Sunday, 11 January 2026

Shadowdark #3...escaping Kazad Morrrr

 With the characters reduced from 12 to 7, odds were not in their favour...

They did however, manage to find and destroy the Eye Priest, who brought the curse to Kazad Mor in the first place...despatching him with a critical which ended up rolling triple damage, from the dagger of a half-dead, half-orc, apprentice sorceress...long story. 

 

The characters that survive...now names, not just numbers, of which more next time. One halfling survived, which normally never happens. I habitually ban hobbits and their ilk from most games, pubs, festivals, football games, taxis and weddings. Little gits.

Moving north toward a hopeful way out, they discover 'the Defender' - a massive stone golem, with attitude, which they again critically hit with pick axes (which stone golems really don't like). This leads them to the treasure room, wherein they manage to gain some useful magic items (including an elven blade, which dislikes lying, and a dwarven shield, which may be a bit of an earth elemental.

The eye-priest did not die well...thanks to a random 20 and a roll on the crit table...lucky bastards

 Finding the stone bridge controls, they extend the exit bridge, then retract it, having fun sending many dwarven zombies to the lava river, before realising that the only way home is to keep the bridge extended, and 'unwittingly' permit a hundred zombie dwarves to find their way into the snowy mountainside.

Glad at last to no longer be simply numbered pieces of cardboard if they survive, the characters engage 'Tim' the Stone Golem...

They have however found their quest-item...the mythical 'Rune forge' which they deliver back to the dwarf Sprocket, and make to head for home to the faction riddled rebel town of Borderfell (or Boderfell...since its very name is the focus of derision and hatred etc.)

On the way, the now 1st level, party of 7...help a merchant named Tredegar mend the wheel of his transport...and he, is on his way, to the village of Grommlet...

Not the basis for the next mini-campaign...no..no..I promise. Would I lie to you?
 

Friday, 9 January 2026

Barbarians of Lemuria

With Christmas delaying cohesive gatherings for the ongoing Call of Cthulhu campaign, there has never been a better time to give kudos to an rpg system which emerged from Simon Washbourne in 2008 - 'Barbarians of Lemuria.

The original 2008 free edition, which had lovely little art pieces from old comics etc

With inspiration taken from the books of  Lin Carter (and Howard, Burroughs) in his Thongor series in the lost continent of Lemuria, it is a uniquely simple and devilishly cohesive system, which has been turned to sword and planet sagas, Musketeer epics, post-apocalypse stories and more. it delivers a streamlined yet deeply flavorful experience. Its greatness lies in a combination of elegant mechanics, creative freedom, and strong thematic cohesion.

The core mechanic uses 2d6 + attribute + career vs target number (usually 9), making resolution, which works well, and things are fast and deadly. 

Then it got a proper dodgy cover in a nice 80s style
 

Instead of traditional skills, Barbarians of Lemuria uses Careers - professional backgrounds like Barbarian, Thief, Slave, Sorcerer, or Sailor. Players assign points to four careers, which define what their character is capable of.

This system encourages versatile, archetypal heroes with rich backstories. A character might be a Mercenary (2), Soldier (1), and Scholar (1), suggesting a warrior who later gained knowledge after being Captain of the Citadel guard. Very sword & sorcery.

Then a French cover - the game remains very popular in French transations
 

The magic system is freeform (i.e. you make sh1t up) and atmospheric, divided into three magnitudes:

  • First magnitude: feats a skilled human could achieve with 'stuff' (e.g., scaling a cliff magically).

  • Second magnitude: powerful effects like mind control or transformation. 

  • Third magnitude: world-shaking spells like raising volcanoes or summoning storms.

Spells require specific, often dramatic (and thereby by the book) components (e.g., sacrificing a maiden, chanting in a forgotten tongue), giving the GM control and making magic feel rare and really dangerous. Similar systems exist for divine favor and alchemy, adding depth without complexity.

The Mythic Edition

 
Hero Points are central to the game’s cinematic feel. They allow players to:
  • Reroll dice

  • Cheat death

  • Turn successes into mighty or legendary ones

  • Influence the narrative (with GM approval)

This mechanic empowers players to shape the story, reinforcing the larger-than-life tone. Points refresh between adventures, encouraging bold, heroic choices

Characters begin as competent heroes, not weak novices. Advancement is narrative: players earn experience by telling stories of their character’s exploits between adventures - drinking, gambling, seducing, or fighting. This keeps the game’s tone light and adventurous. Perfect!

The revised Mythic edition, with extra adventures translated from French fan scenarios
 

There are various editions and spinoffs, including the Mythic Edition and the Everywhen system, A great little game, and no crunchy rules crap!


 

Saturday, 20 December 2025

Episode #7 'Trust me, I'm a Doctor...'

 Awaiting the approach of the McQuarrie brothers, the ambush positions of the murderhobos...I mean the party, have considerable advantages. They quickly make short work of two of the evil McQuarrie brothers, the Professor himself running across the muddy field to dispatch the third as he starts to tractor to get away (slowly - as chases go, it was a damp squib). Clearly, this party of so called 'academics' is not to be trifled with.

'Yeah...there seems to be a weight problem in the car we hired?'

 Watching the whole thing however, without taking sides, is local farmer Ian MacDonald - no friend of the McQuarries, and who turns out to be a good source of information. Being an NPC, he immediately trusts the people who just despatched the McQuarrie brothers ...uhhhh...

Inviting the rampant killers..um...the party back to his farmhouse, he relates the tale of the missing MacRae baby, Hancock's relationship with Margaret in town, and the general strange goings on around Cannich regarding the new French witch in town - Anne Chantraine, and her accomplice Duncan MacBain.

Merely an artist's impression of the mysterious Anne Chantraine, who may, or may not, be really old...

 The party resolve to try and find the mysterious Margaret first - as she serves them whiskey in the Cannich pub. They try to pass a note, but it is seen by the landlord...and quickly dismissed.

They note that she is wearing an elder sign on a necklace, similar to the one that Henry had been wearing...

 

Mags' elder sign...

They follow her, and note that she enters a tenement house, the door opened by a man...

Shotgun diplomacy may not be the order of the day this time... 


 

Monday, 15 December 2025

Shadowdark#2 'everybody was Kung Fu Fightin'

 Working their way further into the dwarven complex, having accidentally sealed the entrance, needing a new way out, and having lost two characters so far, the poor characters continue.

Down to ten people, they encounter the 'giant eyeballs with legs that work like facehuggers'...and end up having to kill two of their own party members (including one of the hobbits ...yay!).

Spiders later take care of one of thieves.


And then, there were seven...

'Dearest AI...pray tell, why is shadowdark combat better than that of 5e?'

While "better" is subjective—5e excels at crunchy, option-heavy grid-based tactics for larger groups or players who love build optimization—Shadowdark shines for old-school dungeon crawls where every fight feels risky and combats resolve in minutes, not hours.

In short: Shadowdark combat feels like a gritty swordfight—tense, swift, and punishing—perfect for crawl-focused play. 5e is a tactical minis game. If your group hates sloggy sessions, Shadowdark "fixes everything wrong with 5e" by prioritizing fun over features. Try the free quickstart PDF for a test run.

1. Blazing Speed and Flow (No Analysis Paralysis)

  • Shadowdark: One move (~30 ft, abstract "near" range; can split or double-move) + one action (attack, spell, improvise) per turn. Initiative: d20 + DEX mod for all (players + GM), highest first, then clockwise around the table—no tracking order sheets. Turns fly; even 6-player games have "rounds [that] fly" with "no decision gridlock."
  • 5e Contrast: Action + bonus action + reaction + free movement + dozens of subclass features/spells. Individual initiative order often causes "whose turn?" delays and option overload.
  • Why Better: Combats end fast (e.g., 3 PCs vs. 3 monsters in ~40 min max, often less); real-time torch burning (~1 hour play) adds urgency without pausing.

2. High Lethality and Stakes (Fights Matter)

  • Shadowdark: Low HP (roll class HD + CON only at lvl 1; no CON after). Damage: straight dice (e.g., 1d6 sword, no STR mod). Crits (nat 20) double dice. At 0 HP: death timer (1d4 + CON rounds, min 1); roll d20 each turn (nat 20 stabilizes at 1 HP) or ally DC 15 INT check. Enemies morale-check at half HP (DC 15 WIS).
  • 5e Contrast: Massive HP pools, death saves (3 successes/fails), reliable healing (e.g., Healing Word bonus action), short/long rests galore—fights drag with "immortality."
  • Why Better: Every hit hurts; players avoid fights or flee smartly. "Combat is fast, brutal, and decisive."

3. Minimal Bookkeeping and Rulings Over Rules

  • Shadowdark: Abstract ranges (close=5ft, near=30ft, far=sight). Attacks: d20 + STR/DEX vs. AC (flat math, mods -4 to +4). No spell slots/components/books—cast via check (DC 10+tier; crit fail = long rest penalty). Gear slots limit encumbrance.
  • 5e Contrast: Precise grids, concentration tracking, spell slots/prep, conditions (prone, restrained), advantage/disadvantage stacking.
  • Why Better: Less math/tracking = more immersion. "Vague terms like 'close/near/far'" keep flow; fixes 5e's "needlessly gritty detail."




Thursday, 11 December 2025

Episode #6 ....G..G..G..ghost!

Having found Hancock’s house, our heroes work out that not only has the door once been kicked in, the lock has then been repaired, and then picked. What the ???

Of course, little do they realise that moment before they arrive, their old friend(?) ‘Sinead the Mad Irish’ is there. Why? Well, turns out she had been hastily recruited by Adam – Henry’s ‘friend’ – to remove a rock-face from the dig site, with her special skills.

True to form, she plants a tripwire/blast trap inside a vase and Professor Schmidt walks right into it, receiving a large piece of priceless Ming vase to the face. (I’m sure he’ll be fine).

Revealing herself to her old friends, there are several uniquely comical… I mean deadly serious --- moments of argument as the characters wonder just what the hell is going on?

Eventually, having resolved their differences, they search the house, finding the terribly decayed (and sanity roll provoking) body of Henry Hancock hidden behind a picture…with the eerie feeling that they are being watched.

They find a photo of Henry and Adam from Easter Island, with the strange inscription on the back related to the ‘the whistler’ and the fact that the ‘sword and the spear are one…’.


 Indeed, the local farming community, whom they seem to have disturbed, at least in the form of three strangely behaving brothers, appear to be getting closer, wondering why the house has been disturbed…

Realising that Hancock has been questioned and murdered, they search the rest of the house – and reason that whoever took Hancock, was searching for something As McDaid has a smoke downstairs, not wanting to see the remains of Hancock, he has an otherworldy encounter with the terrifying ghost of the man himself...in the kitchen, which tries to possess him.  

I mean they were going to split the party...but if Scooby Doo has taught us anything..am i right?.

Fighting back (with good rolls) he shrugs the thing off, realising from his Cthulhu Mythos (gained from a recent read of Culte des Ghouls) that not only do the remains need to be buried, but that the reason for the spectre must have something to do with an ‘artefact’ in the house, the famous ‘disk’ they have read so much about – which means the previous search by the bad guys did not find it.

Hiding the car, and musing with regard to getting out of there, they instead quickly check the basement, and in the coal cellar, hidden by an improvised box, is part of the disk of R’lyeh… which appears to be a fragment of a map, inscribed upon a neatly sliced golden fragment.

As two of the farmer brothers (potentially the McQuarries) approach the house with shotguns, the characters lie in wait… they may have questions....especially regarding this strange 'French woman'...






 

Sunday, 30 November 2025

Shadowdark #1

The younger group, which has just finished the aforementioned 'Shadows of Yog Sothoth' (the 'substantially older' group are now on episode 5 of Yog Sothoth - confusing I know), have now returned to a D&D-esque experience, with the amazing 'Shadowdark' RPG.

Rather than wax lyrical about the advantages that Shadowdark has over D&D 5e, I asked an AI to do it (it summarises everyone else's opinion anyway, which of course saves me doing it...;)

 

Definitely what a cleric should look like

Shadowdark RPG (by Kelsey Dionne of The Arcane Library) is a streamlined, OSR-inspired tabletop RPG that modernizes classic dungeon-crawling while borrowing familiar 5e elements like d20 rolls, ascending AC, and advantage/disadvantage. It's not a direct 5e clone—it's based more on B/X D&D—but it's designed as an accessible entry for 5e players tired of bloat, power creep, and predictability.

. It won 4 ENNIE Awards (including Best Game and Product of the Year 2024) after a $1.3M+ Kickstarter.

The Kazad Mor 1st level adventure (available on Drivethru rpg - really well done - even the players get a map - I'm sure it's correct and there aren't some important details which only the DM gets to know )



AspectShadowdarkD&D 5eWhy Shadowdark Wins
Character CreationRoll 3d6-in-order stats (flat bonuses, often negative). Fits on a 3x5 card. 5-10 minutes.Point-buy/standard array + backgrounds + feats + multiclassing. 30+ minutes, 100s of pages.Faster start, encourages adapting to rolls (ingenuity over optimization). No "superhero" bloat.
Combat & LethalityLow HP (d6-d10 + CON only at lvl 1). One-shot kills common. Tactical, with morale checks.High HP, bounded accuracy. Fights drag; bosses need heavy homebrew to threaten.Stakes feel real—death is frequent but fair. Rewards smart play over grinding.
ExplorationTorch mechanic: Real-time burning (12 min/torch) + random events every 6 min. Slot encumbrance.Abstract (10-min turns). Resources rarely matter post-lvl 3.Creates urgency/tension. Players plan routes, ration light—pure dungeon-crawl bliss.
MagicRoll-to-cast (risky at high levels). Mishaps/corruption. No slots/prep limits.Vancian slots/prep. Scales exponentially (wizards dominate late-game).Dynamic, unpredictable. Fixes "linear warrior, quadratic wizard."
Player AgencyNo skills/proficiencies. Solve via creativity/tools/environment. Avoidance > combat.Skill checks/class features short-circuit challenges.Brain over sheet. Emergent stories from player choices.
DM BurdenOne 416-page book. Indexed perfectly. Random tables galore.100s of books. Constant tweaks for balance/fun.Prep-light, playable out-of-box. Focus on fun, not fixes.
Campaign FitShort delves shine; scales to long campaigns via talents/ancestries.Heroic epics, but exploration/social often sidelined.Better for core fantasy (delves). Free quickstart + creator kit for easy content.

(I liked this bit especially): 5e is a broad superhero simulator that's grown bloated and DM-unfriendly. Shadowdark distills 50+ years of RPG evolution into tense, replayable adventures where every choice matters. It's "old-school gaming, modernized"—lethal, fast, creative. 

The bridge on the way in, where the first of the 12 x 'zero' level characters was lost

 

That river with the lack of bridge is chock full o' red hot 'magma'


 

Thursday, 27 November 2025

Episode 5 – Cannae git awah frae bonny Scotland…

Back in Arkham, Professor Schmidt has been employed by Miskatonic University for a year now and has been befriended by Dr. Edward Call – a man who has links to the shadowy organisation known as ‘The Order of Silver Twilight’. He even attends a few meetings, aware that the order has several levels of hierarchy, perhaps even dangerous hierarchy.

 Dr Call takes Schmidt to one side eventually, explaining that he is very concerned about something that is going on in the higher echelons of the society -  briefing Schmidt on the fact that (1) they are actively seeking an ancient, and potentially very dangerous, artifact and (2) it is happening in his old haunting grounds’ of Scotland.

Sleepy Cannich, about to be overwhelmed by maniacs, and that's just the player-characters

One of Hancock's last letters - not suspicious at all...

 

A stolen, strangely futuristic 'print' that Call has acquired and given to Schmidt.

He shares letters from Henry Hancock, a former big game hunter, who had undertaken previously to help Call, and relocating with his colleague to Scotland – keen to find the components of a hidden disc, now divided into 3 parts, and secured at various locations near Cannich. Schmidt telegraphs ahead (through Call’s Postal contact – Sophie), asking his contacts in Scotland, McDaid and McLeoid, to research the area south of their previous adventure, where the matters have taken place. They determine the presence of an old Roman temple, and a man called Belphogor…who is mentioned in some of the data that Call has given to Schmidt.

He takes passage back to Britain, and then Scotland, reunited with his erstwhile companions, except Sinead who seems to have disappeared. They take stock of the research they have gathered (including mention of a woman called Margaret, a man called Belphegor and a French witch), and head for the remote town of Cannich, but 20 miles south of their adventure a year earlier. Using Hancock’s letters, they try to find the house he had purchased, passing another group of farmers, who take interest in their movements. MacLeoid asks if they might consider a trade of Poteen later…the interaction not going as well as hoped. At the nearby cottage, a large expensive car sits, garnering their attention…

A large expensive car..?

The Hancock House...not at all secure...

The party eventually find Hancock’s house, which shows signs of recently having been visited…by a wide wheeled …large expensive car, and the house has been broken into… 

And speaking of quality of writing, who doesn't remember 'Epic Rap Battles of Historeeeee' :