take none yourself. However, her flailing limbs strike Ross, 4 damage between the two of you, so 2 damage each.

Ross: Worth it. I rub my head.

Monica: Thanks bud. I give him the components from the eyestalk.

Ross: Wait, did she infect me?

Me: There's a chance. Joey, since you rolled a nat 20 you're fine. Ross, you have a 50/50 shot of being exposed. Even you're fine, odd you need to make a save. 3. Give me a poison save.

Ross: Nat 20!

Me: Christ. Alright, that nasty sword of hers hits you in the fall, but as the torch of god, the blade strokes only your helmet and glances off before clipping your neck. You're a little dazed but it could be worse.

Ross: I'll take it.

Math time. The door lift was one turn. The eyeball stalk lift and fall was one turn. That's two turns off Phoebe's torch, now at 3. Ross has 1 on his torch. Door is halfway, so I'll consider it a 5 out of 8 now. Roll for Random Encounter, whatever that is happens next turn. 8 and 3, confusion gas.

Me: There's the hiss of a gas being released from the walls. You watch around your torches as this smoke swirls, then fills your lungs.

Joey: Can I hold my breath?

Me: Well, okay, this gas was released instantly, making it impossible to take a deep breath in preparation. Here's the options... you can run, launch yourself out of the door, and take whatever comes. If you want to prepare yourself, you'll have to make a save versus the gas.

Monica: I'm a goner anyway. I launch myself out.

The rest decide to take a turn to contend with the gas.

Me: Monica, you erupt out of the giftshop door, and fall into darkness.

I wonder what the odds would be that there's a mirror or mechanism below her which would break her fall. She's falling 50 ft. I'll say there's a 5-in-20 chance she's going to hit something that will break her fall.

Me: Roll a d20 for me.

Monica: 6.

That just stings, but this is the end for Monica. I roll 5d6. 15.

Me: Monica, you fall into the darkness, and after a couple of seconds pass, you crunch onto stone below. Everyone above, it's a little difficult to hear over the waterfall of sewage pouring down, but you hear the clatter of metal far below. Monica is with Chandler now.

Monica: No!

After some discussion, Monica comes to terms with her death. There's no henchmen to take over, and now I really wish I hadn't made de Lima a hostile encounter. I roll the next encounter, 19 and 1, rabid orphans. In the heat of things I forget to have everyone roll against the gas, which will last for the turn plus 1d6 encounters... 1. Okay. Rabid Orphans in confusion gas. Sounds fun.

Me: Everyone make a saving throw versus magic.

Ross: Nat 20.

Rachel: Nat 20!

Me: What's going on with these crits?

Joey: 15. That's a fail.

Phoebe: Ugh. 9. I sniff more gas. Then more.

I roll a 4 and 2 to see what they're currently doing.

Me: Joey, you're wandering aimlessly, looking confused.

Joey: That's normal for me.

Me: Phoebe, you're normal for now. Your torch is at 4 turns. Ross yours is at 2. The gas is still thick in the room when there's a clanking mechanical noise. A door opens up to the north, opposite the gift shop door, and there's a sudden shrill scream. 15 children, filthy and caked with black goo around their noises, mouthes, and eyes, come screaming out of the darkness. Roll initiative.

Joey: Ah fuck. 5.

Me: You all go first.

Joey: My two handed sword, is it longer than this door is wide?

Me: Yeah.

Joey: I tie a rope around it, and use it as a cross-bar in the door, so we can rappel down.

Me: Roll 1d6 first.

Joey: Oh right. I'm wandering aimlessly. 4.

Me: Joey seems to not notice the kids. He's still wandering, but the kids...

I can't do 15 saving throws. Or can I? I bring up the google random dice roller, hit the d20 button 15 times, and two kids save. I'll do the results in batches so I don't go nuts tracking this. 15 - 2 is 13. three groups, 5 kids in two, 3 kids in one. Group one attacks the nearest creature, which are its allies, but group 2 would attack nearest creatures, which are its own allies. Group three babbles incoherently. I think I can work this.

Me: Joey, two kids launch themselves on you. Roll a d20, just flat, because you're confused and not really responding properly. It has to beat what these two kids roll, and I'm giving them a +4. 13 for Joey, natural 19 for the kids. The kids have latched onto Joey, and it looks like they want to bite him.

Ross: Uh, oh man.

Me: However, the rest have become insane from the gas. Most of the kids begin biting each other. Three start babbling and slapping their own heads.

Some quick math and rolls forces me to make these orphans unique. 5 are bit for 1 damage, the rest are fine.

Ross: You skipped our turns there.

Me: Fuck. Sorry.

Ross: No, that's okay, I think I prefer it like this. I get the feeling we're about to lose Joey if we don't intervene, and I get the feeling we're screwed if we intervene.

Joey: Just run, dude!

Rachel: I have pitons. I wanna nail it into door jam then tie a rope to it.

Me: Nailing something into solid stone is pretty intense. What's your strength bonus?

Rachel: Zero.

Me: Okay, It'll take 1d4 rounds to hammer that thing in safely. Otherwise, you can pummel the shit out of it and hope it works in 10 seconds, but you risk hitting your hand for 1 damage.

Rachel: Deal. Yes, the second one, I'll do that.

Me: Roll under your strength.

Rachel: 11. My strength is 10.

Me: You bring the hammer down square on your finger, so hard you think you broke it. 1 damage. But the piton is in and it's solid.

Ross: I tie a rope to it.

Phoebe: I slide down.

Me: Phoebe, you're doused in foul water, but you're able to slide all the way down, and still manage to hang onto that torch. At the bottom, under a waterfall of sewage, you see Monica's corpse. From your vantage point you can see that some ways up on the neighbouring wall there's another doorway open, allowing light in. It's a healthy climb though, similar to the distance you just slid down.

Phoebe: Oh, my bebe. Does she have any valuables on her? I snag her pack.

Me: Next turn. Round 2. Joey, the gas has dissipated. Your head clears up, and you have two rabid orphans clinging to you. What do you do?

Joey: I wanna smash their skulls together.

Fuck. That's cool. Okay, I make something up on the fly.

Me: Your grapple check will have to beat theirs, first. (Grapple beats one but not the other). Okay, you're able to grab ahold of one before he's able to sink his teeth into you, but the one on your shoulder bites at your neck for 1 damage. Give me a poison save.

Joey: Ouch. 5.

Me: He's filthy with that black crud. You know you're not lucky enough to avoid whatever he has spreading to you.

Joey: Figures. Can I do anything with the one I beat?

Me: You have him in your grasp. You can toss him off of you, and take a swing at him with your sword next round, or do some damage for 1 point.

Joey: I think I'll toss him and swing next turn.

Me: Anything else?

Joey: Nope.

Me: You realize you're the first target between your friends and 13 crazy biting orphans.

Joey: Oh! I'm gonna run to my friends, maybe they'll take some of the heat off of me.

Me: You're a tad slower with an orphan on your neck, but the room is small enough that you're side by side with Ross and Rachel.

Rachel: I'm considering pulling a Monica. I take the rope down. Schloop. Does the poop make that rope slippery?

Me: Well, technically... yeah it would. Phoebe did it without a check but that's a good idea. You would be getting a lot of dumpage on your head. I'll tell you what, two options, if you voluntarily make a save to hold onto the rope, you'll get one bonus dice of 1d8 to add to any roll in the future. Same goes for you, Ross.

Rachel: You know, I think I'll take you up on that. I'll do the save. Don't make me regret it, though. Oh, yeah! 18!

Me: You descend, much stinkier than before, and you have that bonus 1d8 in the bank. Ross?

Ross: I'm gonna... take the wimpy way out and just slide down safely.

Rachel: Buck... buck... buck...

Rachel did this slowly, with minimal effort, making it extra offensive.

Ross: Okay, fine. I'll take the roll. Fuck you. Nat 1. Great, Rachel, you got me killed.

Rachel: And he was God's chosen one, too.

Me: Rachel, I'm sure you stepped out of the vile waterfall dumping on you, but there's still a chance Ross's screaming body could land on you or Phoebe. I'm gonna roll a 1d6. On a 1 it's Rachel, 2 it's Phoebe, 3 and he hits some mysterious scaffolding and only takes 1d6 damage, and anything higher and Ross just crashes to the floor... 2.

Phoebe: No fucking way!

Ross: That's for the crossbow bolt.

Me: Okay, to be fair, I'll roll 1d6 to see how far you fall. You have to fall at least 10 feet. The damage is split between you and Phoebe. 6. Reroll. 3. Damage... 9. Split two ways, Ross takes 5, Phoebe takes 4.

Ross: I'm -2.

Phoebe: I'm -1.

Rachel: Ooo, I loot them. Both.

Me: That's your turn, take anything good they have. Joey, the kids swarm you. 13 of them. I will now roll 13 attacks against your AC of what?

Joey: Screw you and 16.

Me: Mental math... one kid on your shoulder, lets say you were back to the wall, standing next to Ross. That leaves 5 empty squares. Okay, only 5 kids try to jump on you. And it's grapple, not attack, my bad. You'll roll once and it'll apply against all of them.

Joey: Better. Nope, bad. 8. Plus strength, so 9.

Me: You beat... 3, but two grab you. There is one blocking the doorway, and a lot waiting their turn to jump you. Round 3.

Joey: I wanna hail mary dive, grab the rope, and hope I shake them loose. They're kids right? And I'm a grown-ass fighter. I should be able to bullrush through one.

Me: You're not wrong. Okay. First, initive.

Joey: 6.

Me: You go first. First, you can't hang onto that sword and do all this. You don't have time to stash the sword.



Joey: I drop it.

Me: You can plow this kid clean off his feet, but given that you have a kid on your back, a kid tangled in your legs, rushing sewage, and a rope you're trying to hang onto in spite of it all, give me a paralyze save or you fall to your doom.

Joey: 17.

Me: Well done. Like batman hanging onto an elevator cable, you fly down the rope in a waterfall of shit, spinning, holding on, coughing up black gunk. The two kids immediately fall off of you, and crunch to the ground next to you, Rachel.

Rachel: Can I back up to safety?

Me: You're looting your friends, remember. Joey, you've used up your move sliding down this 50 ft rope and bullrushing that kid. Give me a paralysis save, you two.

Joey: 4.

Rachel: 10.

Me: Before you can look up, bodies fall on you. 13 children fall from the sky. Crunch. First, Joey you're crushed under a couple kids. Rachel, you have just a split second of considering robbing him too, before a half dozen children land on you. I'll roll to see what the damage is. Lets say, I'll roll 2d6, and that's how many kids fall on each of you. Each kid does 1 damage. 6 for Joey, 5 for Rachel.

Rachel: Dead.

Joey: Also dead.

Me: Alright. You're all dead. You think it's horrible, but your souls, along with the souls of 15 children, and a weird wizard, and many other victims of the Black Chamber, all float up to heaven at the same time. You each get your own cloud, wings, white robes, and halo. God appears before you, Ross.

Ross: Hi.

Me: God speaks to you: You may ask me one question, my torch. Then I got somewhere to be.

Ross: Did I... do good?

Me: Well, you're here.

Ross: I guess that's an answer... Did God just avoid my one question?

And scene.



Final Thoughts

I made a few mistakes which may have changed the adventure and complicated the escape. Becami was kind enough to help me understand it better.

There are trapdoors which open for things to enter the Black Chamber. Those trap doors stay open long enough to become an opportunity for escape. I should've known that so I could emphasize it to the players.

About all the deaths, and how my rulings caused more deaths than anything, we usually play on Splatter Death mode when doing One Shots, and players are in on it.

On to the book.

The art brought me back to early 90s MTV, Liquid Television, I could almost hear the distorted guitar to accompany the art. It's nostalgic and lovely.

Black Chamber is white text on a black background, what an eye-saver, like reading a screen on Night Mode. I'm ADHD and dyslexic, reading isn't usually my struggle, but it's aggravated by the dual columns of text, side-by-side, something that Lamentations uses frequently (also the bible). Letters turn into dancing ants. White text on black background is a relief to read.

The story of the Black Chamber was my favourite feature of the book; I am in love with the concept of a training program for soldiers gone awry because it was created by powerful beings who had no understanding of humans. Who hired aliens to train 17th century soldiers? How did they contact the aliens, communicate, form an agreement, describe their vision, all to aliens... and then walk away feeling safe the aliens got the assignment. The encounters in the Black Chamber tell this story in the randomness.

It feels like an X-Files or Twin Peaks episode. It inspired a bunch of ideas around a special agent campaign, hired by a war General of Portugal or Spain, investigate where my missing soldiers are. There's intrigue, lies, cover-ups by the elite, paranormal encounters, random lights over Portugal. What is the Black Chamber, who signed off on it, and why are they burying it?

Whoever hired the aliens must've had something valuable to contact or control them, that could be a tasty baited hook, alien technology that could make you powerful, except it's highly dangerous since it's not understood - because it's alien.

It's inspiring ideas in me, which is exactly what I want in an adventure module.

Monday, 29 January 2024

Smile

Smile. The horror movie. Should've been called Frown, because it was a bummer. A good concept ruined by a monster who follows a standard operating procedure so broad that it grants the Smile Entity the power to do just about anything, especially if it involves a jumpscare.

I've been getting interrupted sleep lately. We share a wall with my wife's brother, it's a thin wall, he has a voice that resonates, and I'm a light sleeper. I wake up to everything, so I buy some Loop Earplugs, which I could do another mediocre review of right here... doesn't work enough for me. Then I blast pink noise out of my phone all night long, right over my head. The combination of those kind of work.

My wife calls pink noise something tragically incorrect... she calls it vag noise. I fall asleep to queefs on loop for eight hours.

Wednesday, 3 January 2024

2024: Celebrate

2024.

It was glorious. Two days in bed sleeping off a cold, with nothing but strange vivid dreams and a song stuck in my head for this god-awful moments awake.

Love is an Open Door, aka the song from Frozen where Anna and Prince Hans sing together at the start of the movie. It's not even Let It Go, it's the shitty B Side ear-worm you'd only get if your kids tortured you with the soundtrack for years, like mine did. Two years, Frozen every day. Love is an open doooooooooooooor!

DOOOOooooooooOOOOR!

Life could be so much more.

With you.

I'm in bed, soaked in sweat under my weighted blanket, 80 lbs of pure tundra-thick tuna-net on me. I'm determined to sweat it this demon inside me. Then I drift off.

My four year old daughter and I are going to my high school. Walking through the lobby was a precession of giants, moving a little like they do in a fox's wedding, except they're giants -- slow, skinny, and over two stories tall. They groaned these deep, cthulhu-esque whale-like groans. Grrrmmmmm. One decided it wanted a closer look, probably to sniff us and eat us. I picked my daughter up and ran down the hall, which was so small for the giant that it had to fall on its belly, shaking the ground, and crawl after me like a Marine going under a barbed wire fence. Its big bald head thrashing as he came for me, and I was just a little slower than the giant. Luckily there was a door I could swing open with a shoulder-hit.

Then I'm back in bed, trying to suck air in through my snot-cemented sinuses. Still sick, no life in me, then I'm out again.

My mansion is expansive like an airport, only an asshole would need this much space and luxury. But it's mine. And this dream is high-definition, not one of those hazy dreams where you're going to lose signal the second you have too much fun. It feels solid.

Something is amiss. There's a woman inside, stealing from me. I don't know how I know, but I know she's in here somewhere, and I'm hunting her, and she fucked with the wrong billionaire because I can fly -- like Zuckerberg. I pull two axes off the wall, because of course I have weapons mounted on my mansion wall. And I fly down the halls, ready to hack her up.

I'm pumped. Too pumped. My vision gets blurry, like I forgot my glasses. I'm waking up and losing the signal, but it's still strong enough that I can settle down again. I calm down it down a bit, breathe it out, gaze upon the splendors of my billionaire interior decorating.

I sense a disturbance in the force and know she's in the room next to me. I walk there, because I'm calm now. Yes, she's there, the she-devil who came to steal from the richest pimp in the world, just a tiny speck across this vast arena of a room just big enough to contain my glory. She's straight out of the 80s, big Dynasty hair, blue silk dress, blue silk scarf around her shoulders, walking like an empowered black widow. She's not just stealing, she wants to kill me, and look fine while doing it. And she has two spiky lantern things that look like flails, because sometime earlier in the day I was thinking about maces that doubled as lanterns and if those were cool or not...

It occured to me that this dream was written for a sitcom. It's filled with shenanagins and wish fulfillment. I'd go so far as to call it zany.

Aha! A distracting detail! Her purse is right there at my feet! She must've dropped it while grabbing dope lantern-flails off the wall. And her purse is filled with... six sets of car keys, and they're all mine! Hell... no... I did not drive beaters and hand-me-down cars for the last 20 years, saving up all my Galileo 2 royalty money, just to give up my six limos to this hag.

Oh, I know what'll really piss her off. I'm gonna hide her purse, then watch her freak out trying to find it in this giant place. Tee-hee! Nope, I'm not gonna hit her with my axe, I'm gonna tease her like a stinky little brother! It makes sense to me!

Hide her purse, quick!

I grab it and fly... and oh no, the dream, fading! Fading...

I got too giddy, and woke myself up... why didn't I just fight her? Did I even take back my limo keys?

Ugh. Is it 2024? Where did 2023 go?

I cleaned shit out of a hellish hoarder duplex, then I had to make it livable, and after six months of that my own life wasn't livable, so I told my wife I didn't want to do it anymore, can we hire a contractor? She said "of course, honey! It'll cost us around $30, 000, and we're broke, but you said Galileo 2: Judgement Day was selling well, so we can just all that royalty money!"

Then I said "Actually, I'm totally satisfied doing this job myself." Then I tapped my hammer on a piece of wood. "Yup. Solid as a rock."

Wednesday, 29 November 2023

SADs

It's that dark, rainy time of year in Vancouver. I always get hit with SADs. Seasonal Affect. It feels like I'm living underwater, everything is slow and dreamlike, and I start to beat up on myself for everything and anything, real or imagined. I want to spend more time with my kids but I have a house which needs to be livable eventually.

Yesterday I showed up at the renovation; it was an icebox inside. I had to wait there for half a day for the delivery men to drop off the stove, fridge, and dishwasher. It was too icy to be productive. My hands were so cold they ached, my feet were numb, I set up a portable heater under a lawn chair (in my kitchen) and sat there, warmed my ass, and burnt my ankles.

Monday, 28 August 2023

This is my House

"There are two kinds of sufferers in this world: those who suffer from a lack of life and those who suffer from an overabundance of life. I’ve always found myself in the second category. When you come to think of it, almost all human behavior and activity is not essentially any different from animal behavior. The most advanced technologies and craftsmanship bring us, at best, up to the super-chimpanzee level. Actually, the gap between, say, Plato or Nietzsche and the average human is greater than the gap between that chimpanzee and the average human. The realm of the real spirit, the true artist, the saint, the philosopher, is rarely achieved.

Why so few? Why is world history and evolution not stories of progress but rather this endless and futile addition of zeroes. No greater values have developed. Hell, the Greeks 3,000 years ago were just as advanced as we are. So what are these barriers that keep people from reaching anywhere near their real potential? The answer to that can be found in another question, and that’s this: Which is the most universal human characteristic – fear or laziness?”

Louis MacKey, from one of my favourite movies, Waking Life.

I don't know who MacKey is, I just think about this segment every now and then, and relate to it. Suffering from not enough life, then sometimes suffering from an overabundance. And the thing that bugs me about this quote is that it digs into laziness but doesn't reflect much on suffering, even though that's what it opens on.

I understand why a lack of life causes suffering, you're bored and want things to happen. I can understand why an overabundance of life causes suffering, because that's what I'm experiencing now. But that little monologue says nothing more about suffering. All it does is dump on slackers. I wonder if the director, Richard Linklater, wanted this to be a counter point to his otherwise strong showing for Gen X ideals in Waking Life.

I wanted to know what to do when you suffer from the overabundance of life.

An overabundance of life for me is cleaning the house of a hoarder of 46 cats, who shared one litterbox -- the entire house. There's wall-to-wall, floor-to-ceiling garbage, but it's been pissed and shit on by 46 cats who were neglected, abused, and suffered greatly. A few kittens died in the house. I found the bones, said a quick prayer for them, and wished them peace in the afterlife. The cats were taken by the SPCA but sadly most had to be put down. They were severely constipated because they didn't want to be pooping in garbage, or in the corner behind the TV, or on the granite kitchen counters which were never used for cooking, or pooping all around the first floor powder room toilet. They wanted to be taken care of. These hoarders, who claimed to love cats so much, also killed them painfully and slowly with neglect.

The cats were taken in 2019. It's 2023 and the mountains of cat shit are still everywhere.

The house smells like the last stewed toxic shit in an old invalid's diapers after they'd died in a heatwave. The smell was horrific, truly in the sense of the word - horror - it caused the panic you'd feel if zombies came after you. The horror I imagine feeling at the sight of a zombie coming after me wouldn't just be the dissonance of seeing the dead move, but also the idea of being touched by something stinking, putrid and rotten, dripping in disease.

Then I was inside it, for days at a time, crawling in it, cleaning it. I found bed bug cities living in the couch, right overtop of a neighbourhood of black widow spiders. They have a mythical feeling to them, their shiny black metallic bodies. I scooped one up and put it outside, and did so for a few more before realising I was trying to save black widow spiders while there was an everest of garbage to climb into and clean out.

Every day I cleaned I thought I'd seen the worst of it. We did the living room, the bedrooms would be easier. Nope, the bedrooms have dead cats in them. Once the garbage was all out, I thought that was it, over the hump.

Then I looked in the utility closet and it was a rotten asshole of Satan - black mold everywhere, black widow spiders crawling in all crevaces, and a moat of cat shit that had absorbed an endless leaking of water from shitty plumbing. In the center of it all, resting like Jabba, was an oversized turd that had grown on moat-water to the size of a human fetus. I shoveled it out, bagged it, mopped out its afterbirth, and stopped the leak. A black widow spider ran up my bare arm and I screamed, slapped it off, slapped shit on my arm, and then went back to work. I sprayed the black mold with mold-x, wiped, sprayed, wiped, then poof my hand went right through the drywall and spiders fell all over me like confetti. Jabba laughed at me from inside the garbage bin.

I thought that was the worst of it.

Then we pulled up the carpets and caused a dust-storm of dried cat shit and bedbug turds. Fortunately we were in our hazmat gear, plastic wrapped from head to toe, on a hot day. We filled our goggles and gloves with sweat, panted for breath as we tugged on nasty piss-soaked carpet, and yanked as hard as we could. I put my tetanus shots to the test by cutting myself on the nails from the tacking as I'd forget where my hand was resting and plopped it down on a strip of upright nails. After doing one stairwell, one hall, and one bedroom, I tapped out. My endurance failed.

I thought that was the worst.

Then we did the laminate flooring in the living room. Dust of catshit everywhere - check - but it was surprisingly wet underneath each board. Actually it was really slimy with this brown goop. Each board came out like a used sex toy. Plop. Pill bugs crawled underneath. The wall looked a little black and crumbly where we exposed the wood. Yup, that's the frame of the house that looks rotten. The moisture from the endless leak must've traveled under the floorboards, under the insulation, and to all corners of the house.

That was the worst, because it confirmed this place was cursed unhallowed grounds, like the Pet Sematary.

I want to pull a Dr. Gonzo and thrash and moan in the bathtub, waiting for that one fantastic note when the rabbit bites his own head off, before somebody throws the radio into the tub and I am free.

Monday, 14 August 2023

Galileo 2 Goes Live

Galileo 2: Judgment Day made it's debut at Ropecon and Gen Con, and is now live on the Lamentations e-store. I'm incredibly proud of the sales, I'm proud that anything I've done has materialized into reality. http://www.lotfp.com/store/index.php?route=product/product&product_id=441 On a counter-note, I'm crawling out of a pit of burn out, but am likely going to groundhog right back in. The book editing involved a week of all nighters writing, early morning calls to be a daddy to my kids, and going to work during the day. I survived that on manic hyperfocus but once it was done I nose-dived. But then we had to move, in a heat wave, with no help and a broken elevator and 10 flights of stairs. Then uhh... we bought a place which was destroyed by hoarders and water damage, and is filled with shit, and I gotta clean it out and renovate it. Adventure Idea. 17th Century Janitor. You play an adventurer who's hard up for cash, and there's a chateau that needs cleaning, with a hint of treasure protected by a great evil within. But there is no monster or treasure, they trick adventurers into pushing a broom with some bullshit story, but it's just work and that's the scary part.

Friday, 9 June 2023

Running From A Slasher

Spoilers ahead for Galileo 2: Judgement Day.

The chase through a dark forest in G2JD is an homage to Slasher movies. Creating the mechanics for the chase became my own personal Slasher, and dogged me like LaChappa running from  Jason Vorhees.

The first draft of Galileo 2: Judgment Day had a simplified chase; survive 5 rounds, three fails and the Automaton makes an instant grapple attempt at you — if successful, you both stop running, and the next round if he wins initiative or maintains the grapple, you get twisted up into a human pretzel. 

Each round of running had its own unique obstacle. It felt very 5e. It wasn’t perfect; it was on rails, and didn’t plug and play neatly into other scenarios where players ran off the rails.

My editor wanted to see a system to handle the running so that Referees could improvise. Totally. Made sense. My wife and I put the kids to bed, walked the dog, then from 9 PM to 2 AM I grinded it out until I fell asleep at the laptop. Nobody told me to do it like this. I took the initiative. This book is my first published work, I wanted it to be great. It also had a tight but vague deadline of “get it done ASAP so it can go to Gen Con.” 

First I needed game mechanics. I started with the Lamentations of the Flame Princess Player Core Book, Rules & Magic, which has two sections on running. 

In the Encumbrance & Movement section, Running speed is the same as Exploration speed but is done in a round, not a turn. Example: a character wants to run. Look at the encumbrance & movement chart, say they’re lightly encumbered, they can run 90’ a round, which is fine if nobody is chasing them. What if somebody with the same movement speed chases them? It’s two people running at 90’ forever. 

That’s what Pursuit is for. The Pursuit section on page 61 proposes a roll off between the chaser and the runner, each side rolling 1d20 + 10% of their Running speed (+9 if you have a 90’ Running speed). No Initiative, just roll your d20s. Simple enough for me. 

Agh, I’m having flashbacks of running The God That Crawls and not being aware of these rules. Everybody ran 3-4 squares away, when they could’ve run so much more, and possibly saved themselves from a gooey death.

Initial Encounter distance is 3d6 x 10’. Okay, perfect, first establish encounter distance, then begin a Pursuit. It all looks neat when written on the page, it’s from official books, that’s one night of writing. Believe it or not that did take me like… 5 hours.

The next day I sit with my daughter to watch Sleeping Beauty, when something starts bothering me, I don’t know what, it’s just an itch somewhere in my subconscious. I keep seeing numbers in my head: 3d6 x 10’… 1d20s… why is that bothering me so much?

I get up, sit down at the laptop, and start running numbers. It hits me. It’s an unplayable turd when you actually try to use that system. It’s a game of duelling calculators that was about as fun as passing a kidney stone.

Here’s how the game goes:

1. Encounter Distance: 3d6 x 10. Lets say it’s 120’. You see the Automaton at 120’. 

2. He rolls 1d20 + 9… 19. Subtract 19 from 120. 101. 

3. Players roll their 1d20+10%. Now there are 5+ different numbers to track.

4. Automaton rolls 1d20+9, subtracts that from each of the new numbers.

5. Roll 1d20+10%. Add that. 

And repeat for fucking ever.

No shade to LotFP, it wasn’t in the OSE rulebooks either (unless it is and being sleep-deprived and ADHD meant I skimmed it — which never happens). Maybe it’s a gap in OSR gaming. I’m sure there are brilliant hacks out there, but I couldn’t bring myself to invest time late at night to scour the internet for something workable. I had to just make something up. 

First, lets just look at the numbers I need to create a system for. What’s the distance? Point A in Arcetri, point B in Ponte Vecchio. Approximately a half an hour walk by road according to google maps. But this is off-road, cutting through forests and farms. Lets call it 1 km. 

Some hypothetical math… I failed math in high school… am I going by 10 second increments of running at 90’ per 10 seconds, or uhh… square root of pi… calculator says it’s anywhere from 37 to 170 rounds. 

Oh. Easy! 37 to 170 rounds of edge of your seat dice rolling… a true OSR fan would love that challenge. Just kidding. Trash it and move on.

New Problem: Distance is too great for counting by rounds.

Solution: Count by turns.

Well, you can’t run-for-your-life by turns. 

Okay, what if it’s treated like a hex-crawl? Or like Final Fantasy, where you’re running on a world map then uh-oh — random encounter! — whoosh you’re zapped into some kind of a generic gladiator ring to do battle. Unlike Final Fantasy, what I’d be doing is zapping player characters into a mini-map running challenge, where distance doesn’t affect travel.

Divorcing the concept of running in encounters from traveling toward your destination solves this problem. Good. Travel and Running are separated, moving on.

Last Problem: A quick and dirty pursuit that doesn’t bog the game down with math.

My wife suggested that the automaton only runs at one speed because he’s a tireless robot. That… makes perfect sense to me. That sets a static difficulty class to beat, and is a lot less dice rolling. Lets make it DC 12. Characters may get a modifier if they’re more or less encumbered than the Automaton. An unencumbered character gets +3, a heavily encumbered player gets -3, and a severely encumbered gets -6. That’s still in line with the movement bonuses as per Movement & Encumbrance from the player core book, too.

What happens if on a failed roll? There needed to be building tension, and that required a sense of distance — getting smaller each round as your impending doom closed in. I wanted to avoid measuring by feet, remembering the duelling calculators. How about a made up unit… paces? Perhaps 30’ per 1 pace, which isn’t how paces are measured in real life, but the term has dramatic tension, “he’s 3 paces away, now 2.”

The Pace Chart shows where you are in relationship to death or escape. At 1 pace, failure means a grab attempt. At 7 paces you’ve escaped the encounter. The further you are, the easier Stealth checks are — on success you’re safe until you’ve moved again.

It was a choice to not have failed Stealth checks result in a foregone conclusion, it may result in a lucky escape because the Automaton has to make a Search check. The Automaton is tracking multiple targets, line of sight is easily broken in a forest, and it’s a little fried from previous damage. A successful Stealth check means you’re immune to Search checks, but an unsuccessful Stealth check means you have the choice to gamble, as opposed to being promised you’re next. It works even better if the Referee should rolls all Stealth checks and gives no indication of success or failure.

The playtest worked out great for everyone aside for the last person running from the Automaton, that person was always fucked, even if it created a heart breaking series of narrow escapes from grapple attempts. One playtest resulted in a runner evading 10+ times before finally dying. It was a heartbreaking self-sacrifice, the runner pulled the Automaton 7+ paces away from their friends, so they all successfully escaped.

That inspired me to add Stamina mechanics, to give it a sense of limitations. You have X number of tries before you run out of gas. Stamina is just your Constitution Ability Score, so if you have a Constitution of 12, you have 12 rounds of running before you’re gassed and any further rounds of running require a save versus Poison or take 1 damage. Then resting a turn regained 2 + Con Mod in Stamina, and somebody with a -2 or -3 mod would have to sleep it off.

To replace Encounter Distance, each encounter at 1d6 Paces, re-rolling 1. 4+ means the players get a shot at a Surprise round. The Automaton is too loud to surprise anybody. It worked, quick and dirty.

For reference I’ve included the tables below, though it may not be exactly what you see in the book.

Travel Table

Pace

Turns till Florence

Automaton Encounter

Automaton Arrives

Regular

6

3-in-6

1d4 turns

Quick

4

4-in-6

1d2 turns

Stealthy

8

2-in-6, roll again after 4 turns.

3 turns



Run Tables. 

Run 1d20

Normal Run 

(1 Stamina per round)

Sprint 

(2 Stamina per round)

Automaton Stops Running 

(1 Stamina per round)

1

-2 Paces

-2 Paces, 1 damage

No Change

2 – 11

-1 Paces

No Change

+1 Pace

12 – 17

No Change

+1 Pace

+2 Paces

18 – 19

+1 Pace

+2 Paces

+3 Paces

20

+2 Paces

+3 Paces

+4 Pace

Forest Hazards (page XX)

Roll 1d6 = X, where X= # of rounds before rolling another forest hazards check.

Roll every round sprinted

No roll


Pace

30’ or less

Stealth not possible

Automaton Search roll automatic success

Paces

31’ – 60’

Stealth 1-in-6

Automaton Search 5-in-6

3 Paces

61’ – 90’

Stealth 2-in-6

Automaton Search 4-in-6

Paces*

91’ – 120’

Stealth 3-in-6

Automaton Search 3-in-6

Paces

121’ – 150’

Stealth 4-in-6

Automaton Search 2-in-6

6 Paces

151’ – 180’

Stealth 5-in-6

Automaton Search 1-in-6

*Encounters beginning at 4+ Paces allow the players to roll for a Surprise Round


The Pace table has an equivalency in feet to aid for theatre of the mind.

To reiterate, escape is achieved by reaching 7+ paces, a successful stealth check (and not moving again), or getting lucky with an unsuccessful stealth check. The Automaton’s search has a 6 pace radius, and automatically detects anyone moving in that range.

Dear Reader, I hope this system recreates the fear of a Crystal Lake camp counsellor for you and your players!









Playing Black Chamber by Becami Cusak

Spoilers ahead. And this isn't an objective review, just a hyped play through. Black Chamber by Becami Cusak, published by Lamentatio...