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Sunday, 18 November 2018

Wild West Campaign: The Prospectors

This session started with the opening of a number of new business enterprises for the PCs, in the rebuilding following the great Tombstone fire of 1881. Among the businesses that some of the PCs involved themselves with were a brewery, a french restaurant, and even a bowling alley. Tombstone also saw the opening of an ice cream parlor.  This is all historically accurate, by the way.



The PCs were also happy to welcome Cooter, the former town jailer of Dodge City, into Tombstone. They'd lured him here with the promise of a deputy's star, but the real reason the goofy hick was brought down was because he made the best coffee in the west. And coffee was a very big deal in the west. 

Meanwhile, the PCs learned that Cowboy and Cochise County Deputy Sheriff Frank Stilwell had apparently been harassing many of Tombstone's merchants for protection money. 



They were pretty sure that Jonny Behan, the Sheriff, was in on it too. Unfortunately, the shopkeepers were all too terrified of reprisals from the Cowboys to testify against them. County U.S. Marshal Virgil Earp sent out his deputy Other Miller to very discretely gather more information about who was being targeted and when Stilwell was picking up the protection money.

Meanwhile, Crazy Miller was enjoying playing at his lifelong dream; he'd finally opened a butcher shop, and was spending much of his time hanging out there acting like the humble butcher.  But there was trouble in one of his other businesses.  Hilda, one of the girls working at his brothel ("The Den of Sin"), came to the butcher store quite worried, as the den's madam, Miss Scarlet, had not come in to work and wasn't answering her door. Crazy Miller went to her house behind the brothel to investigate and found an open window; there were bootprints by the windowsill. Miller, a trained tracker, noted that the boots were poor and in bad shape. He entered the house and found some signs of a struggle; it appeared Miss Scarlet had been kidnapped.

He went to the authorities, and they started to ask some questions. Questioning Hilda, they learned that the only person Scarlet had seen lately who might have boots like that was an elderly prospector by the name of Picky (she didn't recall his last name). It was very little go to on, but Miller and Jeff Young decided to go to the Tombstone Mines to see if they could find the prospector. Along the way they ran into Kid Taylor, who decided to go with them.

Meanwhile, Other Miller had been asking around, confirming that most of the shopkeepers were being shaken down for protection money, and that it was always Stilwell who collected. He eventually found one general store, owned by a meek man name Olson, who was going to be Stilwell's target for collection the next morning. 

Other Miller went back to talk to Virgil and Morgan Earp. They all agreed that Olson would be too nervous to testify, but if they could catch Stilwell in the act, they wouldn't need a witness. The problem was that while they could browbeat Olson into letting them do a sting, he would probably be so terrified that he'd give away the game. They decided instead they'd have to stake out the place; but they'd need to be close enough to not only see Stilwell picking up the money, but also admitting it was for protection.

They decided on a plan: Virgil would be waiting at the front of the building. Other Miller would find a way to sneak into the storage room. And Morgan would come in the back, ostensibly to visit Olson's unattractive and domineering wife, who he'd noticed seemed to have a thing for him.  They also suggested that Morgan try to trick her into thinking he'd come because he'd heard that Stilwell was going to intimidate Mr.Olson into giving up more money, which would motivate her to interrupt the transaction and browbeat her husband, hopefully while getting Stilwell to talk about protection money. 


Their other problem was that the door to the storage room would be locked, and Other Miller couldn't exactly kick it down, or ask Olson to let him hang out there for no specified reason. Virgil asked if any of them knew how to pick locks, and none of them did. But Cooter piped up and said "I know a guy in town who can do that.. he's named Buckskin Frank?"
Apparently, after a week in town Cooter knew everyone's secrets.  Buckskin, he explained, learned the art not for thieving but for sneaking in to visit his adulterous paramours.  Other Miller asked Buckskin for help and he was glad to do it.


Meanwhile, the other group had gotten to the mines.  They asked around for a Picky, but it turned out that the Mining corporation administrator didn't know him. They mentioned something Hilda had vaguely recalled, about him living in a shack in 'the back of something'. That led the mining clerk to think it might mean the back ridge of the hills, beyond the main mine owned by the corporation.  The miners there had to defend their claims so they often built shacks instead of living in tents. 

The PCs found their old friend, Frenchie the miner, and he offered to guide them over there. He said he knew of an old guy named Picky who lived there with his two sons, who were "kind of slow". They headed over to the back ridge, and eventually realized they found the right shack when someone shot at them with a rifle.

They tried to talk them down, but Picky had apparently been 'given' Miss Scarlet as a present by his two sons, and had decided to 'save' Miss Scarlet from a life of 'slavery' at the hands of that evil pimp Crazy Miller. He would make a proper woman of her as a miner's wife, and a new ma to his two 'boys' (both of whom were taller than Jeff  Young).  Before they could keep trying to get the prospectors to surrender, the two boys started firing their rifles from the shack window again.

Miller and Young had ducked behind rocks, and were at a severe disadvantage firing pistols from a great distance against the prospectors who were firing rifles. Kid Taylor had meanwhile circled around and was approaching the shack from behind. 

What followed was a very surprising firefight: the prospector's boys managed to shoot both Jeff Young and Crazy Miller in the head but in both cases the wounds were not serious (Young's was a 1hp graze, while Miller's shot knocked him on his back but didn't do any meaningful damage). Then Young and Miller managed to shoot both the boys in the face, but didn't drop either of them either. This in a game where a headshot can very, very easily be a one-hit kill. 

Kid Taylor got around to the edge of the window, and after the boy nearest him fired another shot, Taylor circled around and made a quick and skillful shot at the prospector, blowing him straight to hell. Then he ducked back to the back entrance. 

Crazy Miller finally managed to take out the other boy. Kid Taylor kicked the back door down and found Miss Scarlet, never the helpless victim, struggling with Picky for his gun. It went off in the struggle but luckily no one was hit. Kid Taylor took the time to cautiously aim while they struggled and then shot Picky's brains out.  Miss Scarlet was grateful for the rescue, as she really didn't want to spend her life as a miner's wife, though she wondered what took them so long.

The next morning, Other Miller and the Earps prepared their ambush.  Everything went as planned. Morgan manipulated Olson's wife, she went in and complained about Stilwell trying to get more protection money off them, Stilwell responded in a way that admitted the crime, and then Morgan came through the back door, Other Miller through the side, and Virgil blocked the entrance to the store. Stilwell gave up. 


They locked him up, but realized that the Cowboys would be likely to just pervert justice as they'd always managed to before. Virgil decided to go to Johnny Behan and see if he could get anything out of this. Behan couldn't afford a scandal, and if it came out that Behan was profiting off of protection money, it could harm his political career. So in the end, he managed to get Behan to denounce Stilwell, fire him as a deputy, and agree not to hire any other Cowboys, for as long as Virgil was marshal.  In exchange, Stilwell would be set free. It was the best deal they could make.

On the way back into town, Crazy Miller ran into some of the Cowboys, who were in a somber mood. It turned out that while returning from some cattle rustling, a group of Mexicans had ambushed some cowboys in Guadalupe Canyon. They murdered 5 Cowboys, including Pa Clanton, their de facto leader. 


Old Man Clanton was dead. He was a monster, but he had kept the Cowboys strictly disciplined. And now the less-stable Curly Bill Brocius was leader of the Cowboys. The PCs started to see a bloodbath inching ever closer. 

RPGPundit

Currently Smoking: Blatter Diplomat + C&D's Delta Days 

Saturday, 17 November 2018

RPGPundit Reviews: House of Paper Shadows





This is a review of "House of Paper Shadows", an adventure for Wandering Heroes of Ogre Gate. It was written by Brendan Davis, published by Bedrock Games.

This is, as always, a review of the print edition. It is a softcover edition, coming in at 85 pages long. The cover is full color, featuring a sinister image of a pale-skinned female figure with a long spear, walking through a pink forest to a building. The interior art is black & white, and features a large number of quite decent art pieces and floorplan maps. It's about 88 pages long.



Before proceeding, I should note that I have a business relationship with Brendan Davis in that Bedrock Games is the publisher of the Arrows of Indra RPG, my Epic-India OSR game. I was not involved in this product (or the Ogre Gate game at all), nor do I make any money from this product; I also don't think my business relationship will affect my ability to provide an honest review.

So, in the introduction, Brendan states that House of Paper shadows takes its inspiration from various Chinese movies (A Chinese Ghost Story, Bride From Hell, Human Lanterns, etc), but also from Clive Barker. It's an adventure "filled with fear, horror and disgust".

Here's a youtube preview:



The adventure is intended as an exploration adventure for characters of Qi Rank 4-6.  As I said, this is an adventure for Wandering Heroes of Ogre Gate, which I previously reviewed, and that's a wuxia kung-fu action RPG.  The adventure centers on The House of Paper Shadows, which is both an organisation in the Ogre Gate setting, and the Shadow House which is their headquarters, which is briefly detailed in the Ogre Gate book.  Brendan warns that this is a very dangerous adventure and it's highly likely that one or more PCs will die if you run it.

The House of Paper Shadows is additionally described as a "basic site-based adventure". It's about exploration, in the same way that a D&D dungeon would be.  There's a big bad, named Feng Yin, who is difficult to kill, but various ways of defeating her are presented.
Various reasons are also presented as to why the PCs might want to go to the House of Paper Shadows in the first place; maybe they are motivated for the destruction of the House for reasons ranging from the mercenary to the personal, or maybe they're seeking a missing member of a different sect now presumably held prisoner in the House. They might be lured there by the Society to obtain something the PCs have. They could be searching for the Rejuventing Honey found there. Or they could be tricked there by the Society itself as a test to consider them for eventual membership.

The first chapter of the book (after the introduction) begins with a description of the House of Paper Shadows. This includes an extremely impressive keyed map of the House, which occupies two pages, one being impressively illustrative and the other more practical. It's really a great map. There's random encounter tables, and a description of all the keyed rooms.

The whole dungeon is an exotic and impressive menagerie of dangerous traps, highly unusual monstrosities, and weird objects. It all has a great Horror-Wuxia style to it. There's 56 keyed areas in all. This chapter covers about 40 pages.

Chapter 2 is a separate "small mystery adventure" called "The Paper Mountain Mystery". It is derived from one particular location in chapter 1, which allows them the opportunity to travel back in time. They travel back to a place and time where they can get important clues about the past of Feng Yin, and thus potentially defeat her. This sub-adventure has many interesting locations and characters, and is about 12 pages long.

Chapter 3 is "residents of the house of paper shadows" and it details new monsters for the Ogre Gate setting, including many unique to the House. Also, NPCs.
You get about a dozen new monsters, including Dragon Ghosts, Shadow Agents, a variety of magical wasps (a feature of the House), Shadow Heroes, and Shadow Puppets.
There's also a half dozen NPCs.  All of these, monsters and NPCs, are statted out, and any special abilities are included and explained.

Chapter 4 is only a couple of pages long, and presents some new Kung Fu techniques and rituals for the Ogre Gate game. Again, these are generally connected to the adventure scenario.

Chapter 5, the final chapter, contains new items and substances. It's only a couple of pages long, and contains brief descriptions of items like "alleviating honey", "the blood dagger of bao", "blood honey", "ceramic orb of Ruang Anzhi", "Mi-Feng's aroma", "rejuvenating honey" and "shadow hide glue".

After this, we get to the appendix section. "Appendix A" contains "Branch-head Records". It is a single page listing the heads of the different branches of the House of Paper Shadows, and their relevant locations.

Appendix B contains a set of 4 pre-gen characters for player use.  Finally, the back has a recreation of the maps found in earlier sections.
So what can we conclude about House of the Paper Shadows?  Well, it's very definitely a book for Wandering Heroes of Ogre Gate; it's very particular to that game's styling. You could only really adapt it with quite a lot of work, as there's considerable rules material here, and in terms of setting if you wanted it to make sense it would need to be for play in a Wuxia-fantasy world with strong Chinese elements.


Within that context, and certainly if you're a fan of Ogre Gate, this is a fantastic product to pick up.


RPGPundit

Currently Smoking: Masonic Meerschaum + Dunhill Elizabethan Mixture

Friday, 16 November 2018

D&D SJWs Politicize the OSR Logo; Here's it's Inclusive Replacement

So Stuart Robertson, the inventor of one of the more-common known OSR logos, has decided that he's going to threaten legal action on anyone using the Logo with politics he doesn't like.
Fortunately, I will be presenting an alternative that will be available for FREE, for everyone, in perpetuity to use on their OSR designs, complete with the subtitle of "We only care that you game".

Check out my livestream, at 8:30 EST, where I talk about this and about our new OSR logo. 


  

Also, because Robertson is already trying to make false claims of ownership over that logo: that logo is not mine, and it's certainly NOT Stuart Robertson's. It was designed by a Mexican artist, and it is inspired by the original TSR Logo. It has no relation or derivation from Stuart's work.

Here is the original TSR Logo for comparison:




And so here is the new logo, inspired by the above:



And with a motto:






RPGPundit

Currently Smoking: Neerup Poker + Country Doctor 

Thursday, 15 November 2018

Adventuring in a Medieval University!

In the modern era, college movies are usually comedies about crazy frat parties, horror/fantasy about weird secret societies, or occasionally dramas-of-the-week about abuse or corruption.

Well, in all of these areas, the modern University  hasn't got anything on the Medieval ones.

In RPGPundit Presents #54: Medieval College Adventures, you get a complete guidebook to how to make Medieval-Authentic universities, schools of theology, law, the arts, natural sciences, and yes, magic.


In Medieval College Adventures you'll learn everything you need to know about how to make your own fantasy university look like they really were in the medieval period, and believe me they were not quiet places!

Medieval universities were certainly great centers for knowledge and learning. But they were also INFAMOUS for wild night life, for political intrigues, sexual licentiousness, heresies, sorcery, crazy pranks, drunkenness, and terrible violence.

In Medieval College Adventures you'll get an overall guide to medieval college life, including who went there, how classes worked, how people learned, where they live, the libraries, the typical college day, money issues, the crazy traditions, the often very rigorous rules (and how students constantly tried to break them), the relations (usually horribly bad ones) with the town, medieval college crime (which was endemic), and more.

You'll also get an outline of the two great Universities of England/Albion: Oxford and Cambridge. This will include details about the towns they're in, the history of the schools, the way the schools would look in the 15th century, and a list of their college/halls and organizations with each of their strange peculiarities.

Finally, you'll also get a list of 20 encounters/adventure-seeds for typical action that could take place while in a Medieval University or university town. Get into epic fights between gangs of students over favored prostitutes, save a teacher from being murdered by students angry over a poor grade, investigate a ghost sighting in one of the college halls, uncover an espionage ring among the foreign students, solve (or participate in) a heist of priceless books from one of the libraries, and much much more!



So whether you want to run a whole campaign centered in a medieval-authentic fantasy university, or just want to run an adventure or two, you'll want to pick up RPGPundit Presents #54: Medieval College Adventures on DTRPG, or on the Precis Intermedia Webstore.

Either way, this 21 page book can be yours for just $2.99!

And while you're at it, be sure to pick up the rest of the great supplements in the RPGPundit Presents series:


RPGPundit Presents #1: DungeonChef!

RPGPundit Presents #2: The Goetia  (usable for Lion & Dragon!)

RPGPundit Presents #3: High-Tech Weapons


RPGPundit Presents #5: The Child-Eaters (an adventure scenario for Lion & Dragon!)









RPGPundit Presents #17: The Hunters (an adventure for Lion & Dragon!)




RPGPundit Presents #21: Hecate's Tomb (an adventure for Lion & Dragon!)































Stay tuned for more next week!



RPGPundit

Currently smoking: Brigham Anniversary + Image Latakia

Wednesday, 14 November 2018

SJWs Attack Lefty D&D Publisher For Thought-Crime

Here's my livestream on the James Raggi "scandal", enjoy!




And if you did enjoy, please support me on Patreon or on the Paypal button right here on this blog.

Also, subscribe, and share the video!

RPGpundit

Currently Smoking: Ben Wade Canadian + McLintock Syrian Latakia

Monday, 12 November 2018

Classic Rant: Letter Day – Magick


I get some letters from time to time; and I thought there was one here I should respond to on this blog, its from “Sage Nagai”:

Dear Pundit,
 
After all these years, I’m still reading your blog!
 
After your recent article on further reading on Crowley, you piqued my curiosity, and I ordered one of the Duquette books you recommended which provides an overview of Crowley’s rituals.  I enjoyed reading the historical and biographical intro chapter of the book very much, but when I got to the parts actually talking about specific ritual procedures and reproducing various texts, I felt confused.
 
The book did not make it clear to me exactly what a person is supposed to be able to accomplish, or what the exact purpose is, of doing the various ceremonies.
 
Let me try and put it this way.  If someone asked me, “Why would someone want to practice karate, by doing the various training regimens and procedures listed in a karate book,” I would be able to give a pretty concise answer.  “By practicing karate, a person may enjoy the benefits of athleticism, flexibility, discipline, spatial awareness, confidence, and may enjoy the social aspect of development of combat or combat sports skills with a group of like-minded hobbyists.  In the event that you’re someday assaulted, expertise in karate may improve your probability of survival, depending on the circumstances, and the intensity of your training level and mindset.”
 
But, when it comes to the question, “Why would someone want to practice Crowley’s magick, by doing the various training regimens and procedures listed in Duquette’s book,” I have absolutely no idea what the answer would be.
 
I know that in your blog, you stated that if someone performs the rituals enough, they affect major changes in their ego because they realize that the day to day is less all-encompassing than it seems.  But it is not immediately apparent to me what the rituals directly have to do with that, or the difference between doing the magical rituals towards that end, and simply having powerful ego-rattling life experiences, such as, for example, having worked in health care long enough to have worked with a number of patients who end up dying in spite of your best efforts, or having had combat experience in a war.  I thought that maybe you would be able to help me understand what exactly a person aims to achieve or affect when they perform Crowley’s rituals.  
 
Thanks very much for your kind help and consideration!
 
-S



First, the series I’ve been writing on magick is not meant as a practical guide, its meant as a guide for RPG play.  That said, it might be important for people in an RPG to have an answer to this question of “why bother with magick”?

You do magical rituals as a way to perform the Great Work.  That is, the work of self-transformation.
The “ego-rattling” mind-blowing side of things is one part of that; and to answer one of your questions the point of doing magick to get that rather than just going through life and waiting for those experiences to happen, is that the magician does INTENTIONALLY and in controlled ways what happens to most people just by ACCIDENT.  The point is that if rather than waiting for live events to cause shake ups, you invite them, and create them with specific circumstances, then you can create moments of opportunity for transcendence.

But the Great Work only starts with the whole “mind-blowing” experience. After that is the question of where to go from there. The second purpose of magick ritual is to prepare yourself, once sufficiently shifted in perspective, to be able to direct that perspective shift into a permanent communication with your “higher self”, the intentionally-silly named “Holy Guardian Angel”.

This is not just “you at your best” or something like that, but it is you at a level so beyond the ordinary definitions of yourself that it will seem like an entirely different human being, and hence one can literally end up engaging in conversation with it. Magick allows us regular glimpses of that higher self, but a magician who goes through the somewhat grueling process of breaking down the self and then opening up the self that is require to obtain full and regular knowledge and conversation of one’s higher self is called an Adept.

This is a person who, in an RPG occult game, would have access to some serious power and wisdom.
They would be able to control demons (I’ll explain more about that in some future blog entry), they would be able to see connections in things that a normal human being is unaware of, they’d have powerful intuitive senses, and would also by then have a significant knowledge of most forms of magick.

There’s a further step beyond that in the Great Work, however. Once you have become complete and harmonized within yourself, comes the job of annihilating the self: jumping into the abyss, becoming a Master of the Temple.  This is the ultimate challenge of magick, to be able to sacrifice all of yourself, to leap out of the ego completely, and become one with the great dark mother, with emptiness and infinity. It is precisely the same as Buddhist Enlightenment: you cease to exist as an ego.

In game terms, this can be quite a trip, as the process of crossing the Abyss involves passing through this vast expanse of emptiness and dispersion (basically, everything that could possibly be defined as “Wrong” is there), facing the great demon Choronzon (among many other dangers), and then willingly draining every drop of your blood into the Cup of Babalon that you may burn in her embrace, and enter as a pile of ashes into the City of the Pyramids.

This is basically a symbolic journey, often done by pathworking or astral travel (more on that in some future blog post too). After that, a magician continues to exist in the physical world, but has become a Master, far beyond in awareness and comprehension; which unfortunately, means that to many people he may seem batshit nuts, if he’s not very good at dissimulation.

Also, many fail to give all their blood into that cup, they hold onto some tiny piece of themselves; they become a Black Brother. Their soul becomes shut up inside the abyss, and while the body continues in the ordinary world that Black Brother is now hopelessly corrupted, desperate to Live, above all else, the ultimate trap of Egotism. A Black Brother believes himself to be the most important thing in the universe, and convinces himself and others of all kinds of lies.  He is doomed to slowly be consumed by the anti-energy of the abyss, and desperate to do anything he can to keep saving himself.  He makes, in other words, a perfect mastermind villain or cult leader for a modern occult game; a kind of “false immortal”.

So yeah, the short answer to your question is: you do magick because you want to create intentional effects to generate change in yourself that would otherwise just be dependent on circumstances; and with the higher purpose of spiritual transcendence, with the same ultimate goal of enlightenment as you’d find in Buddhism; except that in magick you get to face demons and cast spells and shit, while in Buddhism you mostly just sit around (except for Tibetan Buddhism, where you get to face demons and cast spells and shit).

RPGPundit

Currently Smoking: Mastro de Paja Rhodesian + Image Perique

(originally reposted July 10, 2013; on the old blog)

Sunday, 11 November 2018

Happy Independence Day, Poland

Today marks 100 years since the end of World War I.

But it also marks the 100th year from the restoration of an independent Polish state. This was after Poland was betrayed and consumed by the Prussian, Russian and Austro-Hungarian empires, and vanished off the maps of the world for 123 years.


Since that time, Poland also hasn't had an easy road. It was invaded by the Germans and the Russians, and then suffered nearly five decades of brutal Soviet Communist Rule, the specter of which still haunts the nation.

No surprise, then, that Poland is a country that is proud of its nation, and proud of its independence, and knows all too well what happens when you're being governed by an internationalist and socialist elite who despise the citizenry they rule over.




The Leftist world media, who despise Poland's natural antipathy to socialism, will try to paint the festivities today as some kind of 'far right march', when in fact it is a collection of 200 000 Polish citizens celebrating their hard-won liberty.  Don't let yourself be fooled by the propaganda of people who still think back with melancholy over the demise of the Soviet Bloc, one of the most evil regimes in human history. 




This pretty much sums up the sentiments of the vast majority of Poles, in Poland and throughout the world.


And finally, never let it be said that Poles don't have a sense of humor about their achievements:






RPGPundit

Currently Smoking: Lorenzetti A + McLintock Syrian Latakia